I spent a lot of time with this game over the weekend.
Mercenaries is incredibly fun, because the gameplay is interesting and engaging, but the problem is that an arcade style zombie massacre simulator is not Resident Evil, IMO. I just can't bring myself to care that there is a new Resident Evil game out because this game just fumbles the ball in so many important intangible areas.
There is no emotional power behind anything this game has to offer.
The reason I play Resident Evil is not just for the gun shooting action. There are better games out there if I just want to point and kill.
The series has a vast, if somewhat cheesy, mythology to draw from. 5 raised the stakes by bringing back both Chris Redfield and Albert Wesker and effectively establishing an emotional arc that led to a satisfactory closure in an action vein. It may not be zombies and mansions, but it drew effectively from the series' mythology that I'd spent so much time with. It mined crucial relationships and elevated them to a place that, in the action game/film milieu, made sense for a world evolving beyond secret laboratories hidden underneath rustic mansions.
The story for 5 is silly and cheesy, but it creates instant emotional attachment by giving you a hero, an NPC who is in peril and in need of rescuing, and an old enemy come back to haunt him. This is basic storytelling 101, but because I've gotten invested in the series, the conflict means something to me.
Resident Evil 6's story has no emotional arc worth exploring and no build of tension or excitement to get me to care about how it turns out. This game STARTS with action equal to the gunship sequence in RE 4 and just...has no where to go.
Is the gameplay tight? Pretty tight, IMO. Is it engaging? Yes, but not in the campaign.
Just when the campaign starts to build some steam, it's time for another batch of QTEs or a cutscene. Or my personal favorite, walking for ten seconds before a QTE or a cutscene, followed by about 30 seconds of zombie killing and another QTE or cutscene. All of this would be fine if I actually cared about anything that's going on, but I don't.
Leon's campaign starts so abruptly, with the appearance of a mysterious new character who promises answers. But those answers only come to the player after a series of frustrating, linear environments that don't allow you to get a feel for the gameplay and leave you lost, bewildered and piecing the story together for yourself so that you can at least derive SOME satisfaction out of it. When you introduce new characters to an existing mythology, they need to be eased in, not just standing there at the start of the game next to one of the series' long running heroes. ESPECIALLY for a game that is so dedicated to being a story based game first and a gameplay based game second. Leon's campaign would have benefitted mush more strongly by a return to action beside Claire Redfield. Even though in the story, Claire's no longer a woman of action, there is no reason they couldn't have been thrust together into a situation that required her to run and gun all over again. It worked for Degeneration. It could have worked here, and would have been a nice tribute to older fans who like RE 2.
Chris's campaign has the same problems, but I am a bit more compelled by them initially because Chris seems to have lost his memory. I thought to myself 'oh, this is sort of like what happened to Jill in 5' and felt that the game was thematically drawing on events from previous games while not regurgitating the same sequence of events or dating its gameplay or structure. But lo and behold, rather than Jill coming back and returning the favor, we get a new character who does nothing but spout militaristic jingo about 'returning to duty' and 'doing the right thing.' How much more compelling might it have been if Jill had been the one beside Chris in this game, walking beside him and helping him back on the road to recovery just as he did for her in RE 5? Especially after all of Chris' vaunted talk about remembering your partners and helping them no matter what? I don't have any real beef with Piers, and it's all right thathe's there, but the narrative missed a real opportunity to make fans care about the story here, especially older fans.
Jake's campaign starts out very strong, with a really cool 'leading man' introduction, but then it's completely ruined by the sudden appearance of Sherry Birkin. Newer fans may not mind as much, and I'm okay with that, but older fans know who she is and their minds are probably filled with questions. 'Why is she here? Why does she have guns? Oh, she's a secret agent now? When did this happen?' And then, the reverse becomes true later on. When she starts talking about her past, older fans who played 2 will appreciate her revisiting those events, but now the newer fans will probably be confused and unable to suspend their disbelief, even for this game's storyline. 'Wait, who is this character again? Why does she hae to have all this baggage? What's really the point of giving her superpowers?' I understand that by giving Jake a partner that can relate to his unique status, it helps to crack the hardened shell of his existence, and I also understand that Jake represents the window for newer fans to peer into the backstory, but it all feels very clumsy, uneven and badly executed. One could argue that there is no way for Capcom to successfully introduce Sherry into the mix without angering some fans one way or another, but I disagree with this notion entirely.
This game feels like you had eight dfferent groups of people working on eight different parts of the game. And then they all shoehorned every element into it without:
A.) Ensuring the narrative flows properly
B.) Trimming any of the fat off what was developed
The game itself doesn't feel rushed, but it feels like the producer didn't take a good look at everything they put in this game to determine whether or not it met the thematic requirements to be a worthy sequel to a long running series. There was no one to hold the game's hand and walk it down a more straight and narrow path.
I think it's apt to say that this series has lost its way.
Not because 'it's not Resident Evil' anymore. People can criticize 4 and 5 for the same reason, but both of those games are good and, in their own way, fit into the larger tapestry of the series. But those don't have zombies and mansion.
Tension is gone. It's been replaced by spectacle, exploding helicoptors, exploding gas stations, exploding cars, exploding zombies, exploding...everything. There is no emotional arc in this game, nothing to make me care. It's just a zombie death simulator, and I just don't feel any resonance for this game.
Even when the characters cross over with one another, there is absolutely no payoff. Leon talks to Sherry, but there is nothing there to grab hold of. Jake talks to Chris about Wesker, but the outcome is unimpressive. Chris and Leon meet onscreen, anywhere, for the first time, and it's a colossal letdown.
I'm not knocking the gameplay at all here. It's fine. But I AM knocking the game.
People can say whatever they want about 'story' in a video game, but there is no getting around the fact that story, and the mythology of this series, have been the engine driving Resident Evil from the very beginning. It's such an integral part of what makes Resident Evil, well, RESIDENT EVIL. Even as cheesy as the story is, it resonates with the audience.
When I first played RE, I said 'This is the future of video games. Emotionally driven games.' If you remove that emotion, that tension, if you ramp it up to the point where it loses its scope and focus, you have a game with a broken progression that never quite gets its legs underneath it.
The gameplay's good, sure, but why even include a Campaign mode if it doesn't matter?
It DOES matter. It matters a lot to a series like Resident Evil.
You guys will still see me playing this game because I'm still going to unlock as much as possible. I'm OCD about RE in this way. And admittedly, I love the Mercenaries mode. But I doubt I'll ever revisit campaign once I've gotten all the seals and beaten all the difficulties. Campaign is just a chore, not fun at all.