Honestly people shouldn't call this a 3rd person shooter. Its more like a "spectacle shooter" being somewhere between a standard 3rd person shooter, with way more of the emphasis on comboing and countering while pulling off flashy chains like spectale fighters are. I love it and appreciate the clear guide. Never really understood what people dog this game so much. I have my own gripes on the story and presentation of its story, but its nothing that ever made me hate the game. But I will never forget the jokes about the 6 looking like a giraffe getting head.
How on earth was there no tutorial or practice mode in the game? This much depth and precision controls. So glad i found this. Me and my girl played RE5 and wanted to try 6. The jump in controls is crazy. Shes not THAT level of gamer so needless to say we're never gonna finish 😅...not together anyways.
RE6 is my favorite game, has the most replayable value and its actually genuinely fun game. people hated it because it wasnt scary but i loved it because it was so much fun. after all, in terms of story, this is the latest game so by now chris and leon are experts at dealing with zombies so it makes sense that the game is less scary because they can do more fancy movements and be proficient with weapons and melee attacks. I hope they remake this eventually with updated graphics and, it'd be my all time fav re game
Give Resident Evil: Vendetta a watch. It's the closest we're getting to a proper continuation of the style of action seen in Resident Evil 6. I'd settle for a Scholar of the First Sin type re-release at this point. Something that smooths out the game's rough edges and gives veteran players a reason to play through the campaigns again.
This video needs *much more* views for its professionalism. It also helps many entry-stage players get a grasp at what's in store for them should they master this games' mechanics.
It certainly is a good primer for starting out with the game. As far as the quality of the content in this video, I've tried to become more consistent in my later music video and Advanced Tactics and Mechanics Guide/Jake Guide. I am pretty happy with how this one turned out though! Combat in this game just feels so natural when you get it down. Nothing more satisfying than jumping into a group of enemies, strategically maneuvering/taking them out, and then coming back out without so much as a scratch.
vXArchonXv Although to be fair, some of these tricks are high-risk high-reward on No Hope difficulty. Most however, are very key to becoming decent at the game. The only content I didn't know about was the quick knife. Only if the game came with an instruction booklet.
Very true, but done right, you can take down a room full of enemies in record time and little ammo used. Damn shame the game did indeed not come with some kind of video demonstration for its tactics like the DmC games.
vXArchonXv True. Capcom wanted players to get 'immersed' in the game. An instruction booklet could have made things less of a pain. And the short 'hint screen' that rears up when the game loads a huge area is way too short. Res6 revolves around the definition of punishment. The game is, in a sense, *punishingly difficult*. This game has some of the most durable, most mobile, most damaging, most bullshit QTEs, most aggressive, most instant-death and largest enemy numbers in the Resident Evil series. The enemy AI is no slouch either and with the removal of invincibility frames from enemy grab animations you can get wrecked easily. This sounds broken but the tools Capcom bestows upon players are: sliding, prone position, rolling, jumping into prone, simple inventory management, quick herb mixing, sliding into prone, coup de grace, front and back takedowns, melee contexts, quick shots, better movement, near limitless running, Skills, I frames on melee moves on dazed or stunned enemies and with successful in-game counters with the touch of LT. Capcom gave players everything they needed to mitigate increased enemy hostility and efficiency, you just need to learn how to utilize them properly.
And this is why I love mercs in this game. The combat depth makes it so fun that it really never gets old. I only wish the characters had more unique animations, like in RE5 where every character had their own. It's a real shame the level design and story weren't up to par with the combat. This could have been one of the best action games made last gen.
Ethan Freeze The campaign levels actually work pretty well with the combat system. I actually prefer Campaign because you have to use tactics and careful thought/strategy. Mercs reinforces bad gameplay habits like disregarding ammo and stamina conservation on top of general disregard for careful player movement (since LMG enemies almost never show up in Mercs) as fun as Mercs is. I'll admit there are a few areas where they don't, (mainly the area before the first escape sequence for Leon's Chapter 5 and that area where the jettisoned Lepotitsa is because of all the parkour actions there are there.), but a player that knows what they're doing can cause a lot of damage with very little resources in almost any area of the campaign. What I would have loved for a DLC mode is a Raid-like setup where you have to progress through a level styled like a campaign area, and with full Agent Hunt implementation. Would have been amazing. The story itself does have its flaws, but it is definitely the best of the RE series by far. Right up there with CVX and Rev 1. It does have plot holes in it that I would really like to see filled (mainly where Jill was when Chris went AWOL). There's no way the quality of writing stands up to grade-A material, but it's certainly not the worst I've ever seen by far.
vXArchonXv I think story wise, REV2 is currently the best followed by RE5 and CVX in my opinion. Of course your welcome to think what you want. I just like mercs better than the campaign levels since it's strips the game of everything but the combat. Not a huge fan of the game taking control away from me for a QTE, cutscene, or to make me look at something. I don't hate the campaign, I just think it could have been a lot better. I wish they would have just focused on one of the campaigns (probably Leon's) instead of having four. I think it would have turned out a lot better had they done that. Regardless, I'm excited to see what they do next with series. I'm hoping RE7 ends up being a more focused experience. What they focus on, whether it be horror or action, I don't really care. I just want a good game.
Ethan Freeze I am indeed interested in seeing what RE7 will bring, both for the story/game mechanics and possibly even shooters in general. At any rate, I hope you and others as well find/found this video helpful in better enjoying the game, regardless of what mode you spend the most time in. : )
vXArchonXv Even though I knew about most of this stuff, it's good to see someone spread the knowledge so others can see this games true potential. Keep up the good work!
Thanks for making this video. A lot of people don't know how much depth there is in 6. Storywise, it's definitely hit or miss, but in terms of gameplay mechanics, it is such a step above the previous games, and this video helps show just what is possible for the experienced player that is well-versed in its mechanics.
I can get why people didn't like this style for mainline RE, but like, there's room for an action spin-off at least, right? Hell, the Revelations series lost its entire purpose when 7 brought main RE back to survival horror, why not retro-fit Revelations to be the action spin-off?
Arthur King It's a true shame. Capcom put so much thought and effort into the game and to actually push the series/shooters ahead mechanically only for the game to be poorly received because it isn't easy for entry-level players to grasp at first. Anyway, thanks for sharing this and be sure to check me out on Twitch if you want to see me stream RE6 (I do it on an almost daily basis)!
DjDedan The game does feed you bits of mechanics information in the loading screens little by little. Ironically people don't seem to pay any attention to the text in the loading screens and then pass the game off as a watered-down, generic shooter.
+Arthur King That's not the reason the game was panned. RE fans wanted to play as their favorite characters in a survival horror game and they didn't get that. Nobody asked for a Metal Gear Solid 4 rehash.
I wish Capcom made a more expansive game based on this gameplay, it's so fucking good and rewarding to play. Shame the main game soured the experience for so many because there's a gem of a game here.
Yeah. : ( The game is flawed (more that it needed a bit more polish), but the campaign works very well with everything the mechanics provide. I had a hell of a time my first few playthroughs before Campaign started to bore me (Agent Hunt really helped keep the campaign alive for me). I've been having a similar experience with Vanquish lately since I've been playing the campaign so much and it's just gotten so easy for me. Both games definitely needed an endless wave mode, all shooters should have that as an extra feature.
definitely, especially if the mechanics of said games are complex and keep you engaged at all times. like a bloody palace mode like DMC helps a lot and whatnot. thanks for the guide btw, learned a lot of things from it :)
Yep! Vanquish/God Hand also got shit on the same way by reviewers! Though I think RE6 didn't get the benefit of the doubt (overall) because it belonged to a pre-existing franchise rooted in a very different gameplay ideal than what RE6 was. It also didn't help that Capcom's PR team made some really stupid comments during interviews about the game. I really feel like Capcom's devs and their PR team were definitely not on the same page in regards for what they wanted the game to be. And I was more than happy to help with the guides! I also have one that covers Jake's hand-to-hand abilities since they have a specific learning curve of their own that needed to be addressed.
***** Sorry about the long reply, meant to do so earlier but it slipped my mind. I didn't mention reloading while sliding because it doesn't have much in the way of practical use (though I suppose the full 2-hit basic melee combo isn't all that practical either) so I didn't bother listing it. Thank you for watching though!
+ruslyg I take that back about reloading while sliding not having a practical use. I've recently found out that if you start a slide and then reload before hitting the ground you will not consume any bars of stamina.
Well you'd technically want to do counters only for high scores since they're the only thing that gives +10 seconds. But yes, amazing combat system. Just wish the game had gotten the respect it deserved. : ( I will be uploading a video covering each character's movesets in the next few days. (Starting with Jake).
Epic. I've been screwing with these tactics since finding your Twitch stream yesterday. I particularly love the slide > pump em' full of bullets > melee context combo.
+Trevor Williams Woah! Sorry for the late reply (I really need to turn my video notifications back on). Anyway, yeah. One of my fave things to do is slide towards an enemy and pinking them in the head with a pistol shot. It feels amazing to then get up and context that enemy to death. Sliding into an enemy while firing a shotgun off is also crazy. I will admit though, that looking back at the gameplay in this video, my combat style is pretty unrefined/tame compared to how I play currently.
I believe it's a slowed and reworked version of his Straight punch from RE5. His standard attack in 6 is also from the end of his partner combo in RE5.
Thanks, man! my co-op buddy and I always challenge each other to see who died the most at the end of a chapter. And it getd pretty hectic with all the Serbian/Chinese men and insta-ko'ing B.O.Ws.
There's a learning curve, and when you're struggling against the game it can indeed be very frustrating. However, once you get the flow of everything down it's an adrenaline rush experience quite unlike what many other shooters can provide.
@@vXArchonXv I don't know about you, but when re6 came out and i realized that you can DODGE, use melee attacks, sprint and quick shots?!. . i realized that it was exactly what i wanted in re5 and i fell in love. :D not to mention the first time i saw what Jake can do. . it was like NPC Wesker in re 5 but better.
Once I got the hang of dodging it felt so smooth and immersive, and those were basically my thoughts when I saw Jake. If you have Resident Evil 5 on PC, I'd suggest checking out the "Playable Boss Wesker" mod. Can find it here: residentevilmodding.boards.net/thread/7013/resident-evil-wesker-boss-origin
Well, if this video was an official guide in-game from the developers or something, the game would have been appreciated the way it should have been since at the time of the release there was no hint whatsoever how to properly play this game like this and nobody had a slightest clue about more than half of the stuff in this video and its not even covering all of it... this fredom of movement... I doubt we'll see it like this or better ever again... such a shame... thank you for the big effort! ;)
***** It really is sad, I know the game has its flaws, but this is the best combat system I've ever seen in a shooter. I just hope that Capcom doesn't scrap this system for the next games. Still one of my favorite games for that alone.
It's an amazing action game, that's for sure! In response to your question: Dodging while standing just requires you to draw your weapon and hold on a direction while hitting the input for sprinting (If you're using mouse and keyboard, you can map a single key to dodge without needing to do any of the aforementioned steps). Pretty much the same concept for rolling while on your back as well. It sounds overcomplicated, but it's very intuitive and honestly feels like a more efficient way to handle dodging in a TPS rather than assigning the dodge its own input.
I suppose at the same time it also makes it one-of-a-kind. I keep hoping Capcom will utilize the combat engine for another shooter down the road, but it seems unlikely.
Found your twitch, don't remember how and decided to check this out. Extremely well done, if only fighting games could have videos this in-depth, well demonstrated and edited. Kinda wish RE6 took off more so this got more attention
Actually, your tutorial is lacking the fact that only the male characters can melee this way. The women can't, especially the running attack will knock enemies down instantly instead of stunning them. That includes Jake as well even though he is not a female. Also facing the enemies with your back as the women will allow them to kick the enemies to the ground rather than doing elbows which will stun the enemies. I doubt this applies to Jake as Jake is a little special.
Sorry about that, I can't remember if I recently appended that in this video. I did cover it in the second mechanics video. Jake has Wesker's Knee Cannon, which still acts like a stun. His first melee quickshot and Cobra Strike (interestingly) can bypass the instant grab property that zombies gain when walking with their arms out.
