Ahem
Basing this primarily on Chris and Jack's campaign, didn't get to Leon because I found the game to be such trash.
The mechanics while certainly more layered than your by the numbers third person shooter, aren't what I'd call fluid or even necessary at times given that games overall gameplay loop. For starters you never animate as fluidly as modern shooters or especially something like Vanquish (which has one of the deeper systems for a tps), there is this odd thing the game does in coop where it realigns your shooting shoulder. For instance if you prefer shooting off right shoulder, and the games character is default left shoulder, after every little cutscene/qte segment it resets it, and that became fucking annoying.
It's also not an actual improvement over RE4's combat. Yes you can move n shoot, but being deliberate makes sense in the context of Resident Evil 4's greater design. Everything about that game is built around the very idea that you can not move and shoot. Enemy behavior, how combat lanes themselves are thought out, and the idea of Ashley later on. The combat mechanics might have had less than RE6, but they felt more natural and flowed better with the experience. Mercenaries mode being proof positive of that.
There is no sense of rhythm or pace to any of the gameplay, as Chris's campaign you just get bombarded with dudes to shoot and silly QTE's, and again RE4 had set pieces, it had quick time event, it just didn't do them as often as people remember. The biggest difference between a RE4 set piece is that RE4 builds tension, builds a mood, builds a setting on some level. The big one that always comes back to me is the Cabin with Luis, you don't instantly start that sequence shooting dudes out of windows, you start it by barricading the windows first. The music is thumping, and you hear the zombies bash on those bookshelfs. They will be gone, and you're just going to shoot dudes, but what happens in between that is a rise in intensity and proper build up to the action. You're probably already wound up, and the combat hasn't even started. RE5 and 6? **** the book shelfs, shoot the dudes is how those games do business.
The quick time events in RE4 were used sparingly, and were honestly used for things the games systems didn't facilitate on their own. Like a flashy knife fight with Krauser or running from a boulder, and basic dodge moves in boss fights. But again they came sparingly, in RE6, the Chris campaign is shoot dude, do a bunch of annoying button prompts to go across a wire, or shake this guy off, or slow-mo Matrix dodge again.
The bosses simply aren't interesting to look at, much less fight. Boss fights in RE have always been run around, shoot dude, with no real ingenuity to them, as they are only really memorable for how they look, RE4's a lot more interesting to play in that regard, but that's an exception more than anything. RE5 and 6 suffer from very dull designs like giant black tentacle goop thing or whatever the **** that beast is you shoot down with Chris.
As jango said every now and then there is a fun stretch, but more often than not you hit some really big lows, and the just has no sense of consistency to its gameplay loop. The mechanics to me are just wasted on that game, and probably wasted on a Resident Evil game in general.
Jake's campaign with the meleeing isn't any more interesting, but at least Helena has a fat ass, she's no Jill Valentine from Resident Evil Remake.
Also the game is kind of really ugly for a MT Framework game. I think Resident Evil 5 and Devil May Cry 4 are still visually good looking today, and the overall experience screams "too many cooks in the kitchen". I agree that The Evil Within is a disappointing video game, that makes you think Shinji Mikami has lost it, but that was a far more enjoyable video game than RE5 and 6 to me, albeit an even more painfully obvious version of "It's like RE4, if you took all the greatness out of it".
Judged on its own merits: It's a bunch of interesting third person shooting mechanics that are wasted on a game with poor pacing, bad level design, no real sense of rhythm or build up, and a slip shot framework. It's an example of gameplay=/=mechanics. Mechanics are just that mechanics, gameplay is a composition. And it's a poor game, judged as Capcom's latest entry in the Resident Evil franchise, wow those people are incompetent and have no fucking idea what to do with this series. Maybe letting all your talent go away was a dumb move Capcom, you assholes.
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