Eh, I don't know. This score doesn't reflect the level of pure enjoyment I'm having with the title. That isn't to say I disagree with your complaints about story. But I think I gave up on Resident Evil's story back in Code Veronica and never really cared since then. Maybe I cared a little bit after RE4, because there were sort've these hints that Capcom wanted to try and tie up some loose ends, but when they failed to do that in the next three games (that's RE5 and the couple games they made for the PSP, not to mention those two rail shooters for the Wii) I went back to not caring.
I don't know that I would be having as much fun with RE6 if not for the fact that I have a great partner to enjoy it with, but I can point to a lot of things in the controls and design that have finally solidified the title as a great action game. The survival horror roots have finally been left behind, but enough of the sentiment was brought back into the design that I actually find myself okay with it. Things like very limited ammo (on Veteran mode, we are running out of ammo at very crucial moments, which has raised the tension more times than one) and playing around with player visibility; forcing the player to move rather than stand in one place and "hold ground" and reintegrating some disturbing character design into the enemies.
I do completely agree with your appraisal of the new "skill" system. The one thing they really had gotten down to a fine art was the weapon upgrade system. I don't know if it was because they were afraid it would break the challenge or what, but I really miss the upgrade system for weapons. Replacing it with this bullshit where you pick a bare handful of skills to see you through the game is very boring. And it's clear, as you say, that some skills are good and others just suck. We use item drop increase, defense increase (maxed out), and firearm increase (maxed out). There's a couple other choices that could be substituted in, but not many that make so much sense.
I don't know that I would be having as much fun with RE6 if not for the fact that I have a great partner to enjoy it with, but I can point to a lot of things in the controls and design that have finally solidified the title as a great action game. The survival horror roots have finally been left behind, but enough of the sentiment was brought back into the design that I actually find myself okay with it. Things like very limited ammo (on Veteran mode, we are running out of ammo at very crucial moments, which has raised the tension more times than one) and playing around with player visibility; forcing the player to move rather than stand in one place and "hold ground" and reintegrating some disturbing character design into the enemies.
I do completely agree with your appraisal of the new "skill" system. The one thing they really had gotten down to a fine art was the weapon upgrade system. I don't know if it was because they were afraid it would break the challenge or what, but I really miss the upgrade system for weapons. Replacing it with this bullshit where you pick a bare handful of skills to see you through the game is very boring. And it's clear, as you say, that some skills are good and others just suck. We use item drop increase, defense increase (maxed out), and firearm increase (maxed out). There's a couple other choices that could be substituted in, but not many that make so much sense.
Note to gamers: when someone shoots you in the face, they aren't "gay." They are "psychopathic."
