Interesting details, for example, that coup de gras set up involves an extra regular melee kick for Agent. As enemies need to be stunned a certain way for them to happen. Attacks like those deal the most damage from the front. He intentionally offsets his aim so that it doesn't trigger the regular followup as seen by the on screen prompt.
Yes, this is a very advanced tactic that makes it possible to perform coup de grace attacks with maximum stamina efficiency. Knowing how to perform these setups with minimal stamina draw before hand (at most 1 bar of stamina, not counting the bar used to perform the attack) are proper applications of these techniques. The easiest way to perform these setups with all characters is to slide into them, and then perform a basic melee attack up close that doesn't trigger the regular prompt attack, and it'll always turn into a heavy stagger. Another way is to head shot an enemy, and then strike them with a basic attack again while offsetting your camera so you don't trigger the melee prompt as before. There's a few ways you can do these setups that draw no stamina whatsoever beforehand, but it's limited to a few characters. For instance, Jake's hand-to-hand can set up coup de grace attacks just by perform the first two punches in a way that always triggers heavy stun. And naturally, Sherry can perform coup de grace attacks without any stamina draw as long as her stun rod is fully charged. The way every character can take advantage of no stamina coup de grace setups is to perform a counter, and then immediately follow up with a basic melee attack, which will turn into a heavy stun assuming the enemy in question survives the counter and basic melee. Naturally, this is much harder to take advantage of since you need the right attack to initiate it. Also, some characters are easier to do these basic attack offsets with, for instance, with Leon and Jake, it's really easy because their basic attacks when holding their handguns are kicks that reach very far. But some characters like Ada and Helena are harder when you're holding a handgun or Ada's machine pistol, because they both strike the enemy with the handle of their gun and you need to be a lot closer, and you need to ensure your shoulder orientation is also suitable, because whichever side your current shoulder is determines where they aim that first strike. It's easier to just pull out a rifle for these characters since it turns their basic melee attacks into a buttstroke that reaches better. Also, this is one I have a little trouble with, but there's also a way you can perform these high-efficiency coup de grace setups using a different technique from the camera offset, but it's a little trickier. Basically, if you bring up your secondary items menu (Grenades, remote bombs, first aid sprays), you actually cause the game to ignore any button prompt actions for a brief moment. Meaning, you can shoot an enemy in the face for example, then run up to them, bring up your secondary weapons menu really fast and perform a basic melee attack without initiating the regular melee attack. If you time it right, sometimes it can be about the same speed as offsetting your camera. The downside to this method is that if you have any secondary items in your inventory, you'll switch to them which can cost you time, and you might end up accidentally using a first aid spray unintentionally this way, so it's a lot trickier than just turning away. I'm not aware of any other method that works like this though.
God I just want someone to take all these mechanics and put them into a game that has a faster combat pace to it. Like if God Hand used these mechanics.
Doesn't have the mechanical depth per se, but Space Marine 2 is probably the closest to replicating the adrenaline rush I get from playing this game. There's a strong emphasis on spatial awareness and using I-frames to move through enemies with minimal damage. Easily my GotY for 2024.
Why do people think this game is bad? I don’t understand it. The move away from horror? Heck even the new and beloved RE VILLAGE is extremely easy and low on the horror, but everyone seems to love it? The amount of detail put into the combat mechanics in RE6, the level of variety of the enemy designs and level designs. The sheer amount of content, none of it which was DLC. Again, why do people hate this game?!
6 does have flaws (and it did have some DLC like the extra modes and Mercenaries maps/No Hope difficulty). There's no denying that, but for the most part. Selective outrage and casuals ruined it from what I've seen. It did well in Japan, but not so much in the west (which was its main target audience). In fact I remember one publication pre-emptively bashing the game well before the playable demos even came out. Another even had a worried tone over its success in Japan. People wanted this game to fail. Seeing it as a middle finger to Capcom's attempt to turn the series into full-on action. So it's not surprising that a game with even less content and replay value than something like Anthem was lapped up by the masses simply for the series going "Back to its roots." rather than its merits as a game. You can see this with the reception of REmake 3 which had more content and replay value than 7, but was also maligned because of its cut content and it being more action oriented than 7. Selective outrage at its finest and ugliest.
