Resident Evil 6: Complete disappointment
As you may or may not know, I also like gaming. Specifically, RPG and first and third person shooters. Well, at least some first and third person shooters, anyway. Whether I like it depends on how it’s done. In this case Resident Evil 6 is not done well at all.
Resident Evil Franchise
Even though this game series has turned into a fairly hefty cash cow for both Milla Jovovich (and hubby) in the celluloid format, the games have been relatively uninspired for the last several years. The last really good Resident Evil game was RE4 and that was years ago. Well, I’m sad to say that Resident Evil 6 is a complete and total disappointment in the gaming department. Capcom just can’t figure this out. For whatever reasons, the developers over at Capcom Japan just aren’t with the program.
The absolute best game of this franchise is still, bar none, Resident Evil 4. This game had all the makings of turning the franchise into a smash hit. Unfortunately, the game developers decided to try something new with whole tag-along partner thing in RE5 which failed miserably, by the way. That game was an unmitigated disaster. It had no depth, the story was boring, the fights were stupid and the fact that you had to keep your partner alive in the middle of the fights was asinine. There was no fun to be had with that game at all.
You’d think Capcom could have figured out that the reason Resident Evil 5 flopped so badly was that it was just so poorly done. Yet, here we are with Resident Evil 6 bringing in much of the boring and silly storylines from 5 even though Leon is heading this chapter up. It’s unfortunate, too. This could have been such a great addition if Capcom had even minimally listened to its fanbase. No, they did their own thing again and assumed this is what we wanted in a game. They could not have been more wrong.
Seriously, Resident Evil 6 doesn’t even have a pause button!?!? You can’t even pause the effing game. I mean, seriously? Why not? Every other game on the planet has figured out how to pause, why is Resident Evil 6 the exception? You can’t even step away to go take a pee without some zombies nailing you. What fun is there in that?
Worse, when you restart the game, it takes you back almost an entire chapter just to begin again. You can’t even start at the point where you left off. Seriously, this is one extremely badly designed game. On top of just these stupid design issues, the gameplay is sluggish, awkward and the collision detection is some of the worst I’ve seen in a game in a very long time.
No awards for this turd
As much as Capcom seems to think this is some award winning thing, it’s a festering piece of feces covered in flies. It has no redeeming value at all. This game is so bad, it’ll be in the bargain bin in 60 days. Less, I’d venture. If you really want this game, just wait about 30 days and pick it up on the cheap. Even then, why waste your time with this dreadful game? Go pick up Skyrim or Fallout 3 or Portal or some other much better game than this and spend some time with a quality game. If you really love Resident Evil, pick up Resident Evil 4. It’s still far far outshines anything Capcom has ever done to date in this series. RE4 is, in fact, so far ahead of every other RE game that I can’t even fathom that Capcom had a hand in writing it. In fact, they probably didn’t.
It’s unfortunate that Capcom doesn’t quite get the gaming landscape today. Resident Evil 6 had so much it could have been and the developers just squandered away that opportunity. This is and will be the last Resident Evil game I buy from Capcom. No more throwing good money after bad. Capcom get with the program. As they say, once bitten, twice shy. No more Capcom titles in my house.
[UPDATE 2012-10-24: Thanks Riko]
Apparently you can pause the game, but only if you turn off multiplayer (?) features. Note, however, that I didn’t ‘turn on’ any multiplayer features when I played. I just played the game with however the campaign started. If that enables multiplayer features, I didn’t know it. Worse, I wasn’t playing multiplayer at all, however. I was playing the game in as though it were a single person campaign. That this game apparently turns on multiplayer features even though you are not using it (and worse, blocking the pause feature) is just stupid game design. I have to agree with Riko. This game is one big turd named starting with an s and ending with a t.
Stars: 1/2 out of 5 (Capcom gets the 1/2 star for effort).
Mass Effect 3: Stunning Graphics, Disappointing Story
I’ve played all three of the Mass Effect games from start to finish. I just finished Mass Effect 3 and I’d have to say I’m quite a bit disappointed by the conclusion of this trilogy. Note, spoilers ahead so stop reading now if you haven’t played this game yet.
