

I mentioned before that there is co-op and solo play the difference between playing solo and co-op delivers a difference of night and day.
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This certainly isn’t the worst story in the Resident Evil series, but it’s certainly not the pinnacle of what the series used to be.
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Thus when these things are put together, it’s hard to see Resident Evil 6 as a true horror game it ends up being an action-packed Quentin Tarantino movie with the Resident Evil theme. When something comes up that should be a terrifying moment, it is now transformed into something that is common-place. This disconnect comes from low believability over-the-top boss battles and the character’s confidence in the game, which then carries over to the player, who are now confident themselves. This is further compounded by the fact the same boss comes back over and over and over. Now that this is being achieved through intelligent storytelling, it’s very hard to empathize with the characters when they are immensely self-confident and have the ability to come out of the most ludicrous death-defying scenarios unscathed. The first two Resident Evil games had moments where you were truly scared going through the game, but that was achieved through fixed camera angles and very linear gameplay. The game is filled with suspense, but it’s never truly terrifying. Resident Evil 6 unfortunately doesn’t have many moments in it that were truly terrifying. This makes for a very rewarding system when you consider the flexibility of it all. The skill system clearly gives the players a choice to customize their characters, in all game modes, for who they are playing and customize them for the player’s unique play style. The reason this is so drastic is because the weapons and HUD fit the personality types of each character as an example, you wouldn’t expect Leon to carry a crossbow the same way that Ada does or Pier to use a shotgun when he is proficient with a sniper rifle. The game’s characters are further individualized by the weapons they use and the HUD used in each campaign. The downside is that you have to set this up before you play, or in between levels during single player and co-op. The limit of usable skills is three at a time, but the game gives you the option to change these up to 8 configurable settings. The points however are universal this means if you like mercenaries mode, those points will carry over to single player and vice-versa.

There are a few skills that can be used across all game types, but the majority are segregated.

RE6 introduces a new gameplay mechanic called skills the skills are separated both in the single player, co-op and the multiplayer mercenaries mode. That being said, all of the characters still felt important and integral to one another and to the overall story, which obviously is not an easy thing to do. The only issue that I had with this was that when the characters were collaborating together on certain events that required you to take down a boss, the final blow shifted to the characters you were playing, and that scenario made itself more important than the previous one. The individual campaigns are interconnected, and each one will take you about 5 to 6 hours on average to complete.Įach story featured in the game is intertwined with the others in one way or another, which gives the collaboration between the multiple characters and the world a greater sense of depth and purpose. Once you have completed your training you are taken to the menu of the game where you can then choose the campaign you wish to play these can either be played solo or through co-op. Resident Evil 6 starts off by plopping you into a training level where you play as Leon, one of the 8 playable characters.