@@vXArchonXv I'm playing the campaign right now with a friend and honestly it's still a mess with story / level design / pacing / bugs. I think its bad reputation came from betraying existing fan expectations and being too unpolished for the average person. If I spent full-price for it on launch, I probably would've been sour (I did enjoy the other RE games, including 5). RE6 itself isn't great with showing players it's own potential. I absolutely HATED going through the early part of Leon's campaign, BUT then I decapitated a zombie with a dropkick and knew there had to be something in it worth playing. Then I found your channel and learned to play the way it's intended; embracing the crazy bullet dodging, quickdraw, slide shooting, roundhouse kicking, zombie-suplexing stylishness of it all. The game is incredibily flawed but I would much rather play RE6 than a super polished but pretty samey-feeling expensive AAA snorefest. RE6 to me feels like a PS2-era game; unpolished and a little janky, but offers more unique and interesting mechanics / combat loop than most popular games now. I wish Capcom kept this combat system and evolved it further in another title, but that's understandly never gonna happen which is a shame... I would've dropped this game if it wasn't for you, so thanks and keep on carrying RE6!
@@BakaBrian Story is pretty well set up. Intersections bread crumb pieces of the story making you wonder what happened when the characters you intersected with took off. Game also has a timeline in the Special Features that shows exactly how and where all the campaigns line up. What do you mean exactly by pacing and level design? Most of the maps in the game put the combat to good use. Since they generally range from small-medium to medium, and even the large playground ones. I have several playthroughs of the campaign that demonstrate how everything is setup. As for bugs. I haven't really seen a lot. Only things that come to mind are the male counter for the Napad not going off when you're charged by it. Melee stomps very rarely will miss if the terrain has differences in elevation. The most notable one is popping out of cover if you roll or slide into it at an angle far away. If this were a cover shooter I'd penalize the game more for it, but thankfully cover is really only there for regenning stamina faster. The main problem I really have at this point in the campaign (though camera pulls in fights are another point of contention) are that enemy encounters feel too sparse in some chapters. Not sure if that's because I've simply learned to tear through them effectively. It's not something I noticed on my first few playthroughs. So I'm leaning towards my mastery of the combat system being a factor there. There are, however, some godawful segments like Jake's chapter 2 and the rope climbing segment in Leon's. Helicopter fights are awful in No Hope because of BS AoE attacks and vehicle sections are a bit meh, but thankfully only take up a very small amount of the campaign. The game needed a bit more polish for sure. It seems to have gotten the Monster Hunter/Godhand/Lost Planet 2 treatment by critics at launch due to its learning curve and some of the flaws it has. But I'd still argue the campaign has more strengths than weaknesses overall. Nice presentation, interestingly setup plot, Agent Hunt and some of the best designs in the series since RE2. I had hoped RE7 would have been a more polished evolution of 6, but it seems the game's initial reception really scared Capcom off. Shame too, I'd at least like to see this combat system brought back. Overall I think the level of quality in terms of game design is roughly on par with something like Metal Gear: Rising. The two overlap in a lot of ways, both good and bad. At the end of the day I'll take a flawed, but unique game over a polished but generic one. Which seems to be the trajectory the main series are. I do like horror, but 7 and 8 just feel so formulamatic and generic. I'm holding out on REmake 4 at this point to bring some creativity back to the series. Anyway, glad to have helped someone give this game a second chance!
