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  1. Developer: 5pb Games/Team GrisGris Publisher: XSEED Games Platform: Vita Release Date: October 13, 2015 ESRB: M for Mature Corpse Party: Blood Covered caught many curious English horror fans by surprise in 2011 on Sony's PSP. For something presented with a not incidental 2D RPG Maker-esque pixel art style (considering its 1996 original conception in Japan) it was incredibly dark and far more unsettling than it had any right being. Afterwards the series got multiple spin-offs and fan-discs, generally exclusive to Japan, though most were inconsequential to the current overarching story. Fortunately, the most narratively relevant fan-disc, Corpse Party: Book of Shadows, saw an English release back in 2013. Following right after the epilogue of Corpse Party: Book of Shadows comes the would-be canonical conclusion to the previous two games with Corpse Party: Blood Drive which shambles onto Sony's Vita--was it worth the wait? Each of the localized Corpse Party releases tried something different with how it depicted its abject horror in the "Heavenly Host High School." Corpse Party: Blood Covered got away with rather basic 2D pixel art due to its immensely sadistic writing and tense gameplay situations that allowed your mind to fill in for many of its perceived 2D visual gaps. Then there was Corpse Party: Book of Shadows, which was far more divisive for fans, that felt more like a visual novel with questionable first-person point & click elements and a story that toyed with "What-if?" scenarios much more than following up with a continued narrative. So, attempting to try to do something different, while also being more akin to what fans liked in Blood Covered the series now goes true 3D in Corpse Party: Blood Drive and... well, it doesn't really work out, unfortunately. Before going full into its mess of game design and presentation issues, the storytelling will undoubtedly be the lure of Blood Drive purely with its finale nature. The narrative carries immediately after the fairly brutal cliffhanger of Book of Shadows (for more reasons than one). New faces are also introduced in Blood Drive, most clearly dubious in nature, and the survivors of the first draconian ordeal of Heavenly Host are shaken to their core with memories of their dead friends and the reality they now live in feeling quite foreign. But, what's interesting in how Blood Drive is told is that there is much more buildup before going back to the expected hellhole of Heavenly Host once more (well, for everyone except Ayumi that is). There is a neat sharp contrast, both visually and conceptually, between the real world and Heavenly Host so the sequence of events don't feel unnecessarily rushed. Overall, the storytelling has more than its share of intrigue for series fans. Though it is most certainly flawed, and basically ditches horror elements altogether with a sharp tone shift in the second arc of the story, it more than resolves the events of Heavenly Host. That said, more than anything else the entertaining, and fiercely morbid, writing carries most of it like the previous games. Surprising no one, however, when you are actually back to Heavenly Host, it is downright awful. Sadly, it is not just because of context, the gameplay is absolutely cringe-worthy, and not in a good horror game kind of way. On paper, most aspects seem appealing as a series successor from revamping familiar 2D environments in more atmospheric 3D and stronger survival-horror elements. How it actually works out is quite different. The most obvious change is how oppressively dark everything is in Heavenly Host. The highest brightness setting on the Vita will not save you from this. By doing this, and attempting to make everything scarier, you are given a flashlight with limited battery life. This would be less of a problem if the flashlight was not as necessary as it is. For one reason, the flashlight is basically required for highlighting intractable objects, which can be the difference between aimlessly wandering for a long time and not... which even then it can be real easy to get lost due to some obtuse event triggers. Thankfully, Japanese players apparently complained about the flashlight mechanic long before I did, so there is an infinite light toggle option by default for those who don't want to deal with it. Even with the toggle on, however, the gameplay is quite annoying throughout. For instance, Blood Drive is hellbent with putting far too numerous environmental traps every step of the way that makes basic navigation obnoxious. To make the pain even worse are the frequency of enemies that will attempt to chase you in such claustrophobic environments that are more much more tedious than anything else (since it isn't hard). Without the incentive of a narrative finale I really don“t think I would have been able to press through Corpse Party: Blood Drive's frustrating gameplay, predominately because of its just plain unfun mechanics compounded by the backtrack heavy level design. With the new visual transition, Team Grisgris also really shows their inexperience with 3D visuals. On