

Now everything from opening a door to punching an enemy has the potential to trigger an event that’ll have you slamming random buttons or smacking the analog stick back and forth. Quick-time events aren’t new to the series, but they were used much more sparingly in the past than they are in RE6. These segments aren’t well telegraphed, and it’s often hard to know if the foe you’re wasting precious ammo on can be hurt at all, or if the game is simply biding its time until a quick-time event is triggered. You’ll often face situations that seem bred specifically to trick you into wasting ammo (and time), such as near-immortal enemies that need a cutscene to trigger before they can be harmed. Needing to mix herbs and pick and choose which items to collect might have made sense in the past, but now it feels somewhat redundant, held back even more by inventory management that doesn't fit.

Resident Evil 6 doesn’t blend horror and explosive action, it simply sits awkwardly between them, leaving you with facing too many enemies with too few bullets. The issue, though, is with conflicted gameplay more specifically, scarcity of ammo and an annoying inventory system. There are still some moments of slowly plodding through moody corridors, waiting for enemies to leap out and scream, but they’re weaved between cinematic moments and large-scale shootouts. The welcome ability to move and shoot is joined by sliding, crawling, upgraded melee, and a cover system that never seems to work right (but, thankfully, is never really necessary). An emphasis is placed on fluidity and movement-a huge departure from the tank-like controls of previous games. Resident Evil 6 sports the largest upgrades to the Resident Evil style since RE4. It’s not because of the actual mechanics of the gameplay, though-those are stronger in RE6 than they have been in any of the past games. Repetition is common during RE6’s many boss battles, where stories overlap the most-and the encounters only become more tedious every time you replay them. It also means, however, that some battles or moments are repeated in later campaigns, which can be an issue if the segment wasn’t all that good in the first place. Intertwining stories can mean brief, fleeting segments of four-player co-op interspersed throughout, making RE6’s already grand, overarching story feel more impressive. These aren’t just cutscenes, either-when you play as Leon you’ll run into a section where you’ll fight side-by-side with Chris, prompting the game to search for players currently playing Chris’s campaign to pull into your game (after a brief, skippable waiting period).
RESIDENT EVIL 6 GIRAFFE BLOW SERIES
That’s over two-dozen hours without digging into The Mercenaries, a score-grind mode Agent Hunt, a feature that lets you jump into the body of an enemy in a stranger’s game or attempting to go back through cooperatively or to hunt down all of the hidden Serpent emblems.īetter yet, the campaigns occasionally cross over into the others as the different plotlines converge and diverge, creating some of the most memorable moments the series has seen in years. Fans of shorter single-player stories will undoubtedly enjoy the ability to blow through any of the campaigns in five to seven hours, whereas those who prefer longer narratives will still be greeted with a single tale that lasts around 25 hours.