@@vXArchonXv The new knife mechanics for 4R look awesome and high risk. I have hope Capcom will keep the quicker pace / skill ceiling for 4R. Just finished Chris' and Jake's campaign. Won't go over all my grievances, but summed up I think the game so far has very low lows, but super high highs. Some parts were downright infuriating but man did I love the last bits of their campaigns. Thrashing Ustanak was an absolute joy. Jake's my favourite to play as so far. The more I play, the more I love the characters and story too; it feels very personal for everyone which is a nice touch. Can't wait to see how Ada's campaign ties it all together. o7 RIP Piers the MVP
@@BakaBrianI'm hoping they make the Plagas more interesting in terms of visuals and design variety. If you look at some of the RE4 concept art, they had some really nice body horror designs that they never used in favor of the more generic creepy villager/cultist theme that the final game ended up with. We still had some good ones like Novistadors, U-3, Verdugo and the legendary Regeneradors, but they never really scratched the peak body horror that was RE2/3. Also cool to note that the creature designer for RE2 also did the creature design for Parasite Eve 2. Which would explain why that game's enemy variety was so well done. RE5 kind of made the same mistake with Uroboros designs in 5. Felt more like just giant black tentacle monsters. They thankfully overhauled the design to be more in line with older RE games with stuff like Revenants, Slingers and Durga when they made Revelations 2. Revelations games have some of the better body horror designs within the recent games. Not counting REmake 2 and 3. I could go on and on about how much I love RE's focus on horrific mutations, but you get the idea. I'd best describe 6's pacing as a roller coaster ride. Starts out at the bottom, gets to the top and then screeches down to the bottom in an exhilarating manner and begins to work its way back up to the next crazy development in the game. I had expected Leon's to be my favorite campaign since I'm also a fan of the old-school games and their overall tone, but I ended up liking Chris' the most for the finale alone. Ada is probably my least favorite. Feels more like something that should have been DLC with a lot of recycled assets from the other campaigns. In all fairness, that's kind of always been how Ada was incorporated into RE games. It's really just there to tie all the campaigns together and honestly has one of the most terrifying moments in all of the franchise. Which I find massively ironic considering RE6 is the most action focused of all the RE games. Of course it loses a bit of that charm after you know what's coming for the several dozenth time. I found myself playing campaign less and less since it became less challenging and engaging as I got better at the game. I would definitely go to Mercs to finish mastering the game. Then move onto using Last Stand or playing No Hope with Agent Hunt enabled. Some of the craziest moments I've had in that game were when I had to face off against skilled Agent Hunters. The controls for AH are pretty horrible, but if you can get used to them you can make a player's life hell. The best AH areas in my opinion are Leon 2-2, Jake 3-2, Chris 4 and 5. I really wish the game had more of those playground areas. I think Jake 3-2 has the best one in that regard. Medium sized rooms and small corridors that force the players to get in the face of the enemies and not just pick at them at range. Plenty of corners and rooms to hide around/in to ambush players. I did a melee only run of Jake's chapter 3 about a month or two back and was (un)fortunate enough to get invaded by an AHer. ua-cam.com/video/vB8KQDolvqQ/v-deo.html
@@vXArchonXv anyway, does all of this, work on the Nintendo switch? I made the same comment in the older version of this vid (the ones with the gameplay in 2011). Cos if it works to the Nintendo switch, I may purchase it on that version.
The sentiment is appreciated, but no need to be sorry. Almost everything on this planet eventually dies. I was expecting it. Was just hoping I'd have been able to have her with me for a few more years. But not everything happens the way you want or expect it to.
@@vXArchonXv I grew up with cats. I have 12 at the moment. 3 are mine, and the rest are rescues/fosters. Once I sterilize and vaccinate all the rescues, I will rehome them. I admire your strong will in dealing with the loss of your fur baby. My 11 year old boi passed away 3 years ago, and it was heartbreaking for me.
@@ResidentReveler 12?! Bless you for taking in so many (if even only temporarily). I've only ever had one cat at a time. Same with Fionna. She was only 11 years old when she passed (cancer). I was not expecting her to pass at that age so I was understandably hit quite hard by it.
Have you ever played through Professional with the 10 bar stamina skill? I think having more stamina would lead into even more stylish gameplay videos.
@@saimalishahid1406 Rolling is a quicker way to cover any openings from lining up your initial shot. It also gives you I-frames in certain areas and makes you a smaller target. I can't remember off the top of my head, but I think your stamina bar refills while rolling whereas it doesn't while sprinting.
