Fun Stuff > CLIKC
Resident Evil 6
TheEvilDog:
I hate that fucking elevator cable!
That is all.
Blyss:
I'm sure that will make more sense after I play, which will be sometime this weekend.
TheFuriousWombat:
Does anyone else wish the Resident Evil series would go back to its roots? There are enough zombie shoot-em-ups out there! This barely looks like a survival-horror game at all. I'm not saying there shouldn't be evolution or anything, just that this looks like a run-of-the-mill zombie shooter and thus not really worth my time or money.
Omega Entity:
Revelations for the 3DS did a pretty good job of mixing it up, actually - Jill's sections played like the old-school games, while Chris's played more like the modern incarnations. I've heard a few friends say they've taken a similar tack with this game.
TheEvilDog:
--- Quote from: TheFuriousWombat on 05 Oct 2012, 19:48 ---Does anyone else wish the Resident Evil series would go back to its roots? There are enough zombie shoot-em-ups out there! This barely looks like a survival-horror game at all. I'm not saying there shouldn't be evolution or anything, just that this looks like a run-of-the-mill zombie shooter and thus not really worth my time or money.
--- End quote ---
Each of the three campaigns offer a different sort of horror, which comes across through gameplay. Leon's campaign is probably the closest to the original games in terms of survival horror (I think his was described as Gothic horror), both in that you often have to rely on the handgun while saving the more powerful weapons for the bigger zombies as well as trying to survive being in the epicentre of a major biohazard.
Chris' is probably the closest to a shoot-em-up, but then again, that's because of the nature of his character. He is a soldier and a member of an anti-terrorist organisation. If someone like Chris Redfield is being sent into an area, its because the situation has degenerated to the point where they have to go guns blazing.
I can't really comment on Jake's campaign as I haven't played it yet, but all I can say is think back to the original games and the amount of backtracking that was involved, or the amount of ridiculous puzzles that had to be solved (How can anyone justify a police station having that many puzzles?). Ultimately, games have to evolve or they stagnate and relying on the same formula becomes, well, formulaic.
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