Resident Evil 6 – The Game That Tried Too Hard

Title:  Resident Evil 6
Release Date:  October 2, 2012
Developer:  Capcom
Publisher:  Capcom
Producer:  Hiroyuki Kobayashi
Designer:  Jiro Taoka
Writer:  Shotaro Suga
Composer:  Akihiko Narita


Resident Evil 6 was reeked of effort. That’s the best, most merciful way, that can be said about the game. Some games are awesome because game developers had a phenomenal idea and they brought the idea to fruition. Other games have the benefit of incredible game engines or some creative genius that kicked it to the next level.  Resident Evil 6 had none of these.

It was a game that tried too hard.

The Good

Co-Op:  This game was designed for co-op play. If you’re looking for a shooter game full of challenges and cooperative gameplay, look no further than Resident Evil 6.  For all the story faults that the game has, and a few serious gameplay issues, you can’t take away that this game’s primary strength was in its co-op. Seriously! The programmers put in a lot of effort to create what is arguably one of the better co-op games out there. If this game wasn’t called Resident Evil (or used the characters), I’m positive most of the complains about this game would vanish.

The challenges in this game are fun in single-player mode, but really shines in co-op mode. It really does require a lot of cooperation. That’s what I really like about it. The game is very difficult, if not impossible, to win in co-op mode unless you and your teammate works together! It’s so rewarding.

Leon Scott Kennedy:  So I’m a fanboy. But I loved Resident Evil 4. And I loved Leon to no end. So when Resident Evil 6 came out, and I heard Leon was in it, I wanted the game. I wanted to play Leon again.



They didn’t bring back Paul Mercier to do his voice. But the guy they got, Matthew Mercer was quite good. His Leon sounded nearly identical to Paul Mercier’s Leon. So much so that I had a lot of trouble telling the difference. And that meant a lot to me, since I like the character so much.

The Bad

Horrible Gameplay:  I wanted to like the gameplay. Let me start off by saying that. I really, really wanted to like it. It came close to what Resident Evil 4 had. They had the over the shoulder view. And they had similar weapons and fights.



But… the game developers really wanted the game to look “cool” rather than awesome gameplay. Let me give you an example. For reasons of sheer stupidity, Leon and his partner Helena Harper ran from an explosion caused by a fighter jet exploding next to a gas truck. Yep. They ran from it. So instead of keeping the over the shoulder view, the camera changed so you were looking directly at Leon and watching the explosion get closer and closer. Yep, you were running away from the explosion, but you couldn’t see where Leon was running to. It looked cinematic, sure. But for gameplay purposes, it SUCKED. It was terrible. I should be able to see where Leon is running to. The only reason why the camera changed like that is because it looked cool. But for crying out loud, that part reeked of sheer effort. Normally, I would link a video to show you… but I can’t bring myself to do it. It’s too horrible.

Worse, a lot of “challenges” in this game was pressing the right button at the right time. You see, a button flashes on the screen. If you hit it at the right time, you get to watch the character do something really awesome looking. And we get to do this a lot. A lot a lot. While it was done sparingly in Resident Evil 4, Resident Evil 6 made sure to have this approximately every 20 minutes or so.


Oh, and why the hell did the people inside the church decide to ring the f**king dinner bell to summon all the monsters to kill me? I’m not kidding. Leon was standing outside of a church, knocking and asking to come in. The people inside said no, if they opened the door then the zombies would get in. Three seconds later, the bells start to ring and Leon gets swarmed by endless waves of zombies. It was a fight for the sake of a fight. It didn’t serve to advance the story. The ringing bells were never explained. It happened for NO REASON AT ALL! Gameplay like this is pointless.

Resident Evil 6:  If this wasn’t called Resident Evil, it would have been a pretty okay game. But this is called Resident Evil. And because of that, I can say that there are certain things that are expected. Monsters in the game should have some sort of explanation. There should be elements of horror. Enemies are supposed to be frightening. There should be mood, pace, and setting indicative of horror.



Outside of the characters in the game, this game doesn’t have much at all to do with Resident Evil, if anything at all.

Look, if Capcom wants to call the game Resident Evil, it should play like a Resident Evil game. This doesn’t. It plays like an action co-op with zombies and gross-looking enemies.