@@vXArchonXv "Rolling is a quicker way to cover any opening from lining up your initial shot" Sorry I don't understand what that means. Did you mean that rolling covers more distance quicker and that the shot also remains lined up because the characters roll forward exactly straight ahead?
@@saimalishahid1406 What I meant by "opening" is that it covers any vulnerabilities that you have by making you a smaller target and moving you forward a bit quicker.
I hope Capcom invites you in its BETA of Re 6 Remake. Tell the only problem of Re 6 is level design and pacing, horror elements. Keep the gameplay the same but let them add some tutorials
All you're going to really need is a proper tutorial and maybe a tweak here and there to the level design. Most of the campaign level design ranges from solid to good. Can't beat RE4/REmake 4 level design, but the raw gameplay compensates for it there. Don't have much a problem with pacing either aside from Jake 2, Chris 3 and Ada 5. Luckily that's still a tiny fraction of the overall game. What I would absolutely love to see are more of the "playground" areas that allow for a lot of hide-and-seek gameplay like Jake's Chapter 3 and the start of Leon's 2. Basically like Soulsborne level design where you have one large area interconnected with lots of smaller branching areas that force the player into tricky situations.
Your videos contribute more to Resident Evil 6 than any advertising campaign
Now if only we could put these guides/gameplay in an advertising campaign! : D
@@vXArchonXv Maybe even bind them with the game itself when sold.
Interesting details, for example, that coup de gras set up involves an extra regular melee kick for Agent. As enemies need to be stunned a certain way for them to happen. Attacks like those deal the most damage from the front. He intentionally offsets his aim so that it doesn't trigger the regular followup as seen by the on screen prompt.
Yes, this is a very advanced tactic that makes it possible to perform coup de grace attacks with maximum stamina efficiency. Knowing how to perform these setups with minimal stamina draw before hand (at most 1 bar of stamina, not counting the bar used to perform the attack) are proper applications of these techniques. The easiest way to perform these setups with all characters is to slide into them, and then perform a basic melee attack up close that doesn't trigger the regular prompt attack, and it'll always turn into a heavy stagger.
Another way is to head shot an enemy, and then strike them with a basic attack again while offsetting your camera so you don't trigger the melee prompt as before.
There's a few ways you can do these setups that draw no stamina whatsoever beforehand, but it's limited to a few characters. For instance, Jake's hand-to-hand can set up coup de grace attacks just by perform the first two punches in a way that always triggers heavy stun. And naturally, Sherry can perform coup de grace attacks without any stamina draw as long as her stun rod is fully charged. The way every character can take advantage of no stamina coup de grace setups is to perform a counter, and then immediately follow up with a basic melee attack, which will turn into a heavy stun assuming the enemy in question survives the counter and basic melee. Naturally, this is much harder to take advantage of since you need the right attack to initiate it.
Also, some characters are easier to do these basic attack offsets with, for instance, with Leon and Jake, it's really easy because their basic attacks when holding their handguns are kicks that reach very far. But some characters like Ada and Helena are harder when you're holding a handgun or Ada's machine pistol, because they both strike the enemy with the handle of their gun and you need to be a lot closer, and you need to ensure your shoulder orientation is also suitable, because whichever side your current shoulder is determines where they aim that first strike. It's easier to just pull out a rifle for these characters since it turns their basic melee attacks into a buttstroke that reaches better.
Also, this is one I have a little trouble with, but there's also a way you can perform these high-efficiency coup de grace setups using a different technique from the camera offset, but it's a little trickier. Basically, if you bring up your secondary items menu (Grenades, remote bombs, first aid sprays), you actually cause the game to ignore any button prompt actions for a brief moment. Meaning, you can shoot an enemy in the face for example, then run up to them, bring up your secondary weapons menu really fast and perform a basic melee attack without initiating the regular melee attack. If you time it right, sometimes it can be about the same speed as offsetting your camera. The downside to this method is that if you have any secondary items in your inventory, you'll switch to them which can cost you time, and you might end up accidentally using a first aid spray unintentionally this way, so it's a lot trickier than just turning away. I'm not aware of any other method that works like this though.