Amazing video man, to this day I haven’t played another action game that gave you so many options and freedom in combat RE 6 truly is one of a kind. Just curious what’s your go to settings when playing?
@@vXArchonXv mainly was curious about stuff like your field of view settings and camera sensitivity, I’ve watched a lot of your gameplay and it always looks so smooth
@@severed6001 Ah, right, sure! I'll list out the relevant ones (literally) I tried to list them out in the order and with the naming convention you'll find them in the game's Options menu to make the list less confusing. Game Settings ------------------------------------------- HUD Position - Set Right Auto Action Button - On (Performs story QTEs automatically if failed or not inputted in time) Good for subsequent playthroughs and also online with laggy players because story QTEs can desync and fail even when pressed correctly. ------------------------------------------- Camera Settings ------------------------------------------- (Camera) Y-Axis - Inverse X-Axis - Default Speed - 6 (Aiming) Y-Axis - Inverse X-Axis - Default Speed - 5 (Other) Aiming Direction - Camera Dash Camera Reset - Centered Default Camera Field of View - 15 Default Camera Field of View when Aiming - 0 Position when Aiming - 0 ------------------------------------------- Controls Aiming Reticule - Classic Dominant Hand - Manual Reload - Manual
Man you should really do a "Mechanics of Resident Evil "Insert Number or Subtitle Here" for all the games and I can guarantee your sub-count will hit over 10k in less than a year. If I see you post one for others I swear me and my buds will sub like rabid cerberus'.
Problem with that is that the other games really have no mechanical depth to them. About all I can think of is reloading via inventory in RE5; using the dodge in the first Rev to cancel out reload animations; quick-switching between weapons or dodging to cancel out reload animations in Rev 2, and finally using block to cancel out reload and healing animations in RE7. I'm sure that there are already some covering this and are likely of higher quality so I see no real point to it. Only reason I did 6 is because it didn't get the reputation it deserved and I wanted to put these guides out to hopefully change the opinions of others on it. No one else aside from Misfortune has really done a truly in-depth guide for the game's mechanics so I figured I would.
Shame there's no proper tutorial. If people knew about even half of this they would get a lot more fun out of this game and thus it wouldn't be hated on as much.
that fight has scared the crap out of me (seeing the kinds of monsters i will have to face later ) so far i've only seen till bloodshots & they are too much trouble that i can never get past the things he fought , i am now thinking if it's better that i don't play it
Every enemy has a weakness of some sort. Bloodshots, for example, have the longest counter window in the game when they jump and it is the preferred way to kill them. They'll do that weird growling noise and then jump. The second you hear the "whoosh" noise from their jump is the moment the counter starts. Much like many counters, strafe to their side as you're setting up in case you mistime your input to lower your chances of getting hit.
@@vXArchonXv Ok , I didn't knew about that they all having a weakness , i just thought they were just OP monsters with no weaknesses , However that aside , i see that u have done such a good job of explaining these different combat mechanics . I wonder why don't u make more of these videoes for other games i.e. explaining combat mechanics of other games . Sure , they all may not have as much combat depth to cover as Resident Evil 6 , but still a lot of people can really use such a guide for many other games we play as well like Witcher 3 & Sekiro & many others .
Mainly because those games are so popular that there are guides that are far beyond the quality I could put out while there is pretty much nothing for RE6. I'd been playing around with the idea of writing a guide outlining every enemy's behavior, if they can be countered, weak points etc. and how best to deal with them.
If you ever decide to play the game again and you're using Leon, his knife (and I assume Chris' knife) has a hidden effect where they make a bloodshot go into a coup de grace stun after only a swing or two. Sherry's stun rod might also have that effect since it's a melee weapon but I haven't tested it since bloodshots aren't in Jake's campaign.
@@BulldogPCs Sherry's stun rod devastates them. One smack instantly makes them kneel for the coup de grace. Another thing I like doing is sliding into them with the knife after putting a few pistol rounds in them. Good chance of also making them kneel. Wouldn't suggest doing it when they're doing that weird little side-to-side shuffle because they tend to try and fall on you. Doing it when they're stationary or walking straight towards you seems to be safest.
That combo drop wasn't even your fault. Every time those exploding worms spawn they take forever to show up. The devs seems to have noticed it too because occasionally one will self destruct and save the combo.
They only auto destruct if the player is in an area that is impossible for them to immediately reach I think? You see it a lot with the finale of Railyard. They'll camp the ladder and then self destruct after a bit because they have no climbing animation.
Campaign is a good place to start (especially Leon's Chapter 2-2) since you can put the game on Amateur to experiment with and observe enemies' reactions without worrying about getting demolished. One of the best pieces of advice I can give for dogs to counter them: Before they jump they will bark once, pause and then bark twice in quick succession. If you're within their range they will immediately jump roughly a quarter of a second after finishing the second bark. If they are out of range they will start running to you and then jump so long as they don't turn and keep running in a straight line to you.
@@vXArchonXv at first I sort of hated the game. Because it was so different from the standard resident evil, and the prelude very much sucked as it was so intrusive with the gameplay. But after watching your vid, watching you pull off those bad as combos made me realize how nice the combat system could be. I'm able to enjoy the game now. And able to survive and kick ass better.
while graphics and story have improved in the franchise, the combat has never been as indept as it was in re6, it is Peak combat for any action game out there. only way it could be improved would be if we had a grappling hook
I get it why people hate this game, it does feel action-y than previous titles But with such level of mechanics depth, i bet it would sell really well if they applied it to other games
On the 360, it's the Right Bumper+X. I usually do it manually in the middle of animations, since it's bugged and sometimes uses a tablet instead of mixing.
Not really anything to note about it aside from the unique animation and ability to chain three QS shots for one bar of stamina. There's also the auto reload at the end of the last QS, but not anything worth making a video on.
I bet capcom developer dont even kno some of this mechanic exist. The swap weapon shooting is obviously a glitch. And i think coup de grace melee was actually intended for co op melee, coz it is like this, u do a small stun to a enemy, ur co op partner cannot perform follow up melee but can only perform regular melee, and if they do, the enemy will enter big stun, then both of u can perform coup de grace on the enemy.
Not really sure. Though being able to slide without consuming stamina via reload cancelling before you hit the ground is certainly an interesting mechanic.
Well one of the things I love about the game is that it's less about having good aim and shooting, and more about strategic use of I-Frames/knowing what to do and when to do it.
Having good aim carried me throughout the game. The only mechanic I've ever used in this video is rapid firing, and head frontal. I don't slide into people for quick downs, and I tend to save up combat gauge by meleeing the head (with the knife as most characters, or melee as Jake). It also helped me in my No Hope run.
RB+X. Really only useful when there are no enemies around or you're not in the middle of an animation. Otherwise mixing them manually is a better idea.
Not sure how much attention this will get given how old this video may be, but i've got a question: Will the counter prompt appear when ADS or is it only in neutral and when facing an enemy? Im doing a Professional run right off the bat after not touching this game in years (probably stupid, but im gonna try anyways), and while i keep getting pounced on to death by zombies i notice the damn counter prompt isnt always there
No, you cannot counter or perform any context actions while aiming. Whether or not the counter prompt will appear depends on the way both you and your target are facing. Certain attacks have certain "activation" ranges and cones. The biggest ones being the dog/zombie jump counter and Bloodshot jump counter. As long as you're somewhat facing the Bloodshot you can get the counter prompt even as it's flying past you. Word of advice for countering is to try and always move around the target as they are attacking instead of standing directly in front, that way you reduce the likelihood of getting hit if you miss the counter prompt. Especially useful for the mutated J'avo that flail about, and the zombies swinging weapons.
@@vXArchonXv Ahhh ok, i see now. Thanks a bunch, i'll have to practice this some more obviously but thank you; its hard finding people who still play this game
This reply is like 2 years late to this convo, but there actually is a way to counter when aiming, though only for certain attacks. If Chris has his combat knife equipped, any counter without a special animation is replaced instead with a counter where he stabs the enemy. This counter can also be done while aiming or dodging sideways with the knife, provided an enemy uses an attack that triggers the animation. For example, a normal machete swing from a J'avo causes a normal counter, meaning Chris will use his unique counter and be able to counter it while aiming if his knife is equipped, but a melee attack from a J'avo holding an SMG uses a unique animation of elbowing the enemy in the face, so Chris can't counter when aiming against one since that attack has its own counter animation. Another example is the first mutated type of J'avo you encounter in Chris' campaign; most of their attacks trigger a normal counter, so the knife counter works on them, but their overhead attack causes a unique counter animation, so you can't be aiming if you want to counter that. There might also be exceptions, like the J'avo with grasshopper legs in Chris 3-2; their machete swing causes the normal counter animation but Chris' knife counter would make no sense animation-wise if performed on them, so I don't know if that works. So yes, you can counter while aiming, but only if you're playing as Chris with the combat knife equipped, and only against specific attacks. His combat knife also replaces his rear takedown with a different one, but as far as I can tell the only difference is the animation being similar to Sheva's throat slit from Resident Evil 5; there's no real advantage to using it over his neckbreaker unless it gives more invincibility frames.
Hey man just a quick question, does shooting the leg count as a second stage stun ? Or do I need to shoot the legs twice or something ? I'm a little bit confuse. Thanks :)
Sorry for the late reply! It does, since it cause the target to stagger rather than just briefly flinch, but it seems the only way to setup the Rear Take down is to shoot their arm twice. Either way, once they are put into a Second Stage Stun even something as "gentle" as a slide is enough to put them into a Heavy Stun.
I run a Facebook page, which has almost 5K followers. I am building it up to be a safe space for RE5&6 fans. May I repost your 3 tutorial videos there?
@@WarriorBug Pretty simple. You'd just hold the sprint and forward keys (Likely W). While doing that you need to hit the aim key to start a slide and then immediately move backward (D Key).
Watching the crap out of this to prepare myself for some RE 6 madness for the first time. Just about almost finishing everything on RE 5 now so I'm getting ready to perform some sick moves
I'll see if I can get around to adding it at some point. I tried to give an idea of how to do certain actions (aim and push the input for sprinting to dodge). Capcom also has an official manual for the game's basic controls. game.capcom.com/manual/bio6/en/page-21.html
Why this game gets so much hate is beyond me... there is so many possibilities just in combat section of the game. Not to mention atmosphere and graphics. Thats why this is my favourite RE in the series and not those slow ass boring puzzle solving RE... nice video!
While I do so love the old-school, REs (RE2 was so well-done, I can't wait for the REmake) it's apples to oranges since they're both every different games. But RE6 is definitely my favorite of the series for the sheer gameplay depth/quality and epic cinematic action.
@@vXArchonXv All maxed, position and everything? I'm trying to emulate the PS4 versions default FOV and it's pretty annoying trying to guess, i already restarted the game multiple times . Thanks for the answer
Actually i just found the values after much testing. In case anyone ever has this "issue" and runs into this post, to get the default PS4 FOV in the earlier versions of the game the values are 15,15,5.
Another reason why people hate Re 6 because the enemies arent as dumb in Re 4. Enemies in Re 6 genuinely wants to Kill you. In Re 4 they slow down after they run and morons say its a balance game. Dusk Golem hates this game because of how imbalance it was but he just doesnt know how to play. How come someone can do No Hope No damage run on New game? 😂
RE6 enemies are a bit smarter than the ones in 4/5, but they still take turns with attacking the players. The real challenge comes from how many types of enemies there are and learning to prioritize them. Stuff like the J'avo with extendable arms or rockets/LMGs and even snipers in some cases are a top target. Especially the former ones since they will attack regardless of where in an animation you are. They're very good at blind siding the player.
@@vXArchonXv I just realize the only missing part in RE 6 Is the level up system in Re 4 and Re 5. To be honest you develop an OCD to level up. If RE 6 has that people who casually hate will change their mind. Re 4 is also easy cause its the only RE game you can increae your life
Have an archive of several campaign chapters right here. The videos are quite dated so the gameplay may not be as refined as it is now. www.twitch.tv/collections/LVcNvVPN8xSjtg?filter=collections
Sorry for the very late reply. YT isn't that reliable when it comes to comments. I obviously still play 6. Others would be Mordhau, Destiny 2, Morrowind, Soulsborne games (hoping for a new Armored Core soon now that Elden Ring is finally out) and Monster Hunter: World.
