7 Things We Want To See In Resident Evil 6

Posted By | On 09th, Apr. 2012

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Proper storyline

We don’t really have reason enough to believe Capcom will mess up here, because most of the times, Resident Evil games have succeeded at telling good, thrilling stories. But with so many main characters to take care of this time, and so many gameplay types to switch between, you’ve got to wonder whether the stress will take a toll on the writers. Juggling so many things has proven to be hard everytime someone has tried to do so, and rarely does anyone get it right. Let’s hope Capcom does.

Good shooting sequences

Resident Evil 5 tried to be an action game, but conventions of the old kept it from being a good one. Resident Evil 6 doesn’t seem to have a similar problem. You can finally move and shoot, you can slide into cover (yeah, you can take cover), there’s a heavy focus on melee, you can sprint, and so much more that is necessary in a good TPS. Resi 6 seems to be doing this specific action-y part right. Hopefully, it’ll play as well as it looks.

It should still feel like Resident Evil

I’m probably hoping for a lot here, but looking at the Leon sections, I might just be right. The Chris sections seem to be taking the action-y route of Resident Evul 5 and the recently released, super-crappy ORC, but the Leon sections seem to be more in vein of RE games of the past. Hopefully, even with all the actions sequences and the Michael Bay set-pieces, RE6 will still feel like a Resident Evil game. It’s kinda important that it does. Because, you know, it is a Resident Evil game.


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