God I just want someone to take all these mechanics and put them into a game that has a faster combat pace to it. Like if God Hand used these mechanics.
Doesn't have the mechanical depth per se, but Space Marine 2 is probably the closest to replicating the adrenaline rush I get from playing this game. There's a strong emphasis on spatial awareness and using I-frames to move through enemies with minimal damage. Easily my GotY for 2024.
Why do people think this game is bad? I don’t understand it. The move away from horror? Heck even the new and beloved RE VILLAGE is extremely easy and low on the horror, but everyone seems to love it? The amount of detail put into the combat mechanics in RE6, the level of variety of the enemy designs and level designs. The sheer amount of content, none of it which was DLC. Again, why do people hate this game?!
6 does have flaws (and it did have some DLC like the extra modes and Mercenaries maps/No Hope difficulty). There's no denying that, but for the most part. Selective outrage and casuals ruined it from what I've seen. It did well in Japan, but not so much in the west (which was its main target audience).
In fact I remember one publication pre-emptively bashing the game well before the playable demos even came out. Another even had a worried tone over its success in Japan. People wanted this game to fail. Seeing it as a middle finger to Capcom's attempt to turn the series into full-on action.
So it's not surprising that a game with even less content and replay value than something like Anthem was lapped up by the masses simply for the series going "Back to its roots." rather than its merits as a game.
You can see this with the reception of REmake 3 which had more content and replay value than 7, but was also maligned because of its cut content and it being more action oriented than 7. Selective outrage at its finest and ugliest.
@@vXArchonXv I'm playing the campaign right now with a friend and honestly it's still a mess with story / level design / pacing / bugs. I think its bad reputation came from betraying existing fan expectations and being too unpolished for the average person. If I spent full-price for it on launch, I probably would've been sour (I did enjoy the other RE games, including 5). RE6 itself isn't great with showing players it's own potential.
I absolutely HATED going through the early part of Leon's campaign, BUT then I decapitated a zombie with a dropkick and knew there had to be something in it worth playing. Then I found your channel and learned to play the way it's intended; embracing the crazy bullet dodging, quickdraw, slide shooting, roundhouse kicking, zombie-suplexing stylishness of it all.
The game is incredibily flawed but I would much rather play RE6 than a super polished but pretty samey-feeling expensive AAA snorefest. RE6 to me feels like a PS2-era game; unpolished and a little janky, but offers more unique and interesting mechanics / combat loop than most popular games now. I wish Capcom kept this combat system and evolved it further in another title, but that's understandly never gonna happen which is a shame...
I would've dropped this game if it wasn't for you, so thanks and keep on carrying RE6!
@@BakaBrian Story is pretty well set up. Intersections bread crumb pieces of the story making you wonder what happened when the characters you intersected with took off. Game also has a timeline in the Special Features that shows exactly how and where all the campaigns line up.
What do you mean exactly by pacing and level design? Most of the maps in the game put the combat to good use. Since they generally range from small-medium to medium, and even the large playground ones. I have several playthroughs of the campaign that demonstrate how everything is setup.
As for bugs. I haven't really seen a lot. Only things that come to mind are the male counter for the Napad not going off when you're charged by it. Melee stomps very rarely will miss if the terrain has differences in elevation. The most notable one is popping out of cover if you roll or slide into it at an angle far away. If this were a cover shooter I'd penalize the game more for it, but thankfully cover is really only there for regenning stamina faster.
The main problem I really have at this point in the campaign (though camera pulls in fights are another point of contention) are that enemy encounters feel too sparse in some chapters. Not sure if that's because I've simply learned to tear through them effectively. It's not something I noticed on my first few playthroughs. So I'm leaning towards my mastery of the combat system being a factor there.
There are, however, some godawful segments like Jake's chapter 2 and the rope climbing segment in Leon's. Helicopter fights are awful in No Hope because of BS AoE attacks and vehicle sections are a bit meh, but thankfully only take up a very small amount of the campaign.