Why hasn't Capcom followed up with a game that has this combat system, or why hasn't some other company totally stolen this combat system for their own purposes. If you told me Platinum games made this I wouldn't doubt it. The story is bad enough anyway lolol.
The story is quite unique in some of the subplots and intersecting chapters, but it's indeed brought down by plot holes. Though nothing will be as retarded as Ethan "I was a Molded all along" somehow impregnating his wife. But yeah. 6 is basically what I'd expect if Platinum got ahold of the RE license. Capcom could at least have the decency to make a Mercenaries sequel. I don't even care if they reuse a ton of assets. Umbrella Corps was the perfect opportunity for this. Making the player a self-insert badass able to do all the cool shit you can do in 6. Instead they ruined it with almost no content and a relatively bland combat system that was casual friendly.
@@vXArchonXv Not that I want this, but it is probably the only way we would get it: A "live service" title, free to play Mercenaries standalone with unlockables and ... ugh... cosmetic microtransactions. I can't imagine they would produce and release a budget priced Mercenaries title, and if they did it would be 40 dollars and still have cosmetics, so we might as well hope for free to play.
@@phant0mdummy I could live with that. But they have released a budget Mercenaries game before. Mercenaries 3D on the 3DS. So it's not out of the question that they could do something like that again.
What aspects of the HUD? It's pretty straightforward. Your character's status is on the bottom right of the screen. It shows your health blocks, then your stamina blocks under that. Underneath those are ammo count/type, and then off to the right of your health blocks are the number of tablets you have mixed. There's not much to weapon changing. Left and right on the directional pad switches between weapons, up and down switches between support items like grenades and F-Aids.
I quite enjoyed the campaign, especially the heavily epic presentation and scale. Something RE5 sorely lacked. No Hope and Agent Hunt added a lot of replay value for me, but I've gotten so good at the game by this point that campaign just doesn't have enough enemies for me to kill. XD
While RE6 has great combat mechanics, they only work great in the Mercenaries. The campaigns always love to throw bullshit scripted crap to take away control from the player. Like when camera is forcefully focused on some events, and you cannot cancel it. Or how enemies move during unskippable cutscenes, and ones the cutscene ends, you get hit because they are already in your face. Certain sections drag on for too long, those bullshit snipers, Chris' chopper boss fights... I mean, the game that's built around the controls and mechanics ranges from decent to horrible. That's why this game was panned. The mercs mode is the only mode that realizes its full potential, and it is a shame. The mechanics are exceptional, no other 3rd person shooter came close before or after this game. Maybe Doom Eternal, but it is still not as deep.
Mostly disagree. Most reviews panned it for being a generic action game trying to one-up other games at the time. Stuff like large set pieces where you gun enemies down and then rinse/repeat. Pretty standard design for an action game so I find such a complaint puzzling. QTEs were the only other major complaint I can really think of besides the multiple stories and keeping track of them. Another one which is easily remedied by.....simply paying attention to the dates that show up at the start of certain cutscenes. There's even a timeline in the Extras that shows exactly how each event/cutscene in the campaigns lie up with each other. Everything else was down to an inability to adapt to the game's changing scenarios. ------------------------------------------------------------------------------------------- After putting in more than 5,000 hours into the game spread between campaign and Mercenaries I can say with certainty that the mechanics were built around the level design and scenarios of campaign for the most part. You can really tell when you play Mercenaries as the open areas allow you to pick off enemies at range rather than engage them up close most of the time. Campaign areas are smaller by comparison and force you into using stuff like counters and melee if you want to not run out of ammo on No Hope. They're much tankier as well and many J'avo are even able to stand up to a coup without dying compared to their fragile counterparts in Mercenaries. There's even certain mutations that only ever show up in campaign. That isn't to say Mercenaries isn't great and it's definitely the go-to place to jump into action, but it's a massive disservice to the epic roller coaster ride that the campaign is to say it ranges from just decent to horrible. The game will punish you heavily for not timing your dodges well because of the more limited space. Many encounters in the campaign also "lock" you in a room and force you to dispatch enemies like in Chris chapter 5 with the pressure room. I have several campaign chapter playthroughs and even clips demonstrating how to engage with the campaign scenarios. There's also another user by the name of Aftermath Rain who specializes in high-level campaign plays. Here's one of me demonstrating the combat mechanics in the smallest area of the game. I'm still managing to utilize them fully and destroy everything. ua-cam.com/video/od9TVgUXMJk/v-deo.html Another in Leon's Chapter 2 in the cage room. ua-cam.com/video/p_4H0qQOl6w/v-deo.html&ab_channel=vXArchonXv ------------------------------------------------------------------------------------------- Snipers are a non-issue as long as you prioritize them. They're there to keep you constantly moving. Same goes for rocket launchers and LMGs. Take them out fast or they will make your life hell. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Pacing and whatnot are something I also strongly disagree with. Other than the slow start up in Leon's campaign the pacing is very well done for the most part with several snags here and there. Though that's not something new to RE games (Apart from the masterfully paced OG RE2) so it's odd that people suddenly started complaining about it. Same goes for stuff like Simmons coming back (Remind me how many times we fought Birkin in RE2?) Double standards I guess. But the game paces its story quite well. Encounter pacing is roughly on-par with RE5's, but that's another matter. Each campaign has a nice build-up to their finales and the intersections are a brilliant way to keep the player wanting to play the next campaign to see what happened next when you parted ways. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Chris' helicopter boss is indeed terrible as well simply for the bullshit AoE on its flak rounds. It's the only boss in the game that runs completely counter to everything the game wants the player to do. Camera pulls: Not going to defend this design choice. Think of it on-par with something like the camera in Metal Gear Rising. They're both badly designed and will lead to cheap hits at time and should have been caught by QA. Not numerous enough to be game breaking, but definitely annoying at times. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I think one of the interesting things I see with takes on RE6 and modern reviewers in general. The lack of perspective and self-awareness/ability to cross-reference design aspects between games as a benchmark. Things that one game is crucified for are given a free pass in others simply due to what is popular opinion/peer pressure rather than measured objectivity. I always like to point to the original Monster Hunter games. At the time they were panned for many of the same reasons 6 was (Pacing, level design, camera, controls, scenario design etc.) Problems that Capcom made no effort to address up until World. Problems that interestingly were suddenly handwaived by supposedly objective reviewers after the original game. If 6 is truly a terrible or badly designed game by objective standards then things like Monster Hunter should also be held to similar standards, otherwise these so-called reviewers should not be giving their opinion on anything. In other words: Selective Outrage is what is at play here as far as I can see. As for the last bit. Yes and no. Warframe outdoes 6, but doesn't bring the mechanics together quite like 6 does. Doom Eternal has some depth, but it's still pretty basic as far as shooters go other than the Unholy Trinity and strategic targeting of enemy parts. Its strength is how smooth combat is rather than its actual depth and how fun it is to move between enemies. TL:DR most of the "problems" 6 has are exaggerated and nitpicked/double standards by incompetent players.
@@vXArchonXv I replayed all 4 campaigns a week ago, and I got to clarify that most of my complaints have to do with Chris' scenario. Leon's campaign is good, I just do not like the beginning of the first chapter because of how slow that walking part is, and the end because that gunshop defence sequence drags on for too long. And the second chapter has that dog hunting that is awkward, but I'm pretty sure you can kill it earlier somehow. Jake's campaign is my favourite. Not too long, everything is extremely well-paced, very memorable set pieces and gunfights. Ada's is kinda weird. It has almost no substantial combat encounters and is very calm. But Chris'... It's not all bad, but its lowest moments are the worst. Firstly, the levels are way too long. Secondly, each chapter has bullshit moments. Chapter 1 - hostage rescue. Chapter 2 - AA gun sequence and the first Napad encounter. For some reason, that Napad has more health than the others, which once again drags out the encounter. Chapter 3 is the worst, with 2 helicopter fights and that stupid section with Leon and Helena. I mean, it's cool how they interact with each other in the cutscene, but that sequence when you have to bounce the bombing plates is just stupid and out of place. Chapter 4 is mostly ok, except for the first section (way too many enemies with guns), and the Raskalapanje section. And Chapter 5 has the pressure room and the elevator ride. Which brings me to my issues with snipers. My problem lies with how inconsistent they are. Sometimes they give you plenty of times to dodge, sometimes they take half a second to shoot you. And when you have to take them out with your own rifle, the sway on that thing is horrendous. Like Chris has the worse hangover ever. On second thought, he probably does:) The pacing in the game can be extremely weird. Yes, you do fight Birkin multiple times, but the fights are spaced out, with lots of stuff in-between. Simmons though... On one hand, the boss itself is fine. Maybe the dinosaur form is kinda weak because of how simple it is, but you fight all of his forms back to back. And with Birkin, he gets progressively more grotesque, but Simmons somehow reverts back to his stage 1 form after stage 2, which is weird. With Chris, the weird pacing is in Chapter 3. You are chasing the Snake, which is supposed to be a tense, horror moment, but then you get interrupted by the helicopter sequence for some reason. Why not place it afterwards? And Chris' Raskalapanje section drags the game out. It was cool in Leon's campaign because the level was more open and it was more horror-focused with its build up and how the people locked the area down. And Jake's section is cool because of vertical level design. But Chris's is obnoxious, just like Ada's. Jake's campaign had the best pacing, except for the flash drive hunting, but I can let that slide because the environment and the music are great. And Ada had that boring section where you help Jake and Sherry, and chapter 5 consists of overly long helicopter sequence and repeated boss fights with Simmons. Other things about the game I do not like. The weapon sway is the worst in the series. The way your dot bounces around after rach shot is just comical. The healing is needlessly complicated. The inventory layout is garbage, when you have to cycle through it in order to select a weapon you want instead of a press on a d-pad, like in RE5 and every other RE game after 6. And to top it off, the inventory obstructs your view. Enemies who can tank a point-blank shot from a shotgun and not even flinch. This is something I also hate in RE2R, RE3R, RE4R and Village. It is stupid on every conceivable level. The shotgun is always a big fuck off option when you get swarmed, why make it into a BB gun. Overall, these may seem like nitpicks, but they stack up because of how big the game is. And the developers themselves said that their overly ambitious plans for this game led to a lot of trouble with the development, and it shows. Even on a technical level, the game looks worse than its predecessor. I noticed that even when the game just came out, and was surprised that even on PC with max settings, it does not look much better than on PS3. And it still has that awful blur when you are sitting behind cover.
@@Fedor_Kisliakov That's quite a bit, but I'll try to address them one-by-one. Gunshop segment is fine. Again, a combat-focused area in close quarters which is where the game is at its best. Take that out and you're taking out part of the reason you're playing the game. I really don't understand this complaint. You say the campaign isn't built for the combat and then you complain about one of the areas in the campaign that syncs up very well with the mechanics. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Graveyard is also fine. Plenty of enemies and a bit more space to juxtapose the more cramped areas in the first chapter. It also makes for a great playground-style arena for Agent Hunt. The dog is also fine. You can kill it as soon as the cutscene ends by placing a remote bomb near a lamp post once the chapter starts. Alternatively the game gives you an incendiary grenade in the cabin and since the dog with the key doesn't roam until you directly interact with it you can easily nade it and let the damage over time finish it off. Simple. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Ada's theme in the franchise is the person who works behind the scenes and her scenarios have always been more calm and less enemy heavy. Her story is also there to help tie up the loose ends in the other 3 which is why it was not unlocked at the start when the game first launched. So her campaign fits in well. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Chapter 1 for Chris is also fine. You can speedrun the first one that jumps out at you by moving out of its path and unloading into it. Piers can also quickshot it and instakill it before it leaves the room. The one on the second floor can be a bit of an annoyance, but you usually can get it with a grenade or a quickshot from Piers' AMR. AA Gun sequence is also fine. Ironically another large open area akin to Mercenaries with plenty of enemies as well so your complaint here is even more baffling. The Napads in the room are indeed quite tanky and require you to use the shoulder/quick weapon switch to dispatch in a efficient manner. Chris' Chapter 3: You'll get little argument from me on that one. Chapter 4 is fine with the exception of the Rasklapanje segment. Fortunately it goes by quickly once you learn which route to take. If enemies with guns are stunlocking you then that's because you're doing things wrong. You have access to Chris and Piers' full arsenal by that point so use it. Flash grenades are also a thing to consider and are my go-to when I need to close the gap. Chapter 5 Pressure room is fine. That's another skill issue. You can nullify the snipers in there by shooting them in the arm and forcing them to mutate or even hit them through the grating with an acid grenade to give you time to climb to the second area. As I said, snipers keep you moving and you need to be constantly dodging and or sliding when their laser is on you. Sniper sway is practically non-existent on the semi-auto, but shoots faster. you can even headshot enemies while sliding with it if you time it right. Here's a couple videos from Aftermath Rain. One shows him fighting in the pressure room and how to handle it, the other shows how he handles numerous enemies with guns in Chris' chapter 1. Pretty impressive stuff. ua-cam.com/video/ZN2HhDnV5nc/v-deo.html ua-cam.com/video/_LKFxnvEzi4/v-deo.html Elevator room is definitely a bit on the janky side because of the way it screws with your aim. That segment is basically equivalent to the one in RE5 where you're going up the spiral elevator. So I have to kind of give you this one.
