Archive for October 2, 2012

Second Impressions: Resident Evil 6

Posted: October 2, 2012 in Review

After the second chapter of Leon’s campaign comes to an end, it’s obvious that this is something very special indeed. Capcom have succeeded in upping the ante to unexpected levels. A chapter will start out in one way (for instance, trying to reach a catherdral) only to go down a totally different path (like a minecart ride).

The computer AI is remarkable, never getting and only sometimes needing assistance with the enemies. Not having to share your supplies with them this time around adds to the simplicity of the interaction as well, and you can also issue simple commands.

What’s apparent with this game is how Capcom are actually nicking the best parts of other games to use in Resi 6. The church seige from Left 4 Dead, or the ability to find your objective from Dead Space – these both feature in the game. It’s not a bad point, but it is a tiny bit disappointing that the grandaddy of them all is forced to bow to its own pretenders.

Still, it’s good. Very good. Three hours down. More to come.

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First Impressions: Resident Evil 6

Posted: October 2, 2012 in Review

First Impressions of Resident Evil 6:

One chapter into Leon’s amazing campaign. If the game continues at this pace, this intensity, this level of genius, then Resident Evil 4 might well be dethroned as king of the franchise.

Capcom choose to open their survival horror campaign up in wonderfully gloomy fashion, throwing spooky light effects and flickers of lightening out to set the scene. A few lovely visual throwbacks to the franchise’s humble beginning crop up – memoirs of the very first time you encountered a zombie, the sound of distant dogs barking as you walk past a large window.

What’s more amazing is how well Capcom have created the entire world. You run through a city in total choas – other survivors flee, crash cars, are killed violently in front of you. The end of the chapter sees you team up with four others in a desperate bid to hold ground in a destroyed gun store. Subway trains continue to run on an automated serivce. The overall impression is one of a fully realised world that you’re trying to survive in, rather than a world created for you to pass through as with so many other Resident Evil titles.

But the game is ambitious, too. Zombies now dive at you, swing whatever weapons they held when they died. Some even carry explosives that can be shot. You can deliver a melee attack anytime you wish now. The humble knife has been upgraded to almost absurd levels, finally able to decapitate a zombie.

So, yes, Resident Evil 6 is well on the way to true greatness. And that’s one chapter in.