The game needed a bit more polish for sure. It seems to have gotten the Monster Hunter/Godhand/Lost Planet 2 treatment by critics at launch due to its learning curve and some of the flaws it has. But I'd still argue the campaign has more strengths than weaknesses overall. Nice presentation, interestingly setup plot, Agent Hunt and some of the best designs in the series since RE2.
I had hoped RE7 would have been a more polished evolution of 6, but it seems the game's initial reception really scared Capcom off. Shame too, I'd at least like to see this combat system brought back.
Overall I think the level of quality in terms of game design is roughly on par with something like Metal Gear: Rising. The two overlap in a lot of ways, both good and bad. At the end of the day I'll take a flawed, but unique game over a polished but generic one. Which seems to be the trajectory the main series are. I do like horror, but 7 and 8 just feel so formulamatic and generic. I'm holding out on REmake 4 at this point to bring some creativity back to the series.
Anyway, glad to have helped someone give this game a second chance!
@@vXArchonXv The new knife mechanics for 4R look awesome and high risk. I have hope Capcom will keep the quicker pace / skill ceiling for 4R.
Just finished Chris' and Jake's campaign. Won't go over all my grievances, but summed up I think the game so far has very low lows, but super high highs. Some parts were downright infuriating but man did I love the last bits of their campaigns. Thrashing Ustanak was an absolute joy. Jake's my favourite to play as so far. The more I play, the more I love the characters and story too; it feels very personal for everyone which is a nice touch. Can't wait to see how Ada's campaign ties it all together.
o7 RIP Piers the MVP
@@BakaBrianI'm hoping they make the Plagas more interesting in terms of visuals and design variety. If you look at some of the RE4 concept art, they had some really nice body horror designs that they never used in favor of the more generic creepy villager/cultist theme that the final game ended up with. We still had some good ones like Novistadors, U-3, Verdugo and the legendary Regeneradors, but they never really scratched the peak body horror that was RE2/3. Also cool to note that the creature designer for RE2 also did the creature design for Parasite Eve 2. Which would explain why that game's enemy variety was so well done.
RE5 kind of made the same mistake with Uroboros designs in 5. Felt more like just giant black tentacle monsters. They thankfully overhauled the design to be more in line with older RE games with stuff like Revenants, Slingers and Durga when they made Revelations 2. Revelations games have some of the better body horror designs within the recent games. Not counting REmake 2 and 3. I could go on and on about how much I love RE's focus on horrific mutations, but you get the idea.
I'd best describe 6's pacing as a roller coaster ride. Starts out at the bottom, gets to the top and then screeches down to the bottom in an exhilarating manner and begins to work its way back up to the next crazy development in the game. I had expected Leon's to be my favorite campaign since I'm also a fan of the old-school games and their overall tone, but I ended up liking Chris' the most for the finale alone. Ada is probably my least favorite.
Feels more like something that should have been DLC with a lot of recycled assets from the other campaigns. In all fairness, that's kind of always been how Ada was incorporated into RE games. It's really just there to tie all the campaigns together and honestly has one of the most terrifying moments in all of the franchise. Which I find massively ironic considering RE6 is the most action focused of all the RE games.
Of course it loses a bit of that charm after you know what's coming for the several dozenth time. I found myself playing campaign less and less since it became less challenging and engaging as I got better at the game. I would definitely go to Mercs to finish mastering the game. Then move onto using Last Stand or playing No Hope with Agent Hunt enabled.
Some of the craziest moments I've had in that game were when I had to face off against skilled Agent Hunters. The controls for AH are pretty horrible, but if you can get used to them you can make a player's life hell. The best AH areas in my opinion are Leon 2-2, Jake 3-2, Chris 4 and 5. I really wish the game had more of those playground areas.
I think Jake 3-2 has the best one in that regard. Medium sized rooms and small corridors that force the players to get in the face of the enemies and not just pick at them at range. Plenty of corners and rooms to hide around/in to ambush players.
I did a melee only run of Jake's chapter 3 about a month or two back and was (un)fortunate enough to get invaded by an AHer. ua-cam.com/video/vB8KQDolvqQ/v-deo.html
Good stuff sir 🐶
what you did was an awesome example of gunfu! btw RIP to your cat :(
Plenty more where that came from. Also thank you for your condolences. I miss that little fluff ball so much.