The AMR and bolt-action are more powerful, but have a bit more sway to balance them, but takes a bit of practice. I use it here to great effect to dispatch several enemies. ua-cam.com/video/mcrex0-vp4U/v-deo.html&ab_channel=vXArchonXv If you are having trouble with lining up headshots then I'd suggest using a quickshot with a fast weapon and immediately swapping to the sniper. All you should have to do after that is move the reticule a tad bit for a headshot. The fights with Birkin are only spaced out between G-1 and G-2. You fight G3 and G4 back-to-back and then fight G5 again several minutes later if playing either character's B Scenario. This is another example of what I mean about the double standards people use when reviewing this game. And to be fair, enemies that won't stay dead are part of what makes Resident Evil enemies intimidating. Having a big bad that dies in a single encounter is extremely underwhelming. Simmons' forms do get more grotesque as you fight him. The T-Rex is basically a giant skinned dinosaur with eyeballs in its mouth and back, and then you encounter him as a semi-amorphous creature after the elevator ride. The fly form has a particularly grotesque feature which is that its proboscis is actually Simmons' head split in half. I'll admit Simmons reverting back-and-forth between his human and mutated forms kills suspension of disbelief a bit. Ironically no one complained how absurd Miranda being able to literally turn into crows or the Dimitrescu sisters being a bunch of flies that can somehow perfectly mimic clothing as well in RE8. Double standards strike again. The pacing for the snake makes perfect sense within the context of the story and character motivation. Chris is so hellbent on killing a BOW that he's willing to leave Jake and Sherry to their own devices despite them having disappeared for several months and them clearly being chased by a horde of J'avo. It helps show how Chris is letting revenge cloud his judgement and make stupid mistakes. Jake's chapter 2 is definitely another low point simply because of the lack of enemies and running around + the buggy hitbox and bad camera for the glacier segment at the very end of his vehicle section. I'll also concede on Ada's chapter 5 helicopter segment being pretty meh. Everything after that is fine. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- For the reticule. Use the laser sight instead of the generic crosshair, it controls the spread better. Even so it kind of makes sense that firing a weapon has some degree of recoil so this is a pointless complaint. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Healing system is fine. You can instantly mix herbs with a two-button command or simply bring up the menu and hit select twice to mix in the middle of actions like melee or climbing. The game always selects an herb when you bring up the menu so this process is simple. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- The weapon switching is also fine. No different than something like Metal Gear Solid in fact. And it's done this way because you have access to more weapons/optional items than you'd be able to map the directional pad to. Learn to switch between weapons during animations where your character cannot do anything else. Matter of practice. That's all. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Enemies in 6 are very responsive for the most part so I don't know what you're doing here. You're probably shooting enemies in their mutated areas which have hyper armor and massive damage resistance. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Your complaints are generally from lack of experience and ironically your solution to some of those complaints is to cut out many sections of the game that focus on combat, yet at the same time you say Mercenaries is the only good part of 6 because it focuses on the combat. As for the rest. They are indeed nitpicks that even when added up don't do much to mar the overall experience. At best you have 3 not so great chapters in a game that has 25. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Somewhat true. The game's textures are not as good as five's, but the lighting is vastly superior. Keep in mind 6 is also a big game so they had to save on texture space. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Never really noticed the cover blur. Not that big of an issue anyway since you won't be taking cover often in 6 except to restore stamina and occasionally take cover from LMG bursts.
@@vXArchonXv I agree that some of it are skill issues on my part. I did not play this game that much. When I say that I do not really like certain combat sections, like the gunshop, I mean that they overstay their welcome. You first fight waves of zombies outside, where you can cheaply die to a crashing ambulance. It's not an issue on repeat playthroughs, but for the first time players it is a terrible design choice. And I will get back to it later when we talk about healing and weapon switching. Then, you fight them on the first floor, then on the second, then on the roof, then in the bus. Take RE4 cabin sequence, for example. It lasts just as long as it needs to, before it becomes tedious. Same with RE5 public assembly. It ramps up everything with an interesting level design. You start in a cabin, then the arena opens up with a lot of verticality and environmental hazards. Plus, you have a big, hard-to-kill enemy on you tail. None of that is in the gunshop segment. It keeps everything the same for like 10-15 minutes, and Whoppers and Bloodshots are not much of a threat. Just remote bomb the one and counter the other. Graveyard is fine, I was just not a fan of the dog. And it ties to my complaint regarding the first-time players. They would not know to put a remote bomb. So the dog would run away, and you have to hunt it. It's nothing but padding. And it is kinda the same with Chris' hostages. Yes, if you play the game more than once, you probably know how to deal with them fast. But when you play it for the first time, all you see is a bunch of bugs running around with people in their clutches that can also tackle you. It looks goofy, and not resident evil type of goofy, it is borderline retarted. The hostage on the first floor makes more sense because she just stands there, and J'avo are guarding her. And then they try to cut her throat. It makes sense, and it works gameplay-wise. I actually had a fun fail thee when I shot the last guy, he started to mutate, and then the guy came to kill the hostage, I went into a slow mo ready to kill him, and the mutated guy hit me. While I was recovering from the hit, the hostage was killed. It was both frustrating and funny. AA guns, ones again, is interesting on paper, and it has cool level design, but once again, it drags on because the ogroman is a pushover that you can stunlock to death with no issue. If he was more active and intelligent, the segment would have been interesting, but it loses its momentum pretty fast, and regular enemies do not provide much of a threat here. When I was talking about Birkin, I was talking about the original. The remake has a lot of story and pacing issues, no double standards from me here. Chris's chapter 3 pacing would have made a lot more sense if you were fighting the helicopter after the snake and Marco's death, when Chris would be in the middle of pursuit o Ada, not a random B.O.W. Have him participate in the first phase, then, when the chopper leaves, have Chris abandon Jake in his reckless pursuit of Ada. I get what you are saying, but they were setting up a tense horror segment that was interrupted by an over the top action segment. It's tonally inconsistent. Had they done it like I proposed, they would have also eliminated the worst boss in the campaign from Chris's scenario. Instead, Jake would have fought it in his campaign, where you can actually kill it in an interesting way, and then its blades would have been used to kill Ubistvo. Does it not make more sense both in terms of story, tone and pacing? As for the sniper rifle, Resident Evil's way of balancing powerful weapons was to give less ammo for it, not to make it an artificial handicap when it feels like your character is an old lady with tremors instead of a veteran soldier. Now, about the inventory, healing items and intuitive designs for newcomers. The strategies you described are advanced. Except for the 2 button healing, but the game does not tell you that in any way. Maybe a screen prompt, but the loading screens go too fast in the game. Let's take RE5, for example. Yes, you can mix items, reload your guns in the inventory, during the animations. That is advanced. But the base systems of reloading your guns, mixing, healing and navigating the inventory is quick and snappy. Intuitive. And it does not take up half the screen. RE6 is the opposite of that. The inventory is cumbersome, and the healing is needlessly complicated. The only reason I could think of is that tablets can also instantly recover your stamina, so you can strategically use one tablet, but was it really worth it? Sometimes even the quick mixing fucks me up because I end up eating a tablet instead of mixing herbs. As for the weapons, could they really not find a better solution for the multitude of guns? Last of Us did it perfectly with the double tap on the directional buttons, and that game came out only a year later. Ironically, RE4R copied this exact system with the addition of customizing your shortcuts. What I'm saying is, if you learn how to bypass a poor design by using advanced mechanics that are not apparent on your first couple of hours, it does not excuse the said design. For example, I learned how to play RE4R consistently good on Professional, got an S+ without any bonus items, but it still does not excuse terrible designs present on that difficulty, with inconsistent staggers, phantom range attacks, stupid boss designs, etc.
I'm incredibly sad that after all these years, Capcom didn't bring back these mechanics or online co-op. I get that people like horror and while the modern games are by no means bad, Resident Evil 6 has no equal to this day when it comes to third person action-shooter combat as far as depth goes (maybe the newer Gears games?) and Capcom should've ignored the haters. Resident Evil to me has always been about taking the fight back to the monsters ruining the world rather than having to hideaway from it.
Honestly people shouldn't call this a 3rd person shooter. Its more like a "spectacle shooter" being somewhere between a standard 3rd person shooter, with way more of the emphasis on comboing and countering while pulling off flashy chains like spectale fighters are.
I love it and appreciate the clear guide. Never really understood what people dog this game so much. I have my own gripes on the story and presentation of its story, but its nothing that ever made me hate the game. But I will never forget the jokes about the 6 looking like a giraffe getting head.
How on earth was there no tutorial or practice mode in the game? This much depth and precision controls. So glad i found this. Me and my girl played RE5 and wanted to try 6. The jump in controls is crazy. Shes not THAT level of gamer so needless to say we're never gonna finish 😅...not together anyways.
RE6 is my favorite game, has the most replayable value and its actually genuinely fun game.
people hated it because it wasnt scary but i loved it because it was so much fun.
after all, in terms of story, this is the latest game so by now chris and leon are experts at dealing with zombies so it makes sense that the game is less scary because they can do more fancy movements and be proficient with weapons and melee attacks. I hope they remake this eventually with updated graphics and, it'd be my all time fav re game
Give Resident Evil: Vendetta a watch. It's the closest we're getting to a proper continuation of the style of action seen in Resident Evil 6.
I'd settle for a Scholar of the First Sin type re-release at this point. Something that smooths out the game's rough edges and gives veteran players a reason to play through the campaigns again.
This video needs *much more* views for its professionalism. It also helps many entry-stage players get a grasp at what's in store for them should they master this games' mechanics.
It certainly is a good primer for starting out with the game. As far as the quality of the content in this video, I've tried to become more consistent in my later music video and Advanced Tactics and Mechanics Guide/Jake Guide. I am pretty happy with how this one turned out though! Combat in this game just feels so natural when you get it down. Nothing more satisfying than jumping into a group of enemies, strategically maneuvering/taking them out, and then coming back out without so much as a scratch.
vXArchonXv Although to be fair, some of these tricks are high-risk high-reward on No Hope difficulty. Most however, are very key to becoming decent at the game. The only content I didn't know about was the quick knife. Only if the game came with an instruction booklet.
Very true, but done right, you can take down a room full of enemies in record time and little ammo used. Damn shame the game did indeed not come with some kind of video demonstration for its tactics like the DmC games.
vXArchonXv True. Capcom wanted players to get 'immersed' in the game. An instruction booklet could have made things less of a pain. And the short 'hint screen' that rears up when the game loads a huge area is way too short.
Res6 revolves around the definition of punishment. The game is, in a sense, *punishingly difficult*. This game has some of the most durable, most mobile, most damaging, most bullshit QTEs, most aggressive, most instant-death and largest enemy numbers in the Resident Evil series.