Story Inconsistencies Abound
So, Shepard is off saving the Galaxy at the Citadel and about to pull the kill switch on the Crucible and where is the Normandy? Careening through Mass Effect hyperspace heading some place random. Ok, so this part makes no sense at all. Why would the Normandy be galavanting around the Galaxy at the most important time of all…. when the Crucible is being activated? It makes absolutely no sense. Not to mention, Shepard is the commander of that vessel. So, why would it be off running around on its own without Shepard, anyway? The Normandy should be right there front and center to see the fireworks display, not off running around in Mass Effect Hyperspace. I shake my head at whomever thought that story line up. Yes, I realize that Shepard’s team was overrun by a Reaper. But, Shepard has seen worse odds then that. Why would the Normandy suddenly decide to split? So now, Joker and Cortez exit the Normandy and the rest of the crew, who mysteriously do not exit the crashed Normandy, end up on some random planet stuck there without any way home.
Disappointing ending
There are two paths at the end for Shepard. Unfortunately, neither of them are particularly pleasant endings for him. However, once Shepard chooses one of two paths, the endings are pretty similar in his final outcome. Humanity, on the other hand, isn’t necessarily spared either way. The Reapers are gone for the moment, but they could still come back again based on the ‘entity’ who lives in the Citadel. But now, the Mass Effect relays are destroyed either way when the Crucible is activated. Without the Mass Effect relays, there is no way to fast travel anywhere in that universe.
Unfortunately, the two paths are way too convenient and similar in outcome. Why isn’t there a non-action path or other paths? Seriously, why does Shepard have to choose one of two paths? He could simply walk away and let the Reapers do their deeds or find another way. Clearly, he hadn’t gotten that far into it to just walk away, but why isn’t there more than two options? Further, why is it that Shepard has to die anyway? Although, we don’t know specifically that he’s dead, it strongly implies as much. Once the ending cinematic ceases, it cuts to every place other than the Citadel. So, we really don’t know what became of the Citadel.
Rescuing Shepard?
Getting back to the Normandy issue, this raises another concern. Shepard’s love interest that is fostered during the game, why doesn’t this person stay and try to rescue Shepard? In fact, why isn’t that person even there. Seriously, a love interest that just leaves and goes somewhere else? The Normandy and its rescue shuttles should have been there as soon as Shepard pulled the trigger and, at the last minute, fished him off of the Citadel platform. In fact, the shuttle itself could have triggered what was necessary (at least for one of the endings).
Plot holes abound here too. If Shepard is to be the ‘savior’ of the Galaxy, there would have been prophecies foretold in at least one alien culture. Specifically, I’d bet on the Asari. But, no prophecies existed. In fact, they should have. In fact, Shepard should have been roped into a meeting with a seer of some kind who would give him ‘bad news’ about his ending, but also given hope that he has a choice.
Elusive Man
Another issue that just pokes at me for inconsistency, the Elusive Man’s sudden appearance on the Citadel + Crucible when Shepard is trying to find the controls to open the Citadel for the Crucible. He has never appeared in person at any part of the game other than in his round control room. Granted, Shepard and enemies make short work of that room leaving it as a disaster. But, he should have other bases. Also, what’s with all the black all over the Elusive Man’s face? I get the distinct impression that the Elusive Man on the Citadel was not, in fact, the Elusive Man. I believe it was either a carefully crafted AI Robot or a remote controlled clone of the Elusive Man.
Game Play Changes
With this game, the game is about 50% gameplay and 50% cinematics. Bioware/EA has also opted to add a ‘cinematic’ play mode which, I personally believe, ruined the whole gaming experience in all modes. Worse, the whole army readiness thing is a severe joke. You spend a ton of time trying to find ‘war assets’ and at the end it doesn’t appear to make any difference. I was at least expecting some kind of tactics simulation like Dune or Halo Wars. So, you could pick troops and make them go after Reapers to see how effective they would be. Didn’t happen. In fact, that whole part of the game was, as far as I can tell, a total waste of time. This game leaned so much toward cinema, I’d barely call it a shooter and it’s definitely not an RPG. Yes, Bioware left the leveling up and powers in there, but there was so little to do with them.
The Crucible is the only way?
