Indsendt: 25. januar
this game is a hot mess.
as far as progressing the series, i think this did a better job than resident evil 5. however the game is constantly undermining itself with iffy and questionable gameplay design. its a high quality game for the most part, but so inconsistant. very frustrating.
this is a game that grows on you, the first 20-30 hours or so I was pretty underwhelmed and disappointed. it is pretty much agreed upon that the second campaign (chris redfield) is the lowest point you'll experience and will make or break your opinion of this game, despite only being a small part of the overall experience. Leon's starts out really good, a real return to form. then it gets real stupid about the time "Debora" shows up. Chris's campaign is basically gears of war. (i enjoy it for what it is, but it is not very resident evil = ish) Jake and Sherry are the best and worst parts of the previous two campaigns mashed together, and Ada (campaign 4) feels like an afterthought, but feels a lot like RE4 )
The campaigns are pretty long, and your first time through will generally take 4-5 hours for a single campaign. unfortunately they far outstay their welcome in the form of final boss fights that end up being half an hour long, and are full of quick time events.
the controls ( i use a keyboard and mouse) are the best in the series, but it still has issues. the biggest being they decided to bind the key to sprint (and you'll do a lot of it), use levers and open doors, interact with objects (and you'll d a lot of it) , duck and take cover behind objects, AND quick time events all for the same single keybind. you cannot separate these.
i recommend binding this action key to your middle mouse button because it is probably the button you'll click more than any other while playing through the entire game. it needs to be comfortable and easy to find. default i think is "f" which is a horrible idea since its right in the middle of 5 keys you'll constantly use for other things.
the controls are pretty complicated but very satisfying once you get the hang of it (it'll take a while) .
you can dodge in 4 directions, and continue to shoot while you lie on the floor and/or roll around to safety. some characters have a melee option, but everyone kicks and punches the same regardless of the weapon you're holding so just like in Mercenaries, shoot, stun, and melee to death is the way to go.
overall the new controls are pretty cool, and a great idea. i think this is a step in the right direction to evolve the series as far as controls go. brushing up against surfaces allow you to "lock" into place, letting you peak around corners and shoot safely (like every other third person shooter) and the camera is pretty good about letting you do it. sometimes you'll go into a psuedo first person view because of the lack of camera space, but they executed this well.
unfortunately the camera is also your enemy . devs made a bad decision to randomly force the camera to auto focus on your objective about..half the time. this can often prevent you from even attacking the nearest threat because you can't turn around and see what's going on behind you. there's also a nasty bug (at least i hope its a bug) in Chris and Pier's campaign where the camera can't even be moved and I can't seem to shoot or fire my weapon, only run toward whatever the camera's pointing at.
production value for this game is really high quality (probably where most of the budget went). if the dialogue wasn't so cheesy, i might actually get a little scared.
unfortunately this is not a scary game, nor does it feel survival-ish. your inventory is essentially reduced to a handful of guns and grenades, and healing. there's nothing in this game you pick up that isn't ammunition, a grenade, or an herb and you can carry every weapon at once. the only real restriction is how much ammo you can carry (and half the time, you have too much, half the time you don't have enough)
they stream-lined the entire inventory into a small scroll-fest that pops up during play. (there's no pausing, your inventory accessed is all real time, so be careful). this is about the only thing that actually adds tention and fear for the better. i think this is an idea worth carrying over for the future of the series, but i want a real inventory management, and clues /items to carry around. hard choices that have to be made. in this game, there are none. all super linear levels, some minor deviation for exploration (for items, but remember, its only ammo and currency you find)
multiplayer community is dead (no surprise, with the massive pay wall) so don't expect to find random matches more than once in a blue moon. so much lost potential. the multi player is quite fun and has great longevity design but since you can't find players, there's no point in recommending these good fun game modes since they require human players.
the co-op functionality in this game is impressive. it's a shame though that it was pretty much designed around having 2 human players at all times, because it isn't as fun playing alone. your a-i partner cannot die so they will be your personal medic and tank you can completely ignore without consequence. this isn't a bad thing as you are first playing through the game, as you learn how this friggin game works, but it really shines when you can feel the cooperation with another human.
aside from being able to jump in and out of any of the 4 campaigns at any time with any player, there's also a pretty cool "Agent" mode where you join solo or co-op games as an enemy soley with the purpose of killing those players and making them restart whatever they're trying to do. it works well and adds some depth of fear knowing you have one or multiple humans who are always tracking you, trying to make you fail.
my two massive cons which cannot be ignored, however, will really hurt your overall experience.
this game is only difficult in the sense that it throws cheap instant kills and annoying quick time events at you CONSTANTLY. I hate these things. I don't know anyone who actually likes them. This game is full of them. Typical action sequences where you are doing just fine and suddenly the game says "press r + left mouse button NOW" or you die , and restart.
The second con is a mixed bag. At least once in every campaign (and sometimes two or three times) you are immediately thrown into a fixed camera angle (like the old games) but you have to literally sprint in one direction at full speed to outrun various dangers. if your key binds aren't comfortable and fluid, this is a major pain in the ♥♥♥. Just about every scenario has the camera looking at what's chasing you so you can't see where you are going, you just trust the game and run "forward" and "away" from whatever's chasing you. blindly. thankfully you can pretty much use one button (that stupid action/sprint/quick time/and everything else button) the entire time. just hold it down and be prepared for more quick time bull ♥♥♥♥ popping up .
seriously, the quick time events are killing this series.
better than operation racoon city in every regard. more interesting, and visually engaging than RE Revelations but the game play is worse.
If you haven't given up on the series after RE 5 , you probably will enjoy this one too, despite the overwhelming flaws that get in the way. 2 steps forward for the series, only to stumble and fall down and ultimately end up farther back than where you began.
Revelations seems to be the step in the right direction, but there are elements of this game they really should keep. "unlockables" in this game are pretty sad though. costumes only for multiplayer, not campaign. no secret weapons and unlimited ammo and guns can be picked as soon as you replay any chapter, at any time. shoot hidden medals for story files to read