The enemy AI is no slouch either and with the removal of invincibility frames from enemy grab animations you can get wrecked easily. This sounds broken but the tools Capcom bestows upon players are: sliding, prone position, rolling, jumping into prone, simple inventory management, quick herb mixing, sliding into prone, coup de grace, front and back takedowns, melee contexts, quick shots, better movement, near limitless running, Skills, I frames on melee moves on dazed or stunned enemies and with successful in-game counters with the touch of LT. Capcom gave players everything they needed to mitigate increased enemy hostility and efficiency, you just need to learn how to utilize them properly.
And this is why I love mercs in this game. The combat depth makes it so fun that it really never gets old. I only wish the characters had more unique animations, like in RE5 where every character had their own.
It's a real shame the level design and story weren't up to par with the combat. This could have been one of the best action games made last gen.
Ethan Freeze The campaign levels actually work pretty well with the combat system. I actually prefer Campaign because you have to use tactics and careful thought/strategy. Mercs reinforces bad gameplay habits like disregarding ammo and stamina conservation on top of general disregard for careful player movement (since LMG enemies almost never show up in Mercs) as fun as Mercs is. I'll admit there are a few areas where they don't, (mainly the area before the first escape sequence for Leon's Chapter 5 and that area where the jettisoned Lepotitsa is because of all the parkour actions there are there.), but a player that knows what they're doing can cause a lot of damage with very little resources in almost any area of the campaign. What I would have loved for a DLC mode is a Raid-like setup where you have to progress through a level styled like a campaign area, and with full Agent Hunt implementation. Would have been amazing.
The story itself does have its flaws, but it is definitely the best of the RE series by far. Right up there with CVX and Rev 1. It does have plot holes in it that I would really like to see filled (mainly where Jill was when Chris went AWOL). There's no way the quality of writing stands up to grade-A material, but it's certainly not the worst I've ever seen by far.
vXArchonXv I think story wise, REV2 is currently the best followed by RE5 and CVX in my opinion. Of course your welcome to think what you want.
I just like mercs better than the campaign levels since it's strips the game of everything but the combat. Not a huge fan of the game taking control away from me for a QTE, cutscene, or to make me look at something.
I don't hate the campaign, I just think it could have been a lot better. I wish they would have just focused on one of the campaigns (probably Leon's) instead of having four. I think it would have turned out a lot better had they done that.
Regardless, I'm excited to see what they do next with series. I'm hoping RE7 ends up being a more focused experience. What they focus on, whether it be horror or action, I don't really care. I just want a good game.
Ethan Freeze I am indeed interested in seeing what RE7 will bring, both for the story/game mechanics and possibly even shooters in general.
At any rate, I hope you and others as well find/found this video helpful in better enjoying the game, regardless of what mode you spend the most time in.
: )
vXArchonXv Even though I knew about most of this stuff, it's good to see someone spread the knowledge so others can see this games true potential.
Keep up the good work!
Underrated video.
Thanks for making this video. A lot of people don't know how much depth there is in 6. Storywise, it's definitely hit or miss, but in terms of gameplay mechanics, it is such a step above the previous games, and this video helps show just what is possible for the experienced player that is well-versed in its mechanics.
Imo these mechanics are the best to have ever appeared in an ots shooter. I hope Capcom has the wisdom to bring them back one day
Probably not gonna' happen with the reception the game got. : (
I can get why people didn't like this style for mainline RE, but like, there's room for an action spin-off at least, right? Hell, the Revelations series lost its entire purpose when 7 brought main RE back to survival horror, why not retro-fit Revelations to be the action spin-off?
And that's why resident evil 6 is so good but no one knows, cause the mechanics are freaking hard and no tutorials in game.
Arthur King It's a true shame. Capcom put so much thought and effort into the game and to actually push the series/shooters ahead mechanically only for the game to be poorly received because it isn't easy for entry-level players to grasp at first.
Anyway, thanks for sharing this and be sure to check me out on Twitch if you want to see me stream RE6 (I do it on an almost daily basis)!
or they could just play the damn game and stop whining..
DjDedan The game does feed you bits of mechanics information in the loading screens little by little. Ironically people don't seem to pay any attention to the text in the loading screens and then pass the game off as a watered-down, generic shooter.
+Arthur King That's not the reason the game was panned. RE fans wanted to play as their favorite characters in a survival horror game and they didn't get that. Nobody asked for a Metal Gear Solid 4 rehash.
Well, yes and no, it was more incompetence on the part of games' reviewers and players alike (think the old Godhand reviews).
People praise RE4 remake parry mechanic while RE6 have much more to do gameplay wise lol
And cheap graphic
I wish Capcom made a more expansive game based on this gameplay, it's so fucking good and rewarding to play. Shame the main game soured the experience for so many because there's a gem of a game here.
Yeah. : ( The game is flawed (more that it needed a bit more polish), but the campaign works very well with everything the mechanics provide. I had a hell of a time my first few playthroughs before Campaign started to bore me (Agent Hunt really helped keep the campaign alive for me). I've been having a similar experience with Vanquish lately since I've been playing the campaign so much and it's just gotten so easy for me.
Both games definitely needed an endless wave mode, all shooters should have that as an extra feature.
definitely, especially if the mechanics of said games are complex and keep you engaged at all times. like a bloody palace mode like DMC helps a lot and whatnot. thanks for the guide btw, learned a lot of things from it :)
Yep! Vanquish/God Hand also got shit on the same way by reviewers! Though I think RE6 didn't get the benefit of the doubt (overall) because it belonged to a pre-existing franchise rooted in a very different gameplay ideal than what RE6 was. It also didn't help that Capcom's PR team made some really stupid comments during interviews about the game. I really feel like Capcom's devs and their PR team were definitely not on the same page in regards for what they wanted the game to be.
And I was more than happy to help with the guides! I also have one that covers Jake's hand-to-hand abilities since they have a specific learning curve of their own that needed to be addressed.
dino crisis 2 sequel please with this combat system...
After all this time and I'm still learning from this historic video.
Every time you reload before coup de graceing a Javo I think of that part in John Wick.
Cool video. Take a drink every time he says standard melee context.
This isn't gameplay, this is art, feels like I'm watching john wick 5 leakes footage or something
Thanks! Although the gameplay here is pretty sloppy and less "focused" than my recent stuff. Glad to see it appreciated all the same!
Good tutorial,
I want to add that you can also reload your weapon while sliding.
***** Sorry about the long reply, meant to do so earlier but it slipped my mind. I didn't mention reloading while sliding because it doesn't have much in the way of practical use (though I suppose the full 2-hit basic melee combo isn't all that practical either) so I didn't bother listing it. Thank you for watching though!
+ruslyg I take that back about reloading while sliding not having a practical use. I've recently found out that if you start a slide and then reload before hitting the ground you will not consume any bars of stamina.
+vXArchonXv
That's a cool find, will check!
Great video. Trying to improve my mercs scores and this video has everything I need to know. such a great combat system.
Well you'd technically want to do counters only for high scores since they're the only thing that gives +10 seconds. But yes, amazing combat system. Just wish the game had gotten the respect it deserved. : (
I will be uploading a video covering each character's movesets in the next few days. (Starting with Jake).
one of the best guides you can find
Epic. I've been screwing with these tactics since finding your Twitch stream yesterday. I particularly love the slide > pump em' full of bullets > melee context combo.
+Trevor Williams Woah! Sorry for the late reply (I really need to turn my video notifications back on). Anyway, yeah. One of my fave things to do is slide towards an enemy and pinking them in the head with a pistol shot. It feels amazing to then get up and context that enemy to death. Sliding into an enemy while firing a shotgun off is also crazy. I will admit though, that looking back at the gameplay in this video, my combat style is pretty unrefined/tame compared to how I play currently.
Love that Chris's boulder punch is one of his coup de grace moves
I believe it's a slowed and reworked version of his Straight punch from RE5. His standard attack in 6 is also from the end of his partner combo in RE5.
@@vXArchonXv i mean they just give him a haymaker, not some fancy throw or kick but one mean punch like that's all he needs
True, but his frontal context is easily the best. He just picks up and throws a bitch.
Thanks, man! my co-op buddy and I always challenge each other to see who died the most at the end of a chapter. And it getd pretty hectic with all the Serbian/Chinese men and insta-ko'ing B.O.Ws.
This video is helpful and amazing.
I'm having alot of trouble playing the game and thank god i saw this video!
There's a learning curve, and when you're struggling against the game it can indeed be very frustrating. However, once you get the flow of everything down it's an adrenaline rush experience quite unlike what many other shooters can provide.
@@vXArchonXv I don't know about you, but when re6 came out and i realized that you can DODGE, use melee attacks, sprint and quick shots?!. . i realized that it was exactly what i wanted in re5 and i fell in love. :D
not to mention the first time i saw what Jake can do. . it was like NPC Wesker in re 5 but better.
Once I got the hang of dodging it felt so smooth and immersive, and those were basically my thoughts when I saw Jake.
If you have Resident Evil 5 on PC, I'd suggest checking out the "Playable Boss Wesker" mod. Can find it here: residentevilmodding.boards.net/thread/7013/resident-evil-wesker-boss-origin
Well, if this video was an official guide in-game from the developers or something, the game would have been appreciated the way it should have been since at the time of the release there was no hint whatsoever how to properly play this game like this and nobody had a slightest clue about more than half of the stuff in this video and its not even covering all of it... this fredom of movement... I doubt we'll see it like this or better ever again... such a shame... thank you for the big effort! ;)
***** It really is sad, I know the game has its flaws, but this is the best combat system I've ever seen in a shooter. I just hope that Capcom doesn't scrap this system for the next games. Still one of my favorite games for that alone.
Wow someone other than me loves this underrated game awesome. Also how do you do the Dodge roll
It's an amazing action game, that's for sure!
In response to your question: Dodging while standing just requires you to draw your weapon and hold on a direction while hitting the input for sprinting (If you're using mouse and keyboard, you can map a single key to dodge without needing to do any of the aforementioned steps). Pretty much the same concept for rolling while on your back as well. It sounds overcomplicated, but it's very intuitive and honestly feels like a more efficient way to handle dodging in a TPS rather than assigning the dodge its own input.
vXArchonXv hey thanks are you gonna get the ps4 remaster if you do me and you can play mercenaries no mercy together
Benjamin Rearden Nope. Sorry! I already have the game on PC, so there's no real reason for me to buy it for PS4 (Plus I also don't have a PS4).
Oh okay
This Resident Evil is so unique, sadly this is the most evolved Action Resident Evil yet the only one.
I suppose at the same time it also makes it one-of-a-kind. I keep hoping Capcom will utilize the combat engine for another shooter down the road, but it seems unlikely.
Found your twitch, don't remember how and decided to check this out. Extremely well done, if only fighting games could have videos this in-depth, well demonstrated and edited. Kinda wish RE6 took off more so this got more attention
Same, but it is what it is. : /
demn that was awesome people are true themselves gamers and this is one of them i loved that
*S T A N D A R D*
*M E L E E*
*C O N T E X T*
Actually, your tutorial is lacking the fact that only the male characters can melee this way.
The women can't, especially the running attack will knock enemies down instantly instead of stunning them. That includes Jake as well even though he is not a female.
Also facing the enemies with your back as the women will allow them to kick the enemies to the ground rather than doing elbows which will stun the enemies. I doubt this applies to Jake as Jake is a little special.
Sorry about that, I can't remember if I recently appended that in this video. I did cover it in the second mechanics video. Jake has Wesker's Knee Cannon, which still acts like a stun. His first melee quickshot and Cobra Strike (interestingly) can bypass the instant grab property that zombies gain when walking with their arms out.
Well maybe you are right abt Jake, but my focus is more of the females (ie. Ada/Helena/Sherry).
Amazing video man, to this day I haven’t played another action game that gave you so many options and freedom in combat RE 6 truly is one of a kind.
Just curious what’s your go to settings when playing?
Thanks! Which settings are you referring to? Options/controls settings or stuff like difficulty, Campaign, Mercenaries etc.?