So this device, thing, gadget, just didn’t really work for me. I mean, there have to be other means at destroying the Reapers than the Crucible. Sure, the Crucible is definitely one option that Shepard (and troops) should consider, but there should have been at least two or three other options available like some other super weapons discovered in a remote planet. In fact, there should have been scientists out there devising a means to kill the Reapers through a virus, bad code or even the Geth. In fact, depending on which fleets you end up having as allies, the method of Reaper destruction should change based on those fleets. The tactics and methods of destruction should also be available. This is supposed to be an RPG, so let’s treat it as one. Alas, didn’t happen.
Best Part of this Game
Basically, you play it for the eye candy. The characters look amazing. The environments and lighting are perfect. The player movements from motion capture, outstanding. The voice acting, the backstory of the characters and the sheer character interaction is perfect. The music fits very well and works quite well in the game. When you do get gunfire gameplay, it’s trivially easy, but it is quite fun. However, there’s just simply not enough of it. The questing part of the game, of which there’s far too little if this is supposed to be an RPG, is also fun. Don’t go into this game expecting an outstanding storyline. That’s not where this game shines. This game shines in how the gameplay unfolds. Mostly, the interactions between the crew and Shepard is where this game shines and is the most satisfying parts of this game.
Ending
The ending of this game was a complete disappointment on so many levels. For me, the ending completely ruined the fun I was having with exploring the Milky Way, the Citadel and various other worlds. The impending threat is always there, but you can safely ignore it until you get to the end. Leave it to EA to mess this one up. The gameplay is, well, what game play? You’re sitting there watching a cinematic unfold at the end. That’s it. No bosses, no battles, nothing. Just watching a movie. I didn’t buy this game to watch a movie. I realize cinematics are a big part of games today, but that was just too much. On top of that, the story (based on the above) just makes little sense.
Shepard is either dead, consumed or heavily incapacitated. The Mass Effect Relays are completely destroyed throughout the galaxy (choosing either path) and the Normandy is inexplicably stranded on some random world somewhere remote. Worse, once the deed is done, all you see is some text that says ‘Shepard is now regarded as a hero’. Wait, what? Seriously? You can’t even show a celebration from the troops, a commendation animation, a memorial service, a world rebuilding animation or even a news clip from the news anchor who was on board the Normandy nearly all of the time? Clearly, the ending was rushed and the game’s story wasn’t that well thought out. There are way too many loose ends here to call this a satisfying conclusion to a trilogy. I hope they are planning for Mass Effect 4 because this ending leaves me saying, “huh?” and desiring a whole lot more fitting conclusion to Shepard’s life and celebration of his life.
Oh, and what’s with the severely bad voice acting of the father and son storytelling clip at the end? Is that supposed to suggest that the whole thing was made up by some guy just to amuse his son? Seriously?
Randosity Related Article: Analysis of Mass Effect 3’s Ending
Video game designers stuck in a rut
Video game consoles, such as the PS3, Wii and Xbox 360 (and even PC’s) have gotten more complex and provide impressive 3D capabilities and 5.1 sound. Yet, video games have not. There was a time many years ago when video game designers would take chances and create unique and unusual titles. Games that challenge the mind and challenge the video gamer’s thought processes. Games used to be fun to play.
In recent years…
Today, most games fall into a very small subset of genres: First/Third Person Shooter, Fighting, RPG, Simulation, Sports or Music (with a few lesser genres appearing occasionally). While the innovation in the hardware continues to progress, the video game designers are not progressing. Sure, it takes time to get actors into a studio to record tracks. Sure, it takes time to build and rig up 3D models. Sure, it takes time to motion capture realistic action to plug into those 3D models. Yes, it takes time to program all of those complex algorithms to make it all work as a whole. I understand all of that. But that’s the process, not the innovation. These are the tools necessary to get the job done. They are a means to an end and not the end in itself.
Design considerations
For whatever reason, big video game executives have it in their heads that the tried-and-true model sells a video game. That may be true to some degree, but you can also wear-out-your-welcome with overused techniques. In other words, when a game title sucks, the word spreads FAST in the video game community. That can stop a video game’s sales dead.
When starting a new game project, the producer and creative staff need to decide whether or not they are planning on introducing something new and innovative. First and third person shooters (FPS/TPS) have already been done and done and done and done again ad nauseam. That’s not to say that yet another TPS or FPS can’t be successful. It can.. IF there’s something compelling to the game… and that’s a big IF.
