The work they ploughed into this boring game is heartbreaking.
We’ve all seen AAA titles choke on their own hype and suffer spectacular self-destruction, but I’m not entirely sure I’ve ever seen a game stuffed with so much effort crash and burn so readily. Resident Evil 6 wanted to be a reinvention, to intertwine the horror roots of the earlier titles with the action-focused gunplay of the newer ones. There’s an almost tangible sense of manic desperation from the development team, which seems to have decided that the best way to advance its goals was to throw every idea the series ever had into one package, then bloat it up some more with as many new features as the team could fathom.
How’s this for a genuinely brilliant idea: you can unlock a mode wherein you sneak into other people’s games as one of the unruly undead and do your level best to eat them. None of that shuffle relentless into a kill zone nonsense. Use those dark corridors to your advantage and set up an ambush. Be the furious gnashing of teeth you’ve always indifferently put down with a few handgun bullets to the head.
You’re spoilt for choice in this mode, because here there be monsters. There are dozens of them, actually, all spread between four intertwining campaigns. Each one is headed by a different one of the long-running franchise's numerous protagonists. And every option offers slightly different play styles and enemy encounters that focus on one experience that at one point made a past title great. And hey, co-op’s very much the vogue right now, and it made Resident Evil 5 playable, so let’s chuck in a massive dollop of that, too!
Staff review by Gary Hartley (October 16, 2016)
Gary Hartley arbitrarily arrives, leaves a review for a game no one has heard of, then retreats to his 17th century castle in rural England to feed whatever lives in the moat and complain about you. |
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