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  • How could have 6 been improved?

    In this thread, let's come up with some ways 6 could have been improved.

    Personally, here's what I would've done:

    1. Take out Leon and Ada, have Harper relegated to being involved with piers. Instead of being driven insane due to Simmons being obsessed with Ada, have Simmons be obsessed with alexia and Carla being transformed into her. This harkens back to code Veronica, perhaps having Chris undergo flashbacks along with flowing with the C-virus being a mixture of G and T-V.

    2. Reduce the viability of Melee in general, with only Jake and Sherry being able to really utilize it against heavily mutated creatures.

    3. Have Chris die at the end, instead of piers. The entire game should've been a send off to the old guard and the introduction of new flag bearers (piers, sherry, and jake. Perhaps Helena). No one wants to see a 50 year old Chris having asthma attacks while fighting Neo-Wesker.

    4. More of a horror-action emphasis. Let's face it, the scope of the story is too large to relegate it to survival horror. Revelations only worked due to it being a relatively small event. 6 is more of a global scale. As such, play to that strength.

    5. More polish on the graphics. It should not look inferior to 5.

  • #2
    Take out Chris/Piers campaign, spend more time on Jake/Sherry and that would have improved the game a ton imo. Chris' campaign was by far one of the most painful things I've ever went through in my gaming history, I just wanted to get through it to get it over and done with. I actually liked Jake and Sherry, it wasn't quite as good as Leon's for atmosphere but it was a damn sight better than Chris' for the action.

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    • #3
      How about not make the damn thing at all..
      And some of those 'fan-fiction' like suggestions - yuck - seriously? RE6 felt like that as it was anyway.

      They should have just stuck to one storyline, and made it longer - Leon's and Helena's was okay (apart from the middle part of the game with the catacombs/underground)

      Chris's was pretty much RE5 and mehhh - Jakes storyline made me feel like I was playing Uncharted (even their China outfits look exactly like Nate's)
      "I never thought any of this stuff my brother taught me would work!"

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      • #4
        Originally posted by geluda
        I actually liked Jake and Sherry, it wasn't quite as good as Leon's for atmosphere but it was a damn sight better than Chris' for the action.
        I will never understand that. Jake, for me, is the worst campaign by far. Terrible music, lots of QTE, ridiculous actions (Bike section, ugh....) and uninspiring gameplay sequences. Chris has the least amount of QTE and it is the campaign where you can, actually, exploit the potential of the gameplay to its fullest.

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        • #5
          Take out all vehicles. Well, except the airplane part with Chris, it was a nice nod to his background.
          Take out those goddamn QTE.
          NEVER confiscate camera control from the gamer to show pointless things. So irritating !!

          And there you have the best TPS of the decade.

          Storywise : At least give some background to Jake's mother so that he doesn't seem too shoehorned into the plot, and find some better reason to clone Ada than just some crazy unresolved love affair. Aside from that, I find the story quite enjoyable.

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          • #6
            Originally posted by Grem View Post
            I will never understand that. Jake, for me, is the worst campaign by far. Terrible music, lots of QTE, ridiculous actions (Bike section, ugh....) and uninspiring gameplay sequences. Chris has the least amount of QTE and it is the campaign where you can, actually, exploit the potential of the gameplay to its fullest.
            In Chris' campaign you just spray bullets the entire time and spend most of your time running about chasing the dumbest of AI, that bored the living day lights out of me. At least in Jake's campaign the game made some sort of attempt at clever design; being stalked by the Ustanak made the game intense and gave it some nice action sequences, and while the motorcycle scene sucked the over all progression in their scenario was better for me. It's not perfect by any means but had more effort went into it it would have been all that much better and perhaps even on par with Leons campaign.

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            • #7
              Remove Chris' and Leon's campaigns. If the plot is about Ada, Simmons, Carla, the C-Virus and Jake's blood to save the world, then focus on these characters and make a well done single campaign and a good story around them. Leon's revenge for his friend the President and Chris' personal traumas are utterly irrelevant. Don't try to please everyone with a lot of characters trown there just for fan-service.

              Remove the vehicle sequences and the stupid explosions everywhere. This is RE, we want to run from terryfing enemies, not from things that explode.

              Stop with the stupid stick/button masher QTEs. They already abussed of this shit in RE4, now they did the same mistake again, and even worse.

              Make a decent inventory and give us the chance of picking up the weapons we want and remove/storage those we don't want, was so hard to add a simple "Item management" option just like RE5 has? It's annoying to have to scroll between a half-dozen weapons because the game forces you to carry every single one of them. And it's also annoying when you don't need a specific weapon and the game keeps giving you ammo for THAT weapon because you still have it on your inventory.

              Make melees and counter less powerful, they can't do more damage than a close shotgun blast... And remove enemies' item drops (This also applies to RE4 and RE5), especially when they make no sense, like a momified zombie dropping rifle bullets. Put more ammo on the stage to compensate if needed like they did with RER.