one hand, the environments are generally fine. In fact, I actually like how they recreate familiar terrain for Corpse Party fans and playing upon such knowledge. On the other hand, its character models and many visual effects look just plain bad in motion. For as gruesome as many scenes are supposed be a lot of the tension is killed by many unintentionally comical looking animations. Let“s just say that pretty much any scene that involves fire becomes a slideshow, text included. A much more glaring technical grievance is that most load times easily last more than 10 seconds. Awful load time issues include moving from one room to another to stuff as bad as to when you open up the menu -- yes, it actually takes around 10 seconds to open the menu. Still, not all aspects of the presentation are bad (just... most), as the audio design is abnormally strong. Like the previous entries Corpse Party: Blood Drive uses binaural audio. For those that don“t know what that is it is audio that presented based on how the human ear perceives audio in a 3D space and is quite rare in video games. Everything from whispered voices that ring eerily clear in one ear, rattling sounds in the background, or the real guttural voice acting makes wearing a good pair of headphones very clearly the way to play. The soundtrack is also quite good as well with two fairly impressive opening songs and also good melodic songs to accompany both the gameplay and story scenes. Team Grisgris clearly shows their inexperience with 3D gameplay and visuals which hurts Corpse Party: Blood Drive as a whole far more than it should. From annoying basic gameplay mechanics, clunky exploration, and comically poor visuals in most instances, it becomes an outright chore to press through Heavenly Host High School once more. Which is a shame because buried beneath it all is an intriguing narrative (though most certainly flawed) and entertaining audio design/writing to accompany it. Unfortunately, for all intents and purposes, Corpse Party: Blood Drive is purely for the most patient of series fans who are willing to painfully grit their teeth through its many mundane flaws as game to hopefully reach the title's decisive narrative conclusion. Pros: + Binaural audio is fantastic and the soundtrack solid + Interesting to see familiar 2D environments from the first game rendered in more atmospheric 3D + Some narrative intrigue and fun, twisted writing Cons: - Awful load times and technical issues - Annoying mechanics that makes you want to engage with gameplay as little as possible - Poor in-game visual presentation kills a lot of narrative and gameplay tension - Bad endings are nowhere near as engaging as previous games - Odd tonal shift in the 2nd half of the story Overall Score: 4.5 (out of 10) Below Average With so many glaring technical and gameplay flaws Corpse Party: Blood Drive gives little incentive for anybody but forgiving, and patient, series fans to justify wading through it Disclosure: This game was reviewed using downloadable Vita code provided by the publisher.
  2. One of the biggest announcements to come out of today's Nintendo Direct was the news that a new Fatal Frame game will be joining the North American Wii U lineup this Fall. Originally released in Japan last year as Fatal Frame: Oracle of the Sodden Maiden, it's unknown what its localized title will be just yet, but the game does make heavy use of the Wii U Gamepad that acts as a camera in-game that allows you to see things in the environment you wouldn't otherwise see. Fatal Frame is revered as one of the last big series that stays true to the survival horror genre, and Oracle of the Sodden Maiden was critically acclaimed by many Japanese outlets last year. Our own Luduno even picked it as his #1 game of the year for 2014, so definitely keep an eye on this one if you're a fan of survival horror. Source: Nintendo Direct Are you excited for a new Fatal Frame game?
  3. Lone Survivor: The Director“s Cut (PS3) Developed by Superflat Games Published by Curve Studios Released September 24, 2013 Review Written March 22, 2014 Originally Posted on The Time Heist Blog Another game from my Christmas sale binge, Lone Survivor is another recent title that I pursued without knowing any prior information about the game. Created by Jasper Byrne of Superflat Games, Lone Survivor: The Director“s Cut is an atmospheric survival horror game reminiscent of the Silent Hill Series. Taking a different route visually, Lone Survivor is a 16-bit side-scroller that still manages to bring the fear. Though it may look like an odd SNES released twenty years too late, this indie title has much to offer once you leap into the rabbit hole. Throughout the six hour campaign, this indie title has little nuances that just grow on you the more you play it. Even though it doesn“t redefine the survival horror genre, Lone Survivor captures certain elements of popular survival horror games to lend an enjoyable experience. The first hour of the game is possibly the most intense as you don“t have any equipment except for a flashlight and a few pills. Adding that to roaming around a mysterious apartment