@@vXArchonXv mainly was curious about stuff like your field of view settings and camera sensitivity, I’ve watched a lot of your gameplay and it always looks so smooth
@@severed6001 Ah, right, sure! I'll list out the relevant ones (literally) I tried to list them out in the order and with the naming convention you'll find them in the game's Options menu to make the list less confusing.
Game Settings
-------------------------------------------
HUD Position - Set Right
Auto Action Button - On (Performs story QTEs automatically if failed or not inputted in time) Good for subsequent playthroughs and also online with laggy players because story QTEs can desync and fail even when pressed correctly.
-------------------------------------------
Camera Settings
-------------------------------------------
(Camera)
Y-Axis - Inverse
X-Axis - Default
Speed - 6
(Aiming)
Y-Axis - Inverse
X-Axis - Default
Speed - 5
(Other)
Aiming Direction - Camera
Dash Camera Reset - Centered
Default Camera Field of View - 15
Default Camera Field of View when Aiming - 0
Position when Aiming - 0
-------------------------------------------
Controls
Aiming Reticule - Classic
Dominant Hand - Manual
Reload - Manual
@@vXArchonXv awesome thanks for sharing, I’ve thought about experimenting with the low fov for aiming I’ll have to give it a shot
Man you should really do a "Mechanics of Resident Evil "Insert Number or Subtitle Here" for all the games and I can guarantee your sub-count will hit over 10k in less than a year. If I see you post one for others I swear me and my buds will sub like rabid cerberus'.
Problem with that is that the other games really have no mechanical depth to them. About all I can think of is reloading via inventory in RE5; using the dodge in the first Rev to cancel out reload animations; quick-switching between weapons or dodging to cancel out reload animations in Rev 2, and finally using block to cancel out reload and healing animations in RE7. I'm sure that there are already some covering this and are likely of higher quality so I see no real point to it. Only reason I did 6 is because it didn't get
the reputation it deserved and I wanted to put these guides out to hopefully change the opinions of others on it. No one else aside from Misfortune has really done a truly in-depth guide for the game's mechanics so I figured I would.
Now im motivated enough to finally try re6 mercenaries mode
Channeling that Vergil energy.
@@vXArchonXv just finished my first game. Played as Leon on Urban Chaos. Got 89040 points and ~30 combo
Shame there's no proper tutorial. If people knew about even half of this they would get a lot more fun out of this game and thus it wouldn't be hated on as much.
that fight has scared the crap out of me (seeing the kinds of monsters i will have to face later ) so far i've only seen till bloodshots & they are too much trouble that i can never get past the things he fought , i am now thinking if it's better that i don't play it
Every enemy has a weakness of some sort. Bloodshots, for example, have the longest counter window in the game when they jump and it is the preferred way to kill them. They'll do that weird growling noise and then jump. The second you hear the "whoosh" noise from their jump is the moment the counter starts. Much like many counters, strafe to their side as you're setting up in case you mistime your input to lower your chances of getting hit.
@@vXArchonXv Ok , I didn't knew about that they all having a weakness , i just thought they were just OP monsters with no weaknesses , However that aside , i see that u have done such a good job of explaining these different combat mechanics . I wonder why don't u make more of these videoes for other games i.e. explaining combat mechanics of other games . Sure , they all may not have as much combat depth to cover as Resident Evil 6 , but still a lot of people can really use such a guide for many other games we play as well like Witcher 3 & Sekiro & many others .
Mainly because those games are so popular that there are guides that are far beyond the quality I could put out while there is pretty much nothing for RE6. I'd been playing around with the idea of writing a guide outlining every enemy's behavior, if they can be countered, weak points etc. and how best to deal with them.
If you ever decide to play the game again and you're using Leon, his knife (and I assume Chris' knife) has a hidden effect where they make a bloodshot go into a coup de grace stun after only a swing or two. Sherry's stun rod might also have that effect since it's a melee weapon but I haven't tested it since bloodshots aren't in Jake's campaign.
@@BulldogPCs Sherry's stun rod devastates them. One smack instantly makes them kneel for the coup de grace. Another thing I like doing is sliding into them with the knife after putting a few pistol rounds in them. Good chance of also making them kneel. Wouldn't suggest doing it when they're doing that weird little side-to-side shuffle because they tend to try and fall on you. Doing it when they're stationary or walking straight towards you seems to be safest.
That combo drop wasn't even your fault. Every time those exploding worms spawn they take forever to show up. The devs seems to have noticed it too because occasionally one will self destruct and save the combo.
They only auto destruct if the player is in an area that is impossible for them to immediately reach I think? You see it a lot with the finale of Railyard. They'll camp the ladder and then self destruct after a bit because they have no climbing animation.
8 years later and I'm still pressing the wrong buttons trying to dodge and run meele in re4 remake
Basicly re 4 but with more combo and better graphic with more action character
I definitely need to learn this, because I'm getting my ass kicked
Campaign is a good place to start (especially Leon's Chapter 2-2) since you can put the game on Amateur to experiment with and observe enemies' reactions without worrying about getting demolished. One of the best pieces of advice I can give for dogs to counter them: Before they jump they will bark once, pause and then bark twice in quick succession. If you're within their range they will immediately jump roughly a quarter of a second after finishing the second bark. If they are out of range they will start running to you and then jump so long as they don't turn and keep running in a straight line to you.
@@vXArchonXv at first I sort of hated the game. Because it was so different from the standard resident evil, and the prelude very much sucked as it was so intrusive with the gameplay. But after watching your vid, watching you pull off those bad as combos made me realize how nice the combat system could be. I'm able to enjoy the game now. And able to survive and kick ass better.
while graphics and story have improved in the franchise, the combat has never been as indept as it was in re6, it is Peak combat for any action game out there. only way it could be improved would be if we had a grappling hook
I get it why people hate this game, it does feel action-y than previous titles
But with such level of mechanics depth, i bet it would sell really well if they applied it to other games
Umbrella Corps was the perfect opportunity, but Capcom decided to play it safe and go with generic shooter mechanics instead. Damned shame.
I didn’t even know Automatic Herb Mixing existed until watching this video. How do you do that?
On the 360, it's the Right Bumper+X. I usually do it manually in the middle of animations, since it's bugged and sometimes uses a tablet instead of mixing.
I think you should'vementioned some character soecific combos lime Helena's triple shotgun quickshot
Not really anything to note about it aside from the unique animation and ability to chain three QS shots for one bar of stamina. There's also the auto reload at the end of the last QS, but not anything worth making a video on.
How to play mercenaries like a badass
I bet capcom developer dont even kno some of this mechanic exist. The swap weapon shooting is obviously a glitch. And i think coup de grace melee was actually intended for co op melee, coz it is like this, u do a small stun to a enemy, ur co op partner cannot perform follow up melee but can only perform regular melee, and if they do, the enemy will enter big stun, then both of u can perform coup de grace on the enemy.
Not really sure. Though being able to slide without consuming stamina via reload cancelling before you hit the ground is certainly an interesting mechanic.
Ohh, i think that it will never be so easy for me! :(
Well one of the things I love about the game is that it's less about having good aim and shooting, and more about strategic use of I-Frames/knowing what to do and when to do it.
Having good aim carried me throughout the game. The only mechanic I've ever used in this video is rapid firing, and head frontal. I don't slide into people for quick downs, and I tend to save up combat gauge by meleeing the head (with the knife as most characters, or melee as Jake).
It also helped me in my No Hope run.
Thanks for the vid man.
That's what it's there for! : D
How do you automatic a herbs in xbox one
RB+X. Really only useful when there are no enemies around or you're not in the middle of an animation. Otherwise mixing them manually is a better idea.
@@vXArchonXv It's been a while I've comment but thank you
Depth
Not sure how much attention this will get given how old this video may be, but i've got a question:
Will the counter prompt appear when ADS or is it only in neutral and when facing an enemy? Im doing a Professional run right off the bat after not touching this game in years (probably stupid, but im gonna try anyways), and while i keep getting pounced on to death by zombies i notice the damn counter prompt isnt always there
No, you cannot counter or perform any context actions while aiming. Whether or not the counter prompt will appear depends on the way both you and your target are facing. Certain attacks have certain "activation" ranges and cones. The biggest ones being the dog/zombie jump counter and Bloodshot jump counter. As long as you're somewhat facing the Bloodshot you can get the counter prompt even as it's flying past you.
Word of advice for countering is to try and always move around the target as they are attacking instead of standing directly in front, that way you reduce the likelihood of getting hit if you miss the counter prompt. Especially useful for the mutated J'avo that flail about, and the zombies swinging weapons.
@@vXArchonXv Ahhh ok, i see now. Thanks a bunch, i'll have to practice this some more obviously but thank you; its hard finding people who still play this game
This reply is like 2 years late to this convo, but there actually is a way to counter when aiming, though only for certain attacks. If Chris has his combat knife equipped, any counter without a special animation is replaced instead with a counter where he stabs the enemy. This counter can also be done while aiming or dodging sideways with the knife, provided an enemy uses an attack that triggers the animation. For example, a normal machete swing from a J'avo causes a normal counter, meaning Chris will use his unique counter and be able to counter it while aiming if his knife is equipped, but a melee attack from a J'avo holding an SMG uses a unique animation of elbowing the enemy in the face, so Chris can't counter when aiming against one since that attack has its own counter animation. Another example is the first mutated type of J'avo you encounter in Chris' campaign; most of their attacks trigger a normal counter, so the knife counter works on them, but their overhead attack causes a unique counter animation, so you can't be aiming if you want to counter that. There might also be exceptions, like the J'avo with grasshopper legs in Chris 3-2; their machete swing causes the normal counter animation but Chris' knife counter would make no sense animation-wise if performed on them, so I don't know if that works.
So yes, you can counter while aiming, but only if you're playing as Chris with the combat knife equipped, and only against specific attacks. His combat knife also replaces his rear takedown with a different one, but as far as I can tell the only difference is the animation being similar to Sheva's throat slit from Resident Evil 5; there's no real advantage to using it over his neckbreaker unless it gives more invincibility frames.
Hey man just a quick question, does shooting the leg count as a second stage stun ? Or do I need to shoot the legs twice or something ? I'm a little bit confuse. Thanks :)
Sorry for the late reply! It does, since it cause the target to stagger rather than just briefly flinch, but it seems the only way to setup the Rear Take down is to shoot their arm twice. Either way, once they are put into a Second Stage Stun even something as "gentle" as a slide is enough to put them into a Heavy Stun.
Whats an automatic herb? How to do that
On the 360 controller it would be Right Bumper + X, or rather Use Herb + Reload.
I run a Facebook page, which has almost 5K followers. I am building it up to be a safe space for RE5&6 fans.
May I repost your 3 tutorial videos there?
Absolutely! That's what these videos and the channel are here for!
does 180 sliding work on mouse and keyboard?
Yep!
@@vXArchonXv how to do it? i dont have the game installed rn
@@WarriorBug Pretty simple. You'd just hold the sprint and forward keys (Likely W). While doing that you need to hit the aim key to start a slide and then immediately move backward (D Key).
@@vXArchonXv Holy shit thanks man
That skill, mate!
I do the best I can! : D
Watching the crap out of this to prepare myself for some RE 6 madness for the first time. Just about almost finishing everything on RE 5 now so I'm getting ready to perform some sick moves
: D
Have fun!
U should do and consult for ps4
There's no mechanical difference between PS4 and the previous gen versions as far as I know.
it doesn't tell us what buttons to push
I'll see if I can get around to adding it at some point. I tried to give an idea of how to do certain actions (aim and push the input for sprinting to dodge). Capcom also has an official manual for the game's basic controls. game.capcom.com/manual/bio6/en/page-21.html
Why this game gets so much hate is beyond me... there is so many possibilities just in combat section of the game. Not to mention atmosphere and graphics. Thats why this is my favourite RE in the series and not those slow ass boring puzzle solving RE... nice video!
While I do so love the old-school, REs (RE2 was so well-done, I can't wait for the REmake) it's apples to oranges since they're both every different games. But RE6 is definitely my favorite of the series for the sheer gameplay depth/quality and epic cinematic action.