Sure, there are video gamers who will play anything they can get their hands on (known as video game fanatics). But, as a game developer, you can’t rely on these gamers to carry your title to success. These gamers do not necessarily make up the majority of the game buying public. As far as myself, I am an much more discriminating buyer. I simply won’t buy every title that comes along. I pick and choose the titles based on the styles of games I know that I like to play. For example, I do not buy turn-based games of any sort. I don’t care if it’s based on dice rolls or card draws whether in a fighting, FPS or RPG game. I won’t buy them because turn-based games get in the way of actual playing. Turn-based games also tend to be antiquated. I understand where turn-based play came from (i.e., board games). But, it has no place in a 3D world based video game.
Again, choosing to add turn-based play into your game is your decision as a developer. But, by doing so, you automatically exclude gamers who won’t buy turn-based games, like myself. There are gamers who do enjoy turn-based games, but I don’t know of any gamers who won’t buy real-time play styles and buy only turn-based. So, you automatically limit those who purchase your game to those who buy turn based. But, by making your game real-time, you include a much bigger audience.
These are up-front design considerations that, as a developer and producer, you need to understand about gamer buying habits. These are decisions that can directly affect the success of your video game title.
Previous innovations
In the early days of 3D console games (mid-80s through mid-90s), game developers were willing to try new and unusual things. Of course, these were the days when 3D was limited to flat untextured surfaces. We’ve come a long way in the graphics arena. But, even as far as we’ve come in producing complex and unusual 3D worlds within the games, the play styles have become firmly stagnant. For example, most First/Third person shooters today rely on a very linear story to get from point A to point B. Driving the game along is an invisible path. So, while the complex 3D world is wonderfully constructed, the character can only see the world from a limited vantage point. The cameras are usually forced to be in one spot (near or behind the character). The character is forced to traverse the world through a specific path with invisible boundaries. So, exploration of the world is limited to what the game designer and story allow you to do.
This style of game is very confining. It forces the gamer to play the game on the programmer’s terms rather than on the gamer’s terms. Worse, when this play style is combined with checkpoint saves, health meters and other confining aspects, these games can easily become tedious and frustrating. So, what a game developer may consider to be ‘challenging’, in reality becomes frustration.
A shot of new innovation
The video game development world needs is to open is collective eyes. Don’t rely on the tried-and-true. Don’t relay on formulas. Don’t assume that because a previous game worked that your next game will also work. What works is what video gamers like. What doesn’t work is what video gamers don’t like. The video game community is very vocal, so listen to your audience and learn. Most of all, try new things… and by that I don’t mean tweaking an existing formula. I mean, take a risk. Try something new. Let gamers explore the world. Produce worlds that are open and complete. Let gamers build things. Let gamers take the game to whole new levels. Build in construction sets to allow gamers to create things you have never thought of. Build in ways to save the constructions to web sites and allow gamers to monetize the things they’ve built.
These are innovations that lead to progress. These are innovations that instill addictiveness into the game. These are innovations that keep your game alive for years to come. You only need to look at the popularity of Second Life, World of Warcraft and even the Elder Scrolls series to understand that an unlimited world with construction kits allow gamers to take the game into directions you’ve never even thought of.
Most games play through in only a few weeks (sometimes less than 1 week). The gamer buys it, plays it through and then trades it in never to touch it again. This is effectively a movie rental. So, once the gamers have had their fill, the game is effectively dead. This style of game does not provide your company with a continued stream of revenue from that title. Only titles that have open ends, that offer expansion packs, and that allow gamers to construct things on their own are the games that keep a title alive for years rather than a few weeks.
That may require a slightly bigger cash outlay in the beginning (to support a title that has a longer lifespan), but if done correctly, should also provide much more income for that game company. This is why titles like Fallout 3, Oblivion: Elder Scrolls IV and World of Warcraft are talked about months (and even years) after the game’s initial release. But, forgettable games like Fracture, Too Human or even Force Unleashed have no extra play value after the game ends.
Gaming elements incorrectly used
In too many game designs, programming elements are used incorrectly to ‘challenge’ the gamer. Game challenges should come in the form of story elements, puzzles, clues and riddles. Game challenge elements should not involve game saving, turn-based play, checkpoints, character deaths, camera movement, controller button sequences, or anything dealing with the real-world physicality of the gaming system. In other words, challenges should not be tied to something outside of the video game or outside of the story. So, as a designer.. you should always ask yourself: Does this challenge progress the game story forward? If the answer is no, the challenge is a failure. If yes, then the story becomes better by the challenge.
