You might not fault Resident Evil 6 for its attempt to be an action game for all, but there's no choice but to speak up when the overall result feels unpolished and scatterbrained.
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It wants the creeping pace and the hectic shootouts, and the blockbuster set pieces, the vehicle chases, the resource management, the hand-to-hand combat, the online co-op, the drama, and the extravagant boss fights. No, it wants to go in all directions at once. The problem isn't that Resident Evil is changing direction over time. Whether you enjoy behaving so aggressively and imprecisely in a Resident Evil game, however, is something you'll ponder while playing. It's jagged and eccentric, and perhaps not entirely compatible with the bothersome camera, but at least it works. The big change is in the pacing and the increase of projectiles, which is where the cover system comes in. Given the benefit of the doubt, though, it's not so far removed as the war-torn Eastern European setting may imply. On the surface, Chris Redfield's shooter campaign is barely recognizable as Resident Evil, which has always struggled to formalize its tendency toward more action.
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The monsters in Resident Evil 6 arrive in all horrific, slimy shapes, yet none of them inspire the panicked repulsion that accompanies the chainsaw man with a bag on his head. Sadly, as distant as the survival-horror tone is by now, there's still a noticeable lack of tension and breathtaking enemies. Some standout moments – like a tumultuous mine-cart boss battle, and a brief alliance with civilians in a monster-infested town – are scattered throughout, making this the best, most rounded campaign of the bunch. These scenarios can wreak havoc with the awkward camera, which is so close it robs you of important peripheral vision and, when you aim, puts the biggest blind spot right in front of your face. Leon's part has a good balance of methodical shooting and frantic sieges (a la the opening of Resident Evil 4), though the level layout often roots you in a small space swarming with enemies.
RESIDENT EVIL 6 REVIEW SERIES
They're all Resident Evil, capturing what the series was and how it has changed since beginning on the original PlayStation, but there's no heart or vision tying them together, and they all lack strength because of it. There are three clearly delineated styles, intersecting whenever the associated characters bump heads. Muller has a deep understanding of melee combat, which puts him at a significantly higher level than whoever designed the melee combat in this game. And finally, Jake Muller and Sherry Birkin (all grown up after Resident Evil 2) cater to that fan who plays Resident Evil for the wicked wrestling moves. crank up the body count with a militaristic bent, swathed in disposable enemies, automatic rifles, tanks and cover-based shooting. The two really are the worst match if you're looking for rapid plot development – she's basically a viral marketer, and he's bizarrely skeptical for a guy who is statistically likely to be in the room whenever someone sprouts tentacles and extra teeth.%Gallery-156925%Whereas Leon and Helena come closest to channeling the pressure-cooked action of Resident Evil 4, Chris Redfield and Co.
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Kennedy (the "S" stands for "Salon," by the way) leads with Helena Harper, who clues him in on a new contagion giving rise to the dead worldwide.
RESIDENT EVIL 6 REVIEW FULL
The three primary campaigns in Resident Evil 6 are the excised parts, and only by sampling them all will you begin to see the full picture. There's educational worth in this exercise, but the gross sight of it in progress can be hard to stomach.
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Resident Evil 6 is a steel tray of plump, disconnected organs, each representing a crucial element of the monstrous franchise. It's no longer clear what makes Resident Evil tick, so Capcom is dissecting it.