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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