Button Sequences
For example, requiring the gamer to respond to a sequence of button presses in a very specific real-world time limit is not challenging. This is frustrating. This means the gamer needs to trial-and-error this section until they can make it through the timed sequence of buttons. This is a failed and incorrectly used ‘challenge’ event. This section does not challenge. Instead, this sequence requires the gamer to ‘get through’ that section. Note that ‘getting through’ is not a positive gaming aspect. Worse, if this game section comes in a FPS game, but only occasionally (only to fight a boss), this is also incorrectly used. If this play style is used regularly and consistently throughout the game, then the gamer knows that it’s coming. If it’s used only at certain undisclosed points rarely, then the gamer has to fumble to realize what’s going on when there is no warning.
Death Sequences
Another common, but also incorrectly used gaming element is the character death sequence. For some reason, recent games have promoted the use of character deaths as part of the challenge element. So, there are sections of some games where the designers specifically designed the level so the gamer has to ‘die’ his way through the level. These trial and error sequences, again, are incorrectly used and do not aid in moving the story or the game forward. These also tend to promote deaths as a way to solve problems. This is not appropriate.
Games should always promote the positive aspects of life and not promote death as a means to an end. Worse, games like Too Human take the death sequence to an extreme and make the gamer wait through an excruciatingly long cinematic each time the character dies. This, again, is an inappropriate use of a gaming element. The game should be designed for the GAMER and not for the game designer. Long death sequences such as what’s in Too Human overly emphasizes death. This is, again, not appropriate.
Health Meters
Health meters are another common gaming element that are incorrectly used, or lack thereof. Every game that allows the character to ‘die’ needs to have a visible health meter. Games that use the Unreal engine do not have this. Instead, when your character takes enough ‘damage’, the screen will become red with a halo. The problem with this system (and this is also why its incorrectly used) is that the gamer doesn’t know how far from ‘death’ the character is. This is not a challenge. This is annoying and frustrating. This leaves the gamer wondering just how much health they have.
Game Saves
Again, story elements move the game forward. Having the gamer stop and reload a game takes the gamer OUT of the game and forces them to restart from some arbitrary point. Checkpoint games are particularly bad about this. When checkpoints are the only way to save a game, this means the gamer must waste their real-world time through trial-and-error gaming. This means, the user must wait through character deaths and then the subsequent reload of the level to restart at the checkpoint. Again, this is not a challenge… it’s simply a waste of time. When levels are designed such that the gamer’s character will die at least once to get through the level, the level has failed. This forces a reload of a previous save. This element, again, is misued as a challenge element. Taking the gamer out of the game by forcing a reload ruins the game experience and disrupts the story you, as a developer, worked so hard to make cohesive.
Future of Gaming
Even as game developers are now stuck in the genre rut, they do have the power to break out of it. They do have the means to produce games with more compelling and addictive content. Instead of using old formulas that used to work, designers need to look for new ways to innovate, monetize and bring video gamers into their game worlds and keep them there. Games shouldn’t be viewed as a short term point A to B entity. Games need to move to open ended and free exploration worlds. Worlds that let the gamer play on the gamer’s terms. Sure, there can be story elements that tie the game together like Fallout 3 and Oblivion. In fact, I’d expect that. But, these game threads should start and end inside the game as quests. You can play them when you want to and you can leave them hanging if you don’t want to complete it.
Game elements like checkpoints, saves and button sequences need to be rethought. Some of these elements can be successfully used, like checkpoints if implemented thoughtfully. However, allowing the gamer to save anywhere lets the gamer save and start at their leisure. But, that manual save process leaves it up to the gamer to remember to save. For this reason, checkpoints when combined with save-anywhere is the best alternative when gaming. After all, the game was supposed to be produced for the gamer.
Designers, creators and developers need to challenge the notion of what is a video game. They need to use the 3D worlds in creative NEW ways. Let the users explore the worlds on their terms, not on some dictated path and story. Designers need to take a page from Bethesda’s book on free-roaming RPGs and expand on this. Closed ended, path based games have limited playability and definitely no replay value. Monetarily, developers need to understand that open ended construction based games let gamers take ownership of the game and make it their own. Closed, narrow pathed games do not.






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