complex without a sense of direction built my expectations as well as the foundation of how I would play the entire game; slowly walking and stealthing around to avoid all enemies. Although I say the first hour of the game felt the most intense, there is a level entirely within a basement that almost required me to bring a spare change of pants. Old age had caught up to Snake as he“d forgotten how to properly stealth. As mentioned, the game really relies on its eerie ambiance and without it Lone Survivor wouldn“t be nearly as enjoyable. Before even starting the game, the introductory screen dictates that a horrifyingly immersive experience is gained through following the game“s “ritualâ€. The “ritual†is more about the player“s mindset than the game“s adjustments, basically instructing the users to play in the dark with loud volume and away from distractions. I played using their instructed “ritual†and did feel a bit more immersed but this came at the price of feeling very paranoid at times. The sounds from within the game would often be a bit too ominous and any quick movements would instantly set off mental alarms. In a way the game“s “ritual†was very helpful in getting the correct mentality while playing and as the game is called Lone Survivor I“d imagine that mindset would be that of fear and paranoia. Touching more on the atmosphere of the game, the audio is very impressive. Clear sound effects and music help add to the game whether it being soft melodies while in safe havens, staticky undertones when enemies are near, and any sound effects for surfaces walked on or items used. Visually the game isn“t too bad either. By being 16-bit, Lone Survivor has the ability to play on nostalgia factor from those who love that art style or gaming era. Using mostly a dark selection of colors it really sets the tone that this world you“re playing in is in such a bleak, disturbing state. Yet, even in a gloomy world you have to strive for survival. That was the moment I realized I should have never left James Franco“s house. With such a bleak situation you come to learn that the character you play as is an unknown man who is just labeled as the Lone Survivor. Being one of the few characters still alive in the apartment complex, this man definitely has his own personal demons, and as you progress in the main story many of them come to light. Interestingly the more you play, the more he begins to delve into the insanity of his own situation and with such he progressively becomes more self-abhorrent as he pursues his goal for escape. In attempts to maintain your characters sanity you have to feed him and let him rest when he requests such or else his sanity fleets even more so. This feature within the game was interesting at first, but over time the main character started sounding more like a broken tamagachi, constantly complaining about needing food or sleep. But following suit with the theme of survivor horror, there“s always never enough food to satiate his ever-growing appetite. Give us your lunch money!!! The controls for the game are very simplistic in that you only move left and right and have a scatter of buttons to use specific items. There is also a quick-use wheel you can bring up to avoid diving into your inventory when very dire situations arise against the several enemy types within the game. Sometimes having the extra healing items or weapons still can“t save you from the stronger enemies. Though don“t fret if your character dies a good handful of times as the game can be a bit unforgiving in terms of difficulty the deeper you get into it. Lone Survivor is an interesting tale of a man“s attempt to escape reality and death. Almost like being lost in a corn maze, the more you attempt to understand what“s going on you become even more disoriented with no ability of reversing. The perplexing story becomes even more fragmented as there are a total of six endings to the game, and only two of them, I believe, reveal the truth about the game“s happenings. Although the game can often be very slow paced, the hunger to find answers really drove me to finish. With this all said, I would definitely recommend purchasing this game on Steam or PSN. It may not be overly scary as a survival horror game, but it does offer an interesting experience worth a playthrough or two. Review Written by Solid-Alchemist If you enjoyed this review and would like to check out some other opinion pieces, come on over to The Time Heist. Any critique's or recommendations are welcome! Editorial Note:
  4. I just stumbled upon this game today, and its two months from release with almost nobody talking about it. So, lets all take a look. Coming out on Steam with Oculus Rift support, The Forest is an open world survival horror game that lets you build houses, hunt and forage for food, set traps and probably a lot of other things I'm assuming. Just watch those trailers and tell me that doesn't look at least a little bit cool. Some of the trap animations seem a bit stiff and the fight sounds in the trailer don't sound all that great, but I'd be more than willing to look past that for an open world game like this.
