(Note: This blog was originally written two years ago, but after playing the Resident Evil 6 PS4 port, I decided to bump it. Damn, reading this again brings back memories. I guess I was always pretty witty! :D)
No no, that number isn't a typo: I really mean I love Resident Evil 6. Now, I wouldn't say that it's my favorite Resident Evil and it certainly wasn't perfect by any means... but I didn't find it to be the abomination that everyone believes that it was: some people, including Destructoid's own Jim Sterling, said that it was akin to a Michael Bay film, with it's copious amount of explosions, setpieces, and enemies to kill... which is pretty much the opposite of what an Resident Evil game is supposed to be: campy and corny, limited ammo, and scarce encounters perfectly placed just outside the camera so, as soon as you round the corner, there's a jump scare waiting to make you shriek out in terror (I'm not a fan of the fetch quest-like mechanic of finding a key, finding the door that it unlocks, and repeating the process, so I'm glad that that's mostly gone).
However, while it was drastically different from the series, even in the direction Resident Evil 5[/ was heading in, I honestly thought that this game had some pretty interesting concepts. Sure, it may not have been fully realized, and some of the gameplay mechanics hold it back from being on my list of favorite games... but I enjoyed playing the game so much that I accumulated much playing time on it: it took up the majority of the month that it came out in because I wanted to unlock everything (I didn't, but I tried)! There are some things about the game that really piqued my interest, and I have to give credit where credit is due, so here's a few thoughts why I think Resident Evil 6 stands out to me.
Please hold your projectiles until after I made my case: you'd be amazed how hard it is to speak when a tomato flies directly into the crotch of your pants... and that red liquid that splatters is not tomato juice.
Stop, drop, and roll: works on fires, works on whatever the hell that is.
Okay, let's get this out of the way first: the control are not intuitive, are not user-friendly, and are too damn convoluted for its own good... but (you knew there was gonna be one), once you actually take the time to learn them, you can make you character so agile that you're performing John Woo-styled asskickings (is that a word?). With the quickshot mechanic, your character can immediately pop a shot at the nearest enemy with whatever gun they're holding... so if you have a sniper rifle and you noticed that that zombie suddenly disappears from the scope, you can hit the quickshot command and immediately fire the sniper rifle at the zombie lunging to bite you in the neck (total no-scope too!) This can save your ass because, when the enemy is so close that aiming, despite having a bigger target, is still so slow that actually pulling the pistol up to his body to shoot will be too late... you can, at the very least, stun him enough to pop a bullet to its brain. And some character with certain guns can pull this off very stylishly, such as Helen's Hydra: she flips when you use it, and sometimes give a nice view of her ass.
However, that's just the tip of the iceberg because not only can you sprint in this game (I believe this is a first for the series), but you also can do things from a running shoulder bash to sliding soccer tackle: it's even better when you're holding C4 because then you can slide into a group of enemies, plant the bomb down, and then detonate the explosives when you slide out of range to very cleanly, and very stylishly, take them all out. My favorite thing to do has to be dodging an attack, which I know is impossible in the older games with their tank-styled controls (not counting quick-time events in Resident Evil 4 and above), and then returning fire: I tell you, quickshotting a zombie with a shotgun, then jumping backwards to avoid the swing of a monster's giant arm, then whipping out your dual pistols mid-flight to unload in his exposed face before rolling on the ground to narrowly dodge his follow-up, is something that Tequila would be proud of. Sure, this isn't the Resident Evil we know... but I can't deny that that isn't the stuff of awesome water-cooler moments.
So, that's why I love Resident Evil 6, and chances are I know exactly why you hate it... but comment down below and tell me anyway. Would I love for the franchise to continue in this direction? I wouldn't mind it, but I do want the series to continue in the direction of the Resident Evil 5 DLC Lost in Nightmares: the classic Resident Evil feel and atmosphere, but modernized, like how Bravely Default reinvigorated the old-school JRPG by reinventing the mechanics while still keeping the integrity of the genre. That being said, Resident Evil 6 was great, despite the changes they made and the explosions that they added.