I absolutely did not like it at first, when I played the couple pre-release demos and reflexively became disgusted at the QTE festival and action focus. Later on, doing an RE series re-play, I decided I'd finish it and try to enjoy it for what it is and not what I want it to be.
Damned if it isn't the greatest shitty game ever. Playing by myself, it is a DRASTIC improvement over RE5, babysitting the AI partner's inventory and having to trade in order to get all the things you wanted that they picked up. Also the AI partner using a pistol in a boss fight when you gave them a shotgun. In RE6, I can just do my thing outside of the now-obligatory co-op doors and navigation.
Once you get a handle on the poorly explained (in-game at least) combat meter and inventory shortcuts, a lot of scenarios are a roundhouse-kicking jump back like Max Payne blast. The game is also incredibly huge, and rather lengthy (which is a detriment at times). The difference in the campaigns try to give something for everyone, which means everyone is going to be disappointed at least some of the time, and I could have really done without Chris's outside of the last chapter.
I feel that RE6's combat system, when fully understood and fully used, is the best compliment to the Mercenaries mode, making RE6's Mercenaries the best version yet, even including the raid mode from RE:REV2. It was always a wackier, more action focused test of your skills, and a wacky action focused combat system makes it worth revisiting now and again.
The PC port is also above average, which was a nice surprise. The textures are a mish-mash of quality, but the game is so damned optimized that it runs a supersampled 1440p render with RadeonPro extras thrown at it without dropping below 60 like ever on my very modest PC. Extra kudos for the FOV options that actually made the game physically playable for me.
Yes, there are way too many QTEs and for very stupid and contrived circumstances, the tone shifts from self aware to attempts at being heartfelt or scary quite clumsily, and the cover system makes Chris's campaign even more of a pain in the ass. Some of the bosses are also either forgettable or very annoying, as are the one-hit death situations. The checkpoint system is generous, but the actual saving takes place very irregularly; it's not uncommon to exit and re-open a game to see that 5 or so minutes of progress has been undone.
Anyway, it's a huge and very generous piece of software, especially at the prices it asks today with all the DLC. It is a AAA, blockbuster, setpiece-laden beautiful trainwreck that overreaches in too many directions and is clearly confused about what market it wishes to sell to or even what those markets actually want. Despite all that, I'm glad I gave it a second shot. I'll never play RE5 again unless I have a co-op partner, but I'm actually interested in trying RE6 again even if I can't find a partner for it. It doesn't even touch the tightly focused/balanced RE4 or the single-player focused descent into madness of The Evil Within (on PC of course), but having finished it I'm excited to see what Capcom does with RE7 now, particularly with these mentions of rethinking their priorities and remaking RE2. Hopefully they can capture Mikami magic, if they can't then they're actually better off just hitting the drawing board again with the challenging-yet-stupid Michael Bay insanity approach.
Damned if it isn't the greatest shitty game ever. Playing by myself, it is a DRASTIC improvement over RE5, babysitting the AI partner's inventory and having to trade in order to get all the things you wanted that they picked up. Also the AI partner using a pistol in a boss fight when you gave them a shotgun. In RE6, I can just do my thing outside of the now-obligatory co-op doors and navigation.
Once you get a handle on the poorly explained (in-game at least) combat meter and inventory shortcuts, a lot of scenarios are a roundhouse-kicking jump back like Max Payne blast. The game is also incredibly huge, and rather lengthy (which is a detriment at times). The difference in the campaigns try to give something for everyone, which means everyone is going to be disappointed at least some of the time, and I could have really done without Chris's outside of the last chapter.
I feel that RE6's combat system, when fully understood and fully used, is the best compliment to the Mercenaries mode, making RE6's Mercenaries the best version yet, even including the raid mode from RE:REV2. It was always a wackier, more action focused test of your skills, and a wacky action focused combat system makes it worth revisiting now and again.
The PC port is also above average, which was a nice surprise. The textures are a mish-mash of quality, but the game is so damned optimized that it runs a supersampled 1440p render with RadeonPro extras thrown at it without dropping below 60 like ever on my very modest PC. Extra kudos for the FOV options that actually made the game physically playable for me.
Yes, there are way too many QTEs and for very stupid and contrived circumstances, the tone shifts from self aware to attempts at being heartfelt or scary quite clumsily, and the cover system makes Chris's campaign even more of a pain in the ass. Some of the bosses are also either forgettable or very annoying, as are the one-hit death situations. The checkpoint system is generous, but the actual saving takes place very irregularly; it's not uncommon to exit and re-open a game to see that 5 or so minutes of progress has been undone.
Anyway, it's a huge and very generous piece of software, especially at the prices it asks today with all the DLC. It is a AAA, blockbuster, setpiece-laden beautiful trainwreck that overreaches in too many directions and is clearly confused about what market it wishes to sell to or even what those markets actually want. Despite all that, I'm glad I gave it a second shot. I'll never play RE5 again unless I have a co-op partner, but I'm actually interested in trying RE6 again even if I can't find a partner for it. It doesn't even touch the tightly focused/balanced RE4 or the single-player focused descent into madness of The Evil Within (on PC of course), but having finished it I'm excited to see what Capcom does with RE7 now, particularly with these mentions of rethinking their priorities and remaking RE2. Hopefully they can capture Mikami magic, if they can't then they're actually better off just hitting the drawing board again with the challenging-yet-stupid Michael Bay insanity approach.