  5. Marcus Estrada

    State of Decay Lurches Toward June Launch

    State of Decay is one of the few zombie-based games that has asserted itself as being "different" from what is currently available. The open world game has a focus on actual survival, which means scrounging for food, ammo, and taking refuge from hordes of zombies. The game has been announced for a Xbox 360-exclusive launch in June. However, there are plans to bring the game to PC as well, but definitely not in time for the initial release. Some may make immediate comparisons of the game to DayZ, but of course that's not available on XBLA. Regardless, State of Decay was first announced in 2011 when it was known as Class3. If you'd like to see how State of Decay stacks up then check out the trailer that was released today:
  6. Jordan Haygood

    Night Trap

    From the album: Kaptain's Gallery

    © Digital Pictures, Sega

  7. In an era where the survival horror genre has largely become more action-oriented than fear-inducing, it's good to see games like Slender: The Eight Pages come along to give us a much-needed scare. As a free game with such a limited budget, it's also one of the most horrifying experiences the genre has seen in recent years. It looks like it'll be greatly overshadowed pretty soon, though, as its sequel - Slender: The Arrival - has finally been given a teaser trailer. And holy crap does it look terrifying... http://youtu.be/tenpLSKU-9U As the trailer shows, Slender: The Arrival not only has a much greater production value than the original, thanks to the collaboration between Parsec Productions and Blue Isle Studios, but also seems to add new characters than we were previously aware of. Aside from the obvious Slender Man chase, there is also some type of malevolent, opposing character roaming around who can apparently be stunned by the player's flashlight. As we already know, this game will feature a story written by none other than the creators of the popular Slender Man web-series Marble Hornets. And if you've been keeping up with that series, you may have an idea of what sort of character this might be. Unlike Slender: The Eight Pages, the follow-up will not be free. So if you feel like wetting your pants and want a cure for that thing you do called sleeping, save up your money and keep an eye out for the Slender Man's next arrival sometime early this year. Are you ready for some more Slender Man?
  8. Once upon a zombie, there was a certain lack of survival horror titles bracing the gaming landscape. Sure, we had games like Sweet Home and Clock Tower, but gamers yearned for more. That was about the time when the world was introduced to a little game called Resident Evil. This was pretty much the pinnacle of the survival horror genre as people knew it back then (being the game that defined the genre), along with Alone in the Dark, both of which helped shift the genre into the 3D realm and popularized the fixed camera angle for survival horror games to come. But over time, the Resident Evil series evolved, as all franchises must do to keep with the times. Beginning with Resident Evil 4, the series ditched the old fixed camera angles for a third-person view, added quick-time events to make the gameplay more engaging, and threw in some cinematic spectacles, giving the series more of an action vibe to accommodate the increasing demand of action games. And back when that game came out, it was very well-received by critics and fans alike. But with the additional changes made in Resident Evil 5 and Resident Evil 6, now it "appears" that the series has fallen. At least, that“s what the word is on the (zombie-ridden) streets. I, on the other hand, think differently. In fact, there are plenty of flaws that made the classic Resident Evil games far less “awesome†than people think they are. And much of this love for the classics is due to nostalgia, or simply because of the age fans were when they originally played these games, making them seem more frightening than they actually are. Having reviewed Resident Evil 6 myself, I decided to go back and play the originals, and there are several things I noticed about them that makes these complaints seem like a bunch of nonsense to me… The Classics Really Aren't That Scary The dialogue sure was scary, though... One complaint I hear a lot is that “Resident Evil used to be scary and isn“t anymore.†No, I wouldn“t say it“s all that scary, to be honest. Seriously, a lot of what made classic Resident Evil scary were simply things jumping out at you, which gave the game some suspenseful sections where you anticipated that situation to happen quite a bit. The modern games had those too, though, such as with those freaking Regenerators from Resident Evil 4… And sure, they also set creepy tones quite nicely back then, but the new games still have their moments. Going back to the Regenerators from Resident Evil 4, the areas where those things are roaming around with those spine-tingling noises coming from their gaping mouths are just plain terrifying. Resident Evil 5 was a bit too sun-soaked to be truly unsettling, I“ll admit, but Resident Evil 6 did go back to having a more creepy tone, albeit not all the time. Simply put, most people who complain about the series losing its scary nature do so for one simple reason: they grew up. Seriously, I got pretty scared back when I first played the originals, and now that I“m 22, playing them for the first time in about 10 years, they simply don“t scare me that much anymore. They still have their moments, sure, but they aren“t NEAR as frightening as people remember them being. The Series Was NEVER About Zombies Say NO to braaaaaaains Contrary to popular belief, the Resident Evil series is NOT supposed to be about zombies. In fact, it never was. Ever since Resident Evil 4 took away the notion of the undead, fans have been complaining about the games not being true to the series“ roots because the enemies aren“t actually zombies. But what those guys don“t seem to understand