The Ugly

The Puzzles:  WHO THE HELL WOULD SET A DOOR TO UNLOCK ONLY IF FIVE BELLS WERE RINGING??? WHAT IF THE PERSON INSIDE NEEDED TO USE THE BATHROOM??? WHAT SORT OF KEY IS RINGING BELLS????? Virtually every puzzle in the game is insulting to anyone who bothers to think about it for more than two seconds. Each puzzle is there to look cool or to be challenging without making any goddamn sense at all.


The puzzles are painful and were there for the sake of having complicated puzzles.

Derek C. Simmons:  This is the big bad guy. Want to know what it took to defeat him? I shot the guy approximately a thousand times. Then I hit the guy with a train. Then I ran him over with the same train. Then I shot him some more. Then I dropped the guy a thousand feet right into a blazing inferno. Then I shot him some more. Then I blew up explosive barrels around him. Then I shot him with machine gun fire designed to blow through tanks. Then I blew off his limbs repeatedly. Then I shot him in the head repeatedly. Then I hit him with lightning. Twice. Then I shot him in the face with a rocket launcher. Then he fell approximately 2,000 feet down onto an obelisk with a sword/needle thing on top for him to impale himself. Finally, I got to watch him bleed out and make the symbol for Umbrella.


That’s what it took to defeat the final boss for the game. All that…

Let me tell you something. After Derek came back after being run over by a train, Leon should have given up. He didn’t have anything that could match the power of a train. He didn’t. He didn’t have anything that came remotely close. But nope. Leon proceeded as if his dinky pistol could defeat Derek. The same Derek who laughed off being hit by a train and getting run over by a train. It went back the point of ridiculousness and went into the realm of stupid.

Ridiculous:  There’s too much of this game that’s ridiculous. I must have said, “this is stupid” over a dozen times while playing. Like, why the hell would the main entrance to a church go straight through a cemetery? Who builds churches like that?  It was done to give a reason for Leon to enter into a cemetery during a zombie outbreak. I mean, really? Really? That’s the best you can do? I rolled my eyes, and I’m positive you did, or would, if you saw it.


And some battles have zero explanation. For example, Leon and Helena make it to the entrance of the church. That’s good. The people inside the church are too scared to open the door, since there’s zombies out there. That’s understandable. The church bells start ringing. I’m not kidding. Those jerks are ringing the church bells like it’s dinner bells. It was done in order to let the gamer fight a few dozen waves of zombies. But in the game, there wasn’t an explanation. They rung for no reason. Nobody took responsibility. And when the duo made it into the church, they weren’t upset at all. Hell, they didn’t even ask any questions about it at all. It was as if it never happened. So people in the church tried to have Leon and Helena killed, and there was zero consequence for it. It was stupid and insulting to anyone’s intelligence.

The Honest Truth

The programmers tried too hard.


They clearly wanted to make Derek a memorable, and dominant, final boss. But they ended up making him nigh invincible. That guy kept on bouncing back over and over. It made no sense. But the programmers kept at it. They also wanted to make awesome puzzles, but they forgot that these puzzles needed to be somewhat practical. In theory, more people than the “heroes” would be going through these areas. But nope. There was nothing at all practical about the locks and puzzles. To open doors, you needed to ring bells… can you imagine how difficult everyday life had to be for anyone trying to open doors in this world setting? You’d have to carry a sniper rifle rather than a key.

I believe in internal consistency with video games. Everything within a video game should make sense within its own context.  Like the way camera angles work. Or maybe the variety of enemies. This game didn’t have that. Not really.

The programmers kept on making enemies that looked gross because, well… I guess they thought it would be enough to be scary? I have no idea. More than half of the new monsters didn’t have a lick of explanation. They were there to be killed. Nothing more.

And in a game like Resident Evil, that’s not enough.


Avoid this game


4 comments on “Resident Evil 6 – The Game That Tried Too Hard

  1. Pingback: Resident Evil 6 – The Game That Tried Too Hard | Press Start To Begin | FRONTBURNR

    • That was one of the quicktime events with the player needing to hit the button at the right time. I’m not positive it would be quite the same, as the camera angle seems to change a lot in the game during quick-time events.

      Very good catch. I forgot about that when I wrote it. 🙂

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