There is always potential in the series. Like a few others, I haven't played RE6 yet. I bought it dirt cheap months ago but haven't been able to muster the energy to stick it in a drive, abuse a friend into joining me (I am not dealing with the AI after RE5, unless I'm paid to) and actually playing it. Of course, it doesn't help that whenever I mention I should get around to it people tend to say, 'Don't'. But there are still things they can do.
The first thing is to build a genuine villain. Umbrella worked because it was the Hydra - cut off one head, and you'd just find two more. Destroy a facility, kill a CEO, cure a virus...it didn't matter. Umbrella was so rich, so big and so powerful that it felt like it was going to take the player doing something extraordinary to get past the bough politicians and legal system, the virtually unlimited resources and it's own army of not just horrible monsters but trained soldiers. No bit player politicians or terrorist cells are ever going to have the same impact. TriCell would be a good choice to replace Umbrella, but frankly revealing that Umbrella was never killed off all along would be...not the best choice, which would have not been going, 'Oh yeah, it's gone lol' in RE4's prologue, but at least make it all the more sinister. 'You thought we were gone? Guess who owns the shares in TriCell. Guess who was bank rolling WilPharma? Want to know who funded the research into the T-Abyss at Montpellier University? Surprise!' The idea that some core section of Umbrella, a part independent of the people running the company, has remained active and in power is better than nothing.
An even better idea would be turning a former friend into an enemy, but Capcom has not got the balls to do that. The fact they were talking about bringing Wesker back for RE6 should tell you that, but...
More important than anything, I think Capcom need to leave the huge, world changing stories to one side for a bit. From what I've seen of RE6 B.O.W's are such a part of life that you can probably buy a zombie, flatpacked and ready to ship, at your local Ikea. By normalizing the situation so much they've created a situation where a B.O.W outbreak is no worse than a large fire or earthquake. Dangerous, sure, but the knowledge of how to deal with it is out there, the systems in place to deal with it. However, you have the same fire on an oil rig, and you have a much bigger issue instantly.
As much as I say they need to move the story on, right now they need to focus on making games that they don't need to keep twisting the numbers to make into a success. RE6 sold, what, 2 million copies less than they initially wanted? It only made there goals because they kept lowering them...kinda like me for new RE games. A deep, compelling story isn't what they need. Here's a tick list of what I'd do, in Capcoms shoes (You can therefore tick each of these off as what they won't do, instead adding a kaiju-like monster fucking the great wall of china, 'cos Call of Battlefield Shooters blows up national monuments and we wanna be cooooool tooooo, while Chris straps into a giant robot with cannons that fire smaller cannons which in turn fire Leons) if I wanted to make a less shit game than RE6.
1 - Introduce, and keep, a major villain running. Whether it be the shitt Alex Wesker storyline, Jake turning to the darkside, Umbrella/TriCell rising up again or even the return of Wesker's Cousins Evil Coatee'd Robot Clone they need at least a few escapes from justice before being killed to emotionally invest players. We don't give a shit about villain number 8 - I barely remember Saddler, or the bearded dude in Revelations, or whatchmacallit from RE6. We cared about the Ashfords because they were the face of the faceless Umbrella corporation, we cared about Wesker because he'd been a huge dick since game 1, hell I even cared a bit about Sergei because he was related to Umbrella. Midgets need not apply. Make a villain we can hate, make them strong and make them last.
2 - Give us a character we can fear with. No one believes Chris, Jill or Leon can be killed. If you get your name in more than one game and weren't killed when you appeared, you're probably immortal. The mental image of Chris sailing through the air in Damnation after being slapped by a G-Mutant, only to pop back up a few seconds later right as rain sums it up. I'd suggest a small town cop, a reservist - someone with a reason to have combat training without heavy combat experience to make them into an elite badass. Someone who can show fear, terror and not make wise ass remarks. If the character isn't afraid we have no real reason to be either. Just because a game should be (mostly) survivable doesn't mean the characters know that.
3 - Make it isolated. Stick it in Alaska when they're snowed in. Put it on an island during a storm. Hell, have an infected oil rig. You've set up that the BSAA will show up to any outbreak and kick ass - now find a reason why they can't. And if you can't do that? Kill them, bait them, trap them - have the villain screw them over and then do it again, for kicks. The BSAA are going to have to be Worf'd by any major villain anyway to be taken seriously. Have the villain outthink them, out fight them and out plan them, and have them do it with dickishness such as kids strapped with virus bombs, infected team mates turned on there former allies and a great deal of gloating. But make sure they can't save the day - that's for the main character.
4 - Focus on gameplay. As much as I dislike RE4's story, it's a pleasure to play. Capcom needs to do that again. Even going back to a more RE4 style system would be a solid move. Look at how other games handle the inevitable online play - Dead Space 3 wasn't perfect, but having two slightly different story paths depending on if you were in one or two player mode was a decent plan. Not implemented very smoothly, but it worked. An entirely separate co-op campaign using the main game's assets is also an option. Pretty much anything that isn't enforced co-op. You can't have a horror game, or even a survival game, if you have two characters and enough guns between them to take over any third world nation you care to name.
5 - Focus on fear. Half human creatures can be scary even with a good gun if they're smart and tough. Use the next gen system's super powers to make the enemies scary because they out-think you, at least in some basic ways like going around behind people, and using decoys and distractions. Make them anything but predictable swarm drones running into 'hangun bullet to knee to stagger, suplex murder' combos. Then ramp up the nigtmare fuel. Have the infected screaming to die, have them weep over lost loved ones, have the spooky messages on the walls in blood and the nursery with a bloody crib. Have the diary of a mother desperately trying to save her children slowly loosing her humanity and the terrifying merged mutated, pulsating result. Make us feel for the enemies we have to kill, and be afraid that we'll be next. Hell, have a death scene where the main character eats a round rather than b'e dragged off. Make us fear the change, and fear the changed, in equal parts.