is that the Resident Evil series is, and always was, about bio-engineered creatures being used as weapons, not the reanimated dead. And when you look at the classic Resident Evil games, you can clearly see that zombies aren“t at all the only enemies in the game, and far from the most important. Throughout the first game, for instance, you fight several other monsters, such as giant spiders, a giant snake, and various artificial creatures such as Hunter, Chimera, and the primary adversary known as Tyrant. Really, zombies were just the result of a virus that transformed humans and animals into the undead. So in that sense, the creatures introduced later on, such as the J“avo, are no different. The Series Hasn“t Changed, the Genre Has It just hasn't been the same since they discontinued the Jill Sandwich... Fans like to complain that the series has changed and so now it sucks. Guys, if the Resident Evil series kept on doing what it was doing before Resident Evil 4, it simply wouldn“t work very well. Why? Because traditional survival horror became less popular after the millennium as the console market drifted more toward Western-style action games, which means Resident Evil would have had a hard time retaining a large audience. Some franchises remained truer to the more traditional style after this point in time, such as Fatal Frame, but localization of that series ended at around the time Resident Evil 4 came out. The fact of the matter is people became tired of traditional survival horror, which is the whole reason why the genre transformed. Not many other big franchises kept the classic survival horror aspects they once had. Resident Evil, Silent Hill, Alone in the Dark - they all changed with the genre. There are games that still use many of these aspects, however, such as Amnesia: The Dark Descent and Slender: The Eight Pages, but these are independent titles. And the reason these games work well is because they don“t have to compete with AAA titles. The developers spend less and the consumers pay less (sometimes nothing at all), making these games work after traditional survival horror became less popular. Had these games cost $60, there“s a good chance the fan base would have been a bit smaller. The main point I“m trying to make here is that this whole Classic Resident Evil vs. Modern Resident Evil debate is just plain stupid. People complain about how the games aren“t scary anymore; how the series is supposed to have zombies; and how the series isn“t even survival horror anymore. Well, I beg to differ. One thing I like to ask people when they bash the newer titles is, if these games weren“t Resident Evil games, would you still hate them?
  9. Jordan Haygood

    Review: Resident Evil 6

    Developer: Capcom Publisher: Capcom Platform: Xbox 360, PlayStation 3 Release Date: October 2, 2012 ESRB: M for Mature This review is based on the Xbox 360 version of the game Zombies. Zombies everywhere. I had just been thrown into a car by the powerful force of a massive explosion, and when I returned to consciousness, all I could see was the devastation that riddled the streets of Tall Oaks in what almost seemed like some sick re-enactment of the Raccoon City incident 10 years ago. It was like living a nightmare; like Hell on Earth. This is, more-or-less, how Resident Evil 6 opens. As you can tell, this game certainly isn“t afraid to open up with a bang, nor is it afraid to throw “bangs†in anywhere else. There are times in which the game seems to go back to the series“ roots, pitting you against zombies in very dark places, while at other times it tries too hard to be an action-packed spectacle Michael Bay would be proud of that it falls flat in areas that would otherwise make it a truly frightening game. Resident Evil 6 definitely has a lot going for it that makes it quite solid, but with its overzealous attempt to be everything at once, you will sometimes find yourself more frustrated than frightened. Our story begins with a little tutorial of sorts, throwing you into a part of Leon“s campaign closer to its end to make sure you have a good grasp at the game“s tone, controls, and co-operative play before truly sinking your teeth into the game. After the tutorial ends on a cliffhanger, you can finally start one of three campaigns, with a fourth one waiting to be unlocked once you complete the initial three. That“s right; Resident Evil 6 is a fairly lengthy game, featuring a larger-than-life storyline that is divided into four campaigns, each with a different story to tell. And with all these stories coming together so seamlessly, it“s obvious that Capcom knows a thing or two about storytelling. It“s interesting to play through a campaign and arrive at a scene that leaves you with questions, and then have those questions answered in another campaign. It“s this kind of storytelling that makes you want to play through all four campaigns in order to fully understand the plot. Unfortunately, the stories intertwining like they do also results in a bit of unwanted repetition, since you will have to re-watch certain scenes and replay certain fights. Each of the first three campaigns feature a dynamic duo, with Leon S. Kennedy teaming up with U.S. Secret Service newbie Helena Harper; Chris Redfield teaming up with fellow BSAA member Piers Nivans; and series newcomer, as well as series veteran Albert Wesker“s son, Jake Muller teaming up with Sherry Birkin from Resident Evil 2 (she“s also the child of an antagonist, by the way). These teams all take the co-op from Resident Evil 5 to new heights, which is definitely a good thing, because nobody likes a partner who mooches off of your inventory… But what really makes the co-op so top-notch becomes apparent when playing with a human partner, whether locally or online. Once you decide which character to play as (during whatever campaign you choose), the other character becomes readily available for anyone else to just drop in and play as. And depending on your settings, the game will even search for