@@vXArchonXv anyway, does all of this, work on the Nintendo switch? I made the same comment in the older version of this vid (the ones with the gameplay in 2011). Cos if it works to the Nintendo switch, I may purchase it on that version.
@@jardanicrosx6749 Wow. Not sure how I missed this comment! Sorry! Yes! This all works on the Switch. The games are identical in terms of mechanics.
Nice
As a cat lover, I am very sorry for your loss.
The sentiment is appreciated, but no need to be sorry. Almost everything on this planet eventually dies. I was expecting it.
Was just hoping I'd have been able to have her with me for a few more years. But not everything happens the way you want or expect it to.
@@vXArchonXv I grew up with cats. I have 12 at the moment. 3 are mine, and the rest are rescues/fosters. Once I sterilize and vaccinate all the rescues, I will rehome them.
I admire your strong will in dealing with the loss of your fur baby. My 11 year old boi passed away 3 years ago, and it was heartbreaking for me.
@@ResidentReveler 12?! Bless you for taking in so many (if even only temporarily). I've only ever had one cat at a time.
Same with Fionna. She was only 11 years old when she passed (cancer). I was not expecting her to pass at that age so I was understandably hit quite hard by it.
Have you ever played through Professional with the 10 bar stamina skill? I think having more stamina would lead into even more stylish gameplay videos.
Nope. I can imagine that it would lead to some particularly nasty gameplay for Jake.
Nice video 😁
Thanks! It's a little rough in some areas, but it goes into detail on the important aspects of combat well enough.
@@vXArchonXv welcome
I hate how enemies can jump on you from 30 feet away
There's some nasty enemies that will catch you off guard if you don't pay attention to what's going on around you. Always gotta' be moving!
We got a trilogy in our hands now. Sweet.
Btw I wanna know why should one roll forward towards the enemy after headshoting him.
Pretty simple. To take the melee context that the headshot opens them up for.
@@vXArchonXv Wouldn't it be simpler to run up to them (not sprint)? Is rolling forward faster or is it for style?
@@saimalishahid1406 Rolling is a quicker way to cover any openings from lining up your initial shot. It also gives you I-frames in certain areas and makes you a smaller target.
I can't remember off the top of my head, but I think your stamina bar refills while rolling whereas it doesn't while sprinting.
@@vXArchonXv "Rolling is a quicker way to cover any opening from lining up your initial shot" Sorry I don't understand what that means. Did you mean that rolling covers more distance quicker and that the shot also remains lined up because the characters roll forward exactly straight ahead?
@@saimalishahid1406 What I meant by "opening" is that it covers any vulnerabilities that you have by making you a smaller target and moving you forward a bit quicker.
Sorry about your cat
No need to be. It happens to just about everything at some point. Some sooner other than later of course.
I hope Capcom invites you in its BETA of Re 6 Remake. Tell the only problem of Re 6 is level design and pacing, horror elements. Keep the gameplay the same but let them add some tutorials
All you're going to really need is a proper tutorial and maybe a tweak here and there to the level design. Most of the campaign level design ranges from solid to good. Can't beat RE4/REmake 4 level design, but the raw gameplay compensates for it there.
Don't have much a problem with pacing either aside from Jake 2, Chris 3 and Ada 5. Luckily that's still a tiny fraction of the overall game. What I would absolutely love to see are more of the "playground" areas that allow for a lot of hide-and-seek gameplay like Jake's Chapter 3 and the start of Leon's 2. Basically like Soulsborne level design where you have one large area interconnected with lots of smaller branching areas that force the player into tricky situations.
i bet capcom gonna remake RESIDENT EVIL 6 , i just wanted to see how CUTE SHERRY IN REMAKE 😂😂😂
No Mercy Is the Best
wanna play re6 on steam ehe
Sure! Here's a link to my Steam profile. Feel free to send me a friend request. steamcommunity.com/id/xVArchonVx/