The first thing is to build a genuine villain. Umbrella worked because it was the Hydra - cut off one head, and you'd just find two more. Destroy a facility, kill a CEO, cure a virus...it didn't matter. Umbrella was so rich, so big and so powerful that it felt like it was going to take the player doing something extraordinary to get past the bough politicians and legal system, the virtually unlimited resources and it's own army of not just horrible monsters but trained soldiers. No bit player politicians or terrorist cells are ever going to have the same impact. TriCell would be a good choice to replace Umbrella, but frankly revealing that Umbrella was never killed off all along would be...not the best choice, which would have not been going, 'Oh yeah, it's gone lol' in RE4's prologue, but at least make it all the more sinister. 'You thought we were gone? Guess who owns the shares in TriCell. Guess who was bank rolling WilPharma? Want to know who funded the research into the T-Abyss at Montpellier University? Surprise!' The idea that some core section of Umbrella, a part independent of the people running the company, has remained active and in power is better than nothing.
An even better idea would be turning a former friend into an enemy, but Capcom has not got the balls to do that. The fact they were talking about bringing Wesker back for RE6 should tell you that, but...
More important than anything, I think Capcom need to leave the huge, world changing stories to one side for a bit. From what I've seen of RE6 B.O.W's are such a part of life that you can probably buy a zombie, flatpacked and ready to ship, at your local Ikea. By normalizing the situation so much they've created a situation where a B.O.W outbreak is no worse than a large fire or earthquake. Dangerous, sure, but the knowledge of how to deal with it is out there, the systems in place to deal with it. However, you have the same fire on an oil rig, and you have a much bigger issue instantly.
As much as I say they need to move the story on, right now they need to focus on making games that they don't need to keep twisting the numbers to make into a success. RE6 sold, what, 2 million copies less than they initially wanted? It only made there goals because they kept lowering them...kinda like me for new RE games. A deep, compelling story isn't what they need. Here's a tick list of what I'd do, in Capcoms shoes (You can therefore tick each of these off as what they won't do, instead adding a kaiju-like monster fucking the great wall of china, 'cos Call of Battlefield Shooters blows up national monuments and we wanna be cooooool tooooo, while Chris straps into a giant robot with cannons that fire smaller cannons which in turn fire Leons) if I wanted to make a less shit game than RE6.
1 - Introduce, and keep, a major villain running. Whether it be the shitt Alex Wesker storyline, Jake turning to the darkside, Umbrella/TriCell rising up again or even the return of Wesker's Cousins Evil Coatee'd Robot Clone they need at least a few escapes from justice before being killed to emotionally invest players. We don't give a shit about villain number 8 - I barely remember Saddler, or the bearded dude in Revelations, or whatchmacallit from RE6. We cared about the Ashfords because they were the face of the faceless Umbrella corporation, we cared about Wesker because he'd been a huge dick since game 1, hell I even cared a bit about Sergei because he was related to Umbrella. Midgets need not apply. Make a villain we can hate, make them strong and make them last.
2 - Give us a character we can fear with. No one believes Chris, Jill or Leon can be killed. If you get your name in more than one game and weren't killed when you appeared, you're probably immortal. The mental image of Chris sailing through the air in Damnation after being slapped by a G-Mutant, only to pop back up a few seconds later right as rain sums it up. I'd suggest a small town cop, a reservist - someone with a reason to have combat training without heavy combat experience to make them into an elite badass. Someone who can show fear, terror and not make wise ass remarks. If the character isn't afraid we have no real reason to be either. Just because a game should be (mostly) survivable doesn't mean the characters know that.
3 - Make it isolated. Stick it in Alaska when they're snowed in. Put it on an island during a storm. Hell, have an infected oil rig. You've set up that the BSAA will show up to any outbreak and kick ass - now find a reason why they can't. And if you can't do that? Kill them, bait them, trap them - have the villain screw them over and then do it again, for kicks. The BSAA are going to have to be Worf'd by any major villain anyway to be taken seriously. Have the villain outthink them, out fight them and out plan them, and have them do it with dickishness such as kids strapped with virus bombs, infected team mates turned on there former allies and a great deal of gloating. But make sure they can't save the day - that's for the main character.
4 - Focus on gameplay. As much as I dislike RE4's story, it's a pleasure to play. Capcom needs to do that again. Even going back to a more RE4 style system would be a solid move. Look at how other games handle the inevitable online play - Dead Space 3 wasn't perfect, but having two slightly different story paths depending on if you were in one or two player mode was a decent plan. Not implemented very smoothly, but it worked. An entirely separate co-op campaign using the main game's assets is also an option. Pretty much anything that isn't enforced co-op. You can't have a horror game, or even a survival game, if you have two characters and enough guns between them to take over any third world nation you care to name.
5 - Focus on fear. Half human creatures can be scary even with a good gun if they're smart and tough. Use the next gen system's super powers to make the enemies scary because they out-think you, at least in some basic ways like going around behind people, and using decoys and distractions. Make them anything but predictable swarm drones running into 'hangun bullet to knee to stagger, suplex murder' combos. Then ramp up the nigtmare fuel. Have the infected screaming to die, have them weep over lost loved ones, have the spooky messages on the walls in blood and the nursery with a bloody crib. Have the diary of a mother desperately trying to save her children slowly loosing her humanity and the terrifying merged mutated, pulsating result. Make us feel for the enemies we have to kill, and be afraid that we'll be next. Hell, have a death scene where the main character eats a round rather than b'e dragged off. Make us fear the change, and fear the changed, in equal parts.
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