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Resident Evil 6
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Re: Resident Evil 6
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Re: Resident Evil 6
So they are sticking with that logo? Haha, I still can't get over that joke people made over it but that's the least of a fan's worries.Comment
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Re: Resident Evil 6
Anybody on here play the demo that's out for 360 for those that purchased Dragon's Dogma?
Camera and HUD look terrible.
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<iframe width="640" height="360" src="http://www.youtube.com/embed/AxtCyop1RNE" frameborder="0" allowfullscreen></iframe>Go Noles!!! >>----->Comment
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Re: Resident Evil 6
I totally forgot about this. I have Dragon's Dogma, but I don't remember seeing anything about the demo. I'll look when I get home.
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Re: Resident Evil 6
I guess I'm not seeing what looks "terrible"? The camera looks the same as it did in 4, 5, and Revelations, and that's a good thing, especially when aiming.
Those videos looked awesome IMO.Comment
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Re: Resident Evil 6
At default it is different than any other RE game.Simply *Magic* Just click the link and Watch :)
http://www.operationsports.com/forum...post2043715147Comment
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Re: Resident Evil 6
You know what else looks horrible? That logo... I'm just kidding...
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Re: Resident Evil 6
I've been trying to refrain from watching videos, mainly because I wanted to go in extra fresh into this game, but I couldn't help myself. I needed a fix.
Pros: Level design and lighting look incredible. The dark rooms that would be lit by lightning. The way the way the flashlights would light an area. The way fire would light the area around it. Couple that, along with the voice acting and character modeling, you feel like you're watching a movie. At least I did when I was watching.
Player animations look realistic. The subtle ways the players go through doors, walk around corners touching the wall, climbing ladders, traversing loose pipes, and the way they move objects all appear to happen the way they would in real life.
The audio in game sounded great. Doors creaking open. Feet dragging on the floor. Thunder booming. All those created an eerie dark backdrop for incredible visuals. Gun fire was also done well. Sounded powerful and echoed in the right areas.
In game HUD looks really nice IMO. Like how each one was specific to the character you were playing with and made it simple to switch items.
Enjoyed the subtle way recoil was implemented in the reticule and the way it seemed to "fade" back to it's aiming point.
Cons: Camera. I'm not sold on it being that close. Almost seems too close and restricts your view of your surroundings. Although Tyrant mentioned that you can adjust it, so I'm optimistic that the other options will be better.
Shooting seemed erratic. Could have been the player but it seems like moving and shooting was impossible lol Might have been the sensitivity but it felt all over the place.
Some of the AI lacked the I. Running into walls, staring at you not shooting. I understand that it's a demo so I'm sure some of that will be cleaned up by release.
Also didn't like the way enemies reacted to getting shot. They would flop or fly in weird directions like they got hit by a truck. This was compounded by the weird way that enemies would go from human form to "zombie" form. Some real awkward moments there.
And I haven't been following the game specs closely but is there actually 3 separate full campaigns? If so:
SpoilerLast edited by JODYE; 07-07-2012, 05:23 PM.Cubs | Bulls | Dolphins | 'Noles
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Re: Resident Evil 6
Capcom Addresses Resident Evil 6 Complaints
“There were certain things that gamers felt stressed about,” Hirabayashi said. “One of the main concerns was the camera. We decided that was one thing we had to fix, that we had to work on that camera – we’re actually working on that right now. We want to make sure that camera doesn’t interfere with your gameplay experience.”
These remade, re-imagined creations are just one part of Capcom’s ambitious Resident Evil 6, which features not one but four full campaigns, each of which was developed by its own team, each of which is approximately two-thirds the size of Resident Evil 5. Put it all together, and this sixth installment could be triple the size of its predecessor.
The zombies themselves – based on what we’ve played so far – are limited to the campaigns of Leon and Ada. Perhaps not coincidentally, both of these storylines carry a very old school tone.Ada’s journey, by contrast, has a little more of an exploration angle to it, forcing players to investigate tombs and graveyards searching for missing emblems, gems and switches to continue their quest. It’s the sort of absurd dungeon design featured in the best Resident Evil games, though being set in the dank depths of the Earth feels far more appropriate than a pristine, polished mansion. In a bit of a departure for the Resident Evil 6 norm, Ada operates without a partner, lurking in the shadows of the adventures of Leon, Chris and Jake, helping and interfering as she deems appropriate. All told, her segments of the game were impressive, featuring great puzzles, great combat and a general level of polish that seems reassuring for the production as a whole. Given that Ada’s campaign will only unlock upon the completion of the other three, a strong finish for Resident Evil 6 seems likely.Capcom’s producers vow that feedback of this nature has made a difference, and that adjustments to a flawed camera and graphical issues like tearing will be the team’s focus in the final months of development.This time around, with a wider environment and a camera not hell-bent on wandering aimlessly, the latest playable moments of Chris’s saga are far more impressive. The progression of events and pacing is more sensible. What’s most fascinating about Capcom’s designs here is that the controls, which are more modern, more suited for fast-paced third-person action, aren’t indicative of the best way to play the game. Attempting to ‘run and gun’ will quickly lead to a dead hero. Instead, despite being able to move while firing, Resident Evil 6 almost begs the player to play in a ‘stop and shoot’ manner, being cognizant of ammo needs while recognizing the enemy’s superior numbers.
The recent release of a demo, available to Dragon's Dogma owners, did not make a good first impression. It was a poor showcase, composed of three brief snatches from the game that, out of context and badly-tuned, gave me the wrong kind of horror. Having just spent two days at Capcom's Osaka HQ playing the more-or-less final build of the game, including a new online mode and across both Hard and Professional difficulty settings, such misgivings are scoured from my mind. Resi 6 may yet have one or two things to be concerned about, but be in no doubt that this is going to be an absolute monster.
The existence of Ada's campaign is the event's big 'reveal', except of course it's been more or less known about for a while. It's unlocked after beating the first three, and then gives an alternative perspective on events.So to Agent Hunt. The most obvious inspiration, though it's somewhat of a lopsided one, is the 'invasion' mechanic from Demons/Dark Souls. Agent Hunt lets you enter a random player's game as a monster (exactly what kind depends on where they are in the campaign), with up to two invaders at one time possible. In case that sounds a little overpowering, let's get one thing clear - you will not win a head-to-head fight with an agent.
Spawning as a J'Avo there's a choice of possible locations, and picking the closest one I ran straight at Jake and got absolutely nailed. If a player sees the threat and starts firing, you're done. So the trick, really, is to make sure they don't.
It is extremely difficult to kill an agent outright in one attack, but the victory condition for Agent Hunt is simply killing them - so anything you can do to distract, do damage or make them panic is a winning tactic (medals are awarded at the end of each 'Hunt' for inflicting damage, killing agents, using finishing moves etc). Each time you die, there's a short countdown before a respawn.
You can choose to have Agent Hunt off while playing campaignYou can't have one opinion on Resi 6. It has to be several. No other big series could make a game like this, because no other blockbuster has such a divergent history. Capcom, faced with fans of every hue screaming blue murder for their own favourite take, has done the bravest or most foolish thing it could have, and it's made 'em all. Four campaigns, plus a prologue, plus Agent Hunt, plus Mercenaries, plus anything else they're saving up for a last-minute surprise. This is easily going to be the biggest Resident Evil ever. The best? After that demo, I can't believe I'm writing this. But it's got a shot. Several, in fact.
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