              Originally posted by Drake View Post
              1. Take out Leon and Ada, have Harper relegated to being involved with piers. Instead of being driven insane due to Simmons being obsessed with Ada, have Simmons be obsessed with alexia and Carla being transformed into her. This harkens back to code Veronica, perhaps having Chris undergo flashbacks along with flowing with the C-virus being a mixture of G and T-V.
              Like that idea.
              The Resident Evil 3D Animation Showcase

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              • #8
                No Eiichiro Sasaki.
                PROJECT Umbrella - The BIOHAZARD/RESIDENT EVIL Compendium

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                • #9
                  I'm actually quite fond of their attempt at trying to tell a multi-segmented, overlapping story. Sure, it's far from perfected, but it's at least a step up from the incomprehensible mess that was Lost Planet 2's narrative (RE6 feels like Lost Planet 2^2 in many ways), but it's still cool that someone dares to do some new shit and also experiment with multiplayer in the mix too, and they get far too little praise for the amount of content they've crammed into their game. At this point, it's almost weird that they haven't done a stand alone release of Mercenaries (other than the 3DS one, that is). I don't mind their large scale war/CoD approach. This is the type of stuff that's to be expected when people want to see old characters return and experience BOWs out of control, outside their natural test tube habitats, etc.. Of course, it'd be cool if we could get some good ol' terror in the mix by being someone who pretty much just fights for their own survival in the mix too, and not towards some goal of saving the world/day (things getting a bit too plot driven, maybe? Rather than the sort of murder mystery and discovery based approach of the original.)

                  So, yeah, since I'm quite happy with RE6, I'm gonna just list minor things;
                  1. Same game, but label it as something else than Resident Evil, as it'd save anyone who'd gladly have a serious discussion about the game's shortcomings from having to deal with people telling you the game's problems were "Two Adas", "No Jill", "Where is Rebecca?" and "If Jill was there, they'd probably fuck up her nose anyway".

                  2. Some sort of tutorial/obstacle course that'd teach the player how the game's mechanics actually works, since no one's apparently capable of doing anything without an instruction manual these days.

                  Beyond that? Nothing left to "fix" in RE6. I'd say go full force on RE7 and just bring onboard anything learned from RE6 and don't be afraid of taking risks whilst the brand is still hot. And keep the giant genre shifts to the side-games or something ... I guess RE6 sort of suffered a bit too much amongst fans for being a "shooter" like Operation Raccoon City.

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                  • #10
                    Originally posted by Carnivol View Post
                    I'm actually quite fond of their attempt at trying to tell a multi-segmented, overlapping story. Sure, it's far from perfected, but it's at least a step up from the incomprehensible mess that was Lost Planet 2's narrative (RE6 feels like Lost Planet 2^2 in many ways), but it's still cool that someone dares to do some new shit and also experiment with multiplayer in the mix too, and they get far too little praise for the amount of content they've crammed into their game.
                    Yeah, true, the crossover system and the Agent Hunt mode for example were good and innovative ideas. Even the Predator mode was a blast. See the upcoming game Evolve : it's basically just that, Predator mode, but (extremely) expanded.

                    And yeah, Lost Planet 2 story was... ugh. I tried to understand it but I just couldn't. I finished the game, mind you, but still couldn't get my head around that mess. The first one was already kind of weird in the storytelling department, but the second brought the WTF on a whole new level.

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                    • #11
                      Thing is, Chris' personal traumas worked quite well and, with a little work, could've had him sacrifice himself to save the world. Without Wesker, Chris is left relatively Unopposed and suffers from still being in the spotlight. 6 should've been his send off, with perhaps a nod in the ending to Jill retiring after 5. Piers would've became the new Chris and Jake could've perhaps bonded a bit with Chris, understanding his reasons for killing his father in the end.

                      Instead, we get a mid-40s Chris living and not real conclusion to any character story arc. I like the lore and viruses as much as anyone, but the characters needed to undergo a proper character progression. But they didn't and for that, together with other issues, the game suffered.

                      As for some gameplay elements:
                      I agree, get rid of the vehicle segments, but don't get rid of Chris' campaign. Modify it to be similar to revelations, with more puzzles for both his and jakes campaign.

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                      • #12
                        Imo Chris' trauma didn't work well. It's just exaggerated, after all he had been trough all these years (including Jill's "dead" in 2006), he allways pushed forward and keep fighting, and now, he loses a mission and his team is killed and he just dissapears and hide from everything in a hole and become drunk?

                        That's not Chris.

                        Chris in RE6 has a personal conflict that has nothing to do with the actual plot, you can remove it and it doesn´t affect the story arc at all. Imo Chris was completely unnecessary in RE6, and his appearance was forgettable. They should've saved him for future games. And personally, I don't want him to die, at least not yet and not because of a random pathetic villain, especially after he survived Wesker.

                        I think Chris deserves an appearance in the final chapter, meanwhile I prefer they give him a break.
                        The Resident Evil 3D Animation Showcase

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                        • #13
                          How I saw it: it all reached a boiling point. A person, even someone like Chris, can only take so much before they lose it. And, in the end, Chris is only human. A mid-40s human, who, in the real world, would be a supervisor and not out in the field. His time has past and he's had more than enough spotlight.

                          1, code Veronica, 5, revelations, and the new sections of umbrella chronicles. 6 should've been his send off, a final farewell to the man who stopped Wesker. Instead, we will have Chris star in resident evil 10 at the ripe age of 80 and in a wheel-chair, shooting at zombie robots revived by Shin-Wesker.

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                          • #14
                            Originally posted by Drake View Post
                            Instead, we will have Chris star in resident evil 10 at the ripe age of 80 and in a wheel-chair, shooting at zombie robots revived by Shin-Wesker.
                            Last edited by TheSelfishGene; 06-18-2014, 05:44 AM.
                            sigpic

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                            • #15
                              Why all games have to be in current-year? First RE was a 1996 game and its plot takes place in 1998, RE3 was from 1999, RECV from 2000 and RE0 from 2002, still all of them take place in 1998, and RER was a 2012 game but its plot is in 2005.

                              Same way a RE 10 could be placed only five years after RE6, and Chris would be 45, enough for running, shooting Zombies and some melee stuff.
                              The Resident Evil 3D Animation Showcase

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