This is basically a John Wick game.
Objectively Re 3 remake and Re 6 have better mechanics than Re 4.
I would say 6 beats them both, but REmake 3 only has the dodge. RE4 has a melee system with some minor strategic tactics centered around them.
@@vXArchonXv How about Revelations 2 is the sweet spot for horror purist. Its like Re 6 but lesser
Hey dude, you don't happen to remember what FOV settings you used in this game do you?
At the time of making that video I used 7 FoV for the camera, and default for when aiming. Now I have the FoV maxed.
@@vXArchonXv All maxed, position and everything? I'm trying to emulate the PS4 versions default FOV and it's pretty annoying trying to guess, i already restarted the game multiple times . Thanks for the answer
Actually i just found the values after much testing. In case anyone ever has this "issue" and runs into this post, to get the default PS4 FOV in the earlier versions of the game the values are 15,15,5.
Another reason why people hate Re 6 because the enemies arent as dumb in Re 4.
Enemies in Re 6 genuinely wants to Kill you. In Re 4 they slow down after they run and morons say its a balance game. Dusk Golem hates this game because of how imbalance it was but he just doesnt know how to play. How come someone can do No Hope No damage run on New game? 😂
RE6 enemies are a bit smarter than the ones in 4/5, but they still take turns with attacking the players. The real challenge comes from how many types of enemies there are and learning to prioritize them.
Stuff like the J'avo with extendable arms or rockets/LMGs and even snipers in some cases are a top target. Especially the former ones since they will attack regardless of where in an animation you are. They're very good at blind siding the player.
@@vXArchonXv I just realize the only missing part in RE 6 Is the level up system in Re 4 and Re 5. To be honest you develop an OCD to level up. If RE 6 has that people who casually hate will change their mind.
Re 4 is also easy cause its the only RE game you can increae your life
@@vXArchonXv in Re 5 pro there was a moment when the Enemy with the bottle or Electric staff is going at you. Legit terrified me for a second. lol.
can you show us some no Hope runs bro? Its awesome you know the mechanics
Have an archive of several campaign chapters right here. The videos are quite dated so the gameplay may not be as refined as it is now. www.twitch.tv/collections/LVcNvVPN8xSjtg?filter=collections
@@vXArchonXv What games do you play till this day?
Sorry for the very late reply. YT isn't that reliable when it comes to comments. I obviously still play 6. Others would be Mordhau, Destiny 2, Morrowind, Soulsborne games (hoping for a new Armored Core soon now that Elden Ring is finally out) and Monster Hunter: World.
@@vXArchonXv What are your top ten games of all time?
@@jackjax7921 who cares. He's just a dude who knows a lot about RE6.
I mean I'm a dude who's good at Souls PvP wanna know my top ten?
Why hasn't Capcom followed up with a game that has this combat system, or why hasn't some other company totally stolen this combat system for their own purposes.
If you told me Platinum games made this I wouldn't doubt it. The story is bad enough anyway lolol.
The story is quite unique in some of the subplots and intersecting chapters, but it's indeed brought down by plot holes. Though nothing will be as retarded as Ethan "I was a Molded all along" somehow impregnating his wife.
But yeah. 6 is basically what I'd expect if Platinum got ahold of the RE license. Capcom could at least have the decency to make a Mercenaries sequel. I don't even care if they reuse a ton of assets. Umbrella Corps was the perfect opportunity for this. Making the player a self-insert badass able to do all the cool shit you can do in 6. Instead they ruined it with almost no content and a relatively bland combat system that was casual friendly.
@@vXArchonXv Not that I want this, but it is probably the only way we would get it:
A "live service" title, free to play Mercenaries standalone with unlockables and ... ugh... cosmetic microtransactions.
I can't imagine they would produce and release a budget priced Mercenaries title, and if they did it would be 40 dollars and still have cosmetics, so we might as well hope for free to play.
@@phant0mdummy I could live with that. But they have released a budget Mercenaries game before. Mercenaries 3D on the 3DS. So it's not out of the question that they could do something like that again.
I really just want the inventory and the HUD explained… because it makes no fucking sense. Weapon changing is a joke.
What aspects of the HUD? It's pretty straightforward. Your character's status is on the bottom right of the screen. It shows your health blocks, then your stamina blocks under that. Underneath those are ammo count/type, and then off to the right of your health blocks are the number of tablets you have mixed.
There's not much to weapon changing. Left and right on the directional pad switches between weapons, up and down switches between support items like grenades and F-Aids.
re6 had some awesome controls but the rest of yhr game is meh at best such a shame
I quite enjoyed the campaign, especially the heavily epic presentation and scale. Something RE5 sorely lacked. No Hope and Agent Hunt added a lot of replay value for me, but I've gotten so good at the game by this point that campaign just doesn't have enough enemies for me to kill. XD
While RE6 has great combat mechanics, they only work great in the Mercenaries. The campaigns always love to throw bullshit scripted crap to take away control from the player. Like when camera is forcefully focused on some events, and you cannot cancel it. Or how enemies move during unskippable cutscenes, and ones the cutscene ends, you get hit because they are already in your face. Certain sections drag on for too long, those bullshit snipers, Chris' chopper boss fights... I mean, the game that's built around the controls and mechanics ranges from decent to horrible. That's why this game was panned. The mercs mode is the only mode that realizes its full potential, and it is a shame. The mechanics are exceptional, no other 3rd person shooter came close before or after this game. Maybe Doom Eternal, but it is still not as deep.
Mostly disagree. Most reviews panned it for being a generic action game trying to one-up other games at the time. Stuff like large set pieces where you gun enemies down and then rinse/repeat. Pretty standard design for an action game so I find such a complaint puzzling. QTEs were the only other major complaint I can really think of besides the multiple stories and keeping track of them. Another one which is easily remedied by.....simply paying attention to the dates that show up at the start of certain cutscenes. There's even a timeline in the Extras that shows exactly how each event/cutscene in the campaigns lie up with each other. Everything else was down to an inability to adapt to the game's changing scenarios.
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After putting in more than 5,000 hours into the game spread between campaign and Mercenaries I can say with certainty that the mechanics were built around the level design and scenarios of campaign for the most part. You can really tell when you play Mercenaries as the open areas allow you to pick off enemies at range rather than engage them up close most of the time. Campaign areas are smaller by comparison and force you into using stuff like counters and melee if you want to not run out of ammo on No Hope. They're much tankier as well and many J'avo are even able to stand up to a coup without dying compared to their fragile counterparts in Mercenaries. There's even certain mutations that only ever show up in campaign. That isn't to say Mercenaries isn't great and it's definitely the go-to place to jump into action, but it's a massive disservice to the epic roller coaster ride that the campaign is to say it ranges from just decent to horrible.
The game will punish you heavily for not timing your dodges well because of the more limited space. Many encounters in the campaign also "lock" you in a room and force you to dispatch enemies like in Chris chapter 5 with the pressure room.
I have several campaign chapter playthroughs and even clips demonstrating how to engage with the campaign scenarios. There's also another user by the name of Aftermath Rain who specializes in high-level campaign plays.
Here's one of me demonstrating the combat mechanics in the smallest area of the game. I'm still managing to utilize them fully and destroy everything. ua-cam.com/video/od9TVgUXMJk/v-deo.html
Another in Leon's Chapter 2 in the cage room. ua-cam.com/video/p_4H0qQOl6w/v-deo.html&ab_channel=vXArchonXv
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Snipers are a non-issue as long as you prioritize them. They're there to keep you constantly moving. Same goes for rocket launchers and LMGs. Take them out fast or they will make your life hell.
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Pacing and whatnot are something I also strongly disagree with. Other than the slow start up in Leon's campaign the pacing is very well done for the most part with several snags here and there. Though that's not something new to RE games (Apart from the masterfully paced OG RE2) so it's odd that people suddenly started complaining about it. Same goes for stuff like Simmons coming back (Remind me how many times we fought Birkin in RE2?) Double standards I guess. But the game paces its story quite well. Encounter pacing is roughly on-par with RE5's, but that's another matter. Each campaign has a nice build-up to their finales and the intersections are a brilliant way to keep the player wanting to play the next campaign to see what happened next when you parted ways.
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Chris' helicopter boss is indeed terrible as well simply for the bullshit AoE on its flak rounds. It's the only boss in the game that runs completely counter to everything the game wants the player to do.
Camera pulls: Not going to defend this design choice. Think of it on-par with something like the camera in Metal Gear Rising. They're both badly designed and will lead to cheap hits at time and should have been caught by QA. Not numerous enough to be game breaking, but definitely annoying at times.
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I think one of the interesting things I see with takes on RE6 and modern reviewers in general. The lack of perspective and self-awareness/ability to cross-reference design aspects between games as a benchmark. Things that one game is crucified for are given a free pass in others simply due to what is popular opinion/peer pressure rather than measured objectivity.
I always like to point to the original Monster Hunter games. At the time they were panned for many of the same reasons 6 was (Pacing, level design, camera, controls, scenario design etc.) Problems that Capcom made no effort to address up until World. Problems that interestingly were suddenly handwaived by supposedly objective reviewers after the original game. If 6 is truly a terrible or badly designed game by objective standards then things like Monster Hunter should also be held to similar standards, otherwise these so-called reviewers should not be giving their opinion on anything. In other words: Selective Outrage is what is at play here as far as I can see.
As for the last bit. Yes and no. Warframe outdoes 6, but doesn't bring the mechanics together quite like 6 does. Doom Eternal has some depth, but it's still pretty basic as far as shooters go other than the Unholy Trinity and strategic targeting of enemy parts. Its strength is how smooth combat is rather than its actual depth and how fun it is to move between enemies.
TL:DR most of the "problems" 6 has are exaggerated and nitpicked/double standards by incompetent players.
@@vXArchonXv I replayed all 4 campaigns a week ago, and I got to clarify that most of my complaints have to do with Chris' scenario. Leon's campaign is good, I just do not like the beginning of the first chapter because of how slow that walking part is, and the end because that gunshop defence sequence drags on for too long. And the second chapter has that dog hunting that is awkward, but I'm pretty sure you can kill it earlier somehow. Jake's campaign is my favourite. Not too long, everything is extremely well-paced, very memorable set pieces and gunfights. Ada's is kinda weird. It has almost no substantial combat encounters and is very calm. But Chris'... It's not all bad, but its lowest moments are the worst. Firstly, the levels are way too long. Secondly, each chapter has bullshit moments. Chapter 1 - hostage rescue. Chapter 2 - AA gun sequence and the first Napad encounter. For some reason, that Napad has more health than the others, which once again drags out the encounter. Chapter 3 is the worst, with 2 helicopter fights and that stupid section with Leon and Helena. I mean, it's cool how they interact with each other in the cutscene, but that sequence when you have to bounce the bombing plates is just stupid and out of place. Chapter 4 is mostly ok, except for the first section (way too many enemies with guns), and the Raskalapanje section. And Chapter 5 has the pressure room and the elevator ride. Which brings me to my issues with snipers. My problem lies with how inconsistent they are. Sometimes they give you plenty of times to dodge, sometimes they take half a second to shoot you. And when you have to take them out with your own rifle, the sway on that thing is horrendous. Like Chris has the worse hangover ever. On second thought, he probably does:)
The pacing in the game can be extremely weird. Yes, you do fight Birkin multiple times, but the fights are spaced out, with lots of stuff in-between. Simmons though... On one hand, the boss itself is fine. Maybe the dinosaur form is kinda weak because of how simple it is, but you fight all of his forms back to back. And with Birkin, he gets progressively more grotesque, but Simmons somehow reverts back to his stage 1 form after stage 2, which is weird. With Chris, the weird pacing is in Chapter 3. You are chasing the Snake, which is supposed to be a tense, horror moment, but then you get interrupted by the helicopter sequence for some reason. Why not place it afterwards? And Chris' Raskalapanje section drags the game out. It was cool in Leon's campaign because the level was more open and it was more horror-focused with its build up and how the people locked the area down. And Jake's section is cool because of vertical level design. But Chris's is obnoxious, just like Ada's. Jake's campaign had the best pacing, except for the flash drive hunting, but I can let that slide because the environment and the music are great. And Ada had that boring section where you help Jake and Sherry, and chapter 5 consists of overly long helicopter sequence and repeated boss fights with Simmons.
Other things about the game I do not like. The weapon sway is the worst in the series. The way your dot bounces around after rach shot is just comical. The healing is needlessly complicated. The inventory layout is garbage, when you have to cycle through it in order to select a weapon you want instead of a press on a d-pad, like in RE5 and every other RE game after 6. And to top it off, the inventory obstructs your view. Enemies who can tank a point-blank shot from a shotgun and not even flinch. This is something I also hate in RE2R, RE3R, RE4R and Village. It is stupid on every conceivable level. The shotgun is always a big fuck off option when you get swarmed, why make it into a BB gun.
Overall, these may seem like nitpicks, but they stack up because of how big the game is. And the developers themselves said that their overly ambitious plans for this game led to a lot of trouble with the development, and it shows. Even on a technical level, the game looks worse than its predecessor. I noticed that even when the game just came out, and was surprised that even on PC with max settings, it does not look much better than on PS3. And it still has that awful blur when you are sitting behind cover.
@@Fedor_Kisliakov That's quite a bit, but I'll try to address them one-by-one.
Gunshop segment is fine. Again, a combat-focused area in close quarters which is where the game is at its best. Take that out and you're taking out part of the reason you're playing the game. I really don't understand this complaint. You say the campaign isn't built for the combat and then you complain about one of the areas in the campaign that syncs up very well with the mechanics.
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Graveyard is also fine. Plenty of enemies and a bit more space to juxtapose the more cramped areas in the first chapter. It also makes for a great playground-style arena for Agent Hunt. The dog is also fine. You can kill it as soon as the cutscene ends by placing a remote bomb near a lamp post once the chapter starts. Alternatively the game gives you an incendiary grenade in the cabin and since the dog with the key doesn't roam until you directly interact with it you can easily nade it and let the damage over time finish it off. Simple.
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Ada's theme in the franchise is the person who works behind the scenes and her scenarios have always been more calm and less enemy heavy. Her story is also there to help tie up the loose ends in the other 3 which is why it was not unlocked at the start when the game first launched. So her campaign fits in well.
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Chapter 1 for Chris is also fine. You can speedrun the first one that jumps out at you by moving out of its path and unloading into it. Piers can also quickshot it and instakill it before it leaves the room. The one on the second floor can be a bit of an annoyance, but you usually can get it with a grenade or a quickshot from Piers' AMR.
AA Gun sequence is also fine. Ironically another large open area akin to Mercenaries with plenty of enemies as well so your complaint here is even more baffling.
The Napads in the room are indeed quite tanky and require you to use the shoulder/quick weapon switch to dispatch in a efficient manner.
Chris' Chapter 3: You'll get little argument from me on that one.
Chapter 4 is fine with the exception of the Rasklapanje segment. Fortunately it goes by quickly once you learn which route to take. If enemies with guns are stunlocking you then that's because you're doing things wrong. You have access to Chris and Piers' full arsenal by that point so use it. Flash grenades are also a thing to consider and are my go-to when I need to close the gap.
Chapter 5 Pressure room is fine. That's another skill issue. You can nullify the snipers in there by shooting them in the arm and forcing them to mutate or even hit them through the grating with an acid grenade to give you time to climb to the second area. As I said, snipers keep you moving and you need to be constantly dodging and or sliding when their laser is on you. Sniper sway is practically non-existent on the semi-auto, but shoots faster. you can even headshot enemies while sliding with it if you time it right.
Here's a couple videos from Aftermath Rain. One shows him fighting in the pressure room and how to handle it, the other shows how he handles numerous enemies with guns in Chris' chapter 1. Pretty impressive stuff.
ua-cam.com/video/ZN2HhDnV5nc/v-deo.html
ua-cam.com/video/_LKFxnvEzi4/v-deo.html
Elevator room is definitely a bit on the janky side because of the way it screws with your aim. That segment is basically equivalent to the one in RE5 where you're going up the spiral elevator. So I have to kind of give you this one.
The AMR and bolt-action are more powerful, but have a bit more sway to balance them, but takes a bit of practice. I use it here to great effect to dispatch several enemies. ua-cam.com/video/mcrex0-vp4U/v-deo.html&ab_channel=vXArchonXv
If you are having trouble with lining up headshots then I'd suggest using a quickshot with a fast weapon and immediately swapping to the sniper. All you should have to do after that is move the reticule a tad bit for a headshot.
The fights with Birkin are only spaced out between G-1 and G-2. You fight G3 and G4 back-to-back and then fight G5 again several minutes later if playing either character's B Scenario. This is another example of what I mean about the double standards people use when reviewing this game. And to be fair, enemies that won't stay dead are part of what makes Resident Evil enemies intimidating. Having a big bad that dies in a single encounter is extremely underwhelming.
Simmons' forms do get more grotesque as you fight him. The T-Rex is basically a giant skinned dinosaur with eyeballs in its mouth and back, and then you encounter him as a semi-amorphous creature after the elevator ride. The fly form has a particularly grotesque feature which is that its proboscis is actually Simmons' head split in half.
I'll admit Simmons reverting back-and-forth between his human and mutated forms kills suspension of disbelief a bit. Ironically no one complained how absurd Miranda being able to literally turn into crows or the Dimitrescu sisters being a bunch of flies that can somehow perfectly mimic clothing as well in RE8. Double standards strike again.
The pacing for the snake makes perfect sense within the context of the story and character motivation. Chris is so hellbent on killing a BOW that he's willing to leave Jake and Sherry to their own devices despite them having disappeared for several months and them clearly being chased by a horde of J'avo. It helps show how Chris is letting revenge cloud his judgement and make stupid mistakes.
Jake's chapter 2 is definitely another low point simply because of the lack of enemies and running around + the buggy hitbox and bad camera for the glacier segment at the very end of his vehicle section.
I'll also concede on Ada's chapter 5 helicopter segment being pretty meh. Everything after that is fine.
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For the reticule. Use the laser sight instead of the generic crosshair, it controls the spread better. Even so it kind of makes sense that firing a weapon has some degree of recoil so this is a pointless complaint.
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Healing system is fine. You can instantly mix herbs with a two-button command or simply bring up the menu and hit select twice to mix in the middle of actions like melee or climbing. The game always selects an herb when you bring up the menu so this process is simple.
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The weapon switching is also fine. No different than something like Metal Gear Solid in fact. And it's done this way because you have access to more weapons/optional items than you'd be able to map the directional pad to. Learn to switch between weapons during animations where your character cannot do anything else. Matter of practice. That's all.
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Enemies in 6 are very responsive for the most part so I don't know what you're doing here. You're probably shooting enemies in their mutated areas which have hyper armor and massive damage resistance.
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Your complaints are generally from lack of experience and ironically your solution to some of those complaints is to cut out many sections of the game that focus on combat, yet at the same time you say Mercenaries is the only good part of 6 because it focuses on the combat. As for the rest. They are indeed nitpicks that even when added up don't do much to mar the overall experience. At best you have 3 not so great chapters in a game that has 25.
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Somewhat true. The game's textures are not as good as five's, but the lighting is vastly superior. Keep in mind 6 is also a big game so they had to save on texture space.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Never really noticed the cover blur. Not that big of an issue anyway since you won't be taking cover often in 6 except to restore stamina and occasionally take cover from LMG bursts.
@@vXArchonXv I agree that some of it are skill issues on my part. I did not play this game that much.
When I say that I do not really like certain combat sections, like the gunshop, I mean that they overstay their welcome. You first fight waves of zombies outside, where you can cheaply die to a crashing ambulance. It's not an issue on repeat playthroughs, but for the first time players it is a terrible design choice. And I will get back to it later when we talk about healing and weapon switching. Then, you fight them on the first floor, then on the second, then on the roof, then in the bus. Take RE4 cabin sequence, for example. It lasts just as long as it needs to, before it becomes tedious. Same with RE5 public assembly. It ramps up everything with an interesting level design. You start in a cabin, then the arena opens up with a lot of verticality and environmental hazards. Plus, you have a big, hard-to-kill enemy on you tail. None of that is in the gunshop segment. It keeps everything the same for like 10-15 minutes, and Whoppers and Bloodshots are not much of a threat. Just remote bomb the one and counter the other.
Graveyard is fine, I was just not a fan of the dog. And it ties to my complaint regarding the first-time players. They would not know to put a remote bomb. So the dog would run away, and you have to hunt it. It's nothing but padding. And it is kinda the same with Chris' hostages. Yes, if you play the game more than once, you probably know how to deal with them fast. But when you play it for the first time, all you see is a bunch of bugs running around with people in their clutches that can also tackle you. It looks goofy, and not resident evil type of goofy, it is borderline retarted. The hostage on the first floor makes more sense because she just stands there, and J'avo are guarding her. And then they try to cut her throat. It makes sense, and it works gameplay-wise. I actually had a fun fail thee when I shot the last guy, he started to mutate, and then the guy came to kill the hostage, I went into a slow mo ready to kill him, and the mutated guy hit me. While I was recovering from the hit, the hostage was killed. It was both frustrating and funny.
AA guns, ones again, is interesting on paper, and it has cool level design, but once again, it drags on because the ogroman is a pushover that you can stunlock to death with no issue. If he was more active and intelligent, the segment would have been interesting, but it loses its momentum pretty fast, and regular enemies do not provide much of a threat here.
When I was talking about Birkin, I was talking about the original. The remake has a lot of story and pacing issues, no double standards from me here.
Chris's chapter 3 pacing would have made a lot more sense if you were fighting the helicopter after the snake and Marco's death, when Chris would be in the middle of pursuit o Ada, not a random B.O.W. Have him participate in the first phase, then, when the chopper leaves, have Chris abandon Jake in his reckless pursuit of Ada. I get what you are saying, but they were setting up a tense horror segment that was interrupted by an over the top action segment. It's tonally inconsistent. Had they done it like I proposed, they would have also eliminated the worst boss in the campaign from Chris's scenario. Instead, Jake would have fought it in his campaign, where you can actually kill it in an interesting way, and then its blades would have been used to kill Ubistvo. Does it not make more sense both in terms of story, tone and pacing?
As for the sniper rifle, Resident Evil's way of balancing powerful weapons was to give less ammo for it, not to make it an artificial handicap when it feels like your character is an old lady with tremors instead of a veteran soldier.
Now, about the inventory, healing items and intuitive designs for newcomers. The strategies you described are advanced. Except for the 2 button healing, but the game does not tell you that in any way. Maybe a screen prompt, but the loading screens go too fast in the game. Let's take RE5, for example. Yes, you can mix items, reload your guns in the inventory, during the animations. That is advanced. But the base systems of reloading your guns, mixing, healing and navigating the inventory is quick and snappy. Intuitive. And it does not take up half the screen. RE6 is the opposite of that. The inventory is cumbersome, and the healing is needlessly complicated. The only reason I could think of is that tablets can also instantly recover your stamina, so you can strategically use one tablet, but was it really worth it? Sometimes even the quick mixing fucks me up because I end up eating a tablet instead of mixing herbs. As for the weapons, could they really not find a better solution for the multitude of guns? Last of Us did it perfectly with the double tap on the directional buttons, and that game came out only a year later. Ironically, RE4R copied this exact system with the addition of customizing your shortcuts. What I'm saying is, if you learn how to bypass a poor design by using advanced mechanics that are not apparent on your first couple of hours, it does not excuse the said design. For example, I learned how to play RE4R consistently good on Professional, got an S+ without any bonus items, but it still does not excuse terrible designs present on that difficulty, with inconsistent staggers, phantom range attacks, stupid boss designs, etc.
I'm incredibly sad that after all these years, Capcom didn't bring back these mechanics or online co-op. I get that people like horror and while the modern games are by no means bad, Resident Evil 6 has no equal to this day when it comes to third person action-shooter combat as far as depth goes (maybe the newer Gears games?) and Capcom should've ignored the haters. Resident Evil to me has always been about taking the fight back to the monsters ruining the world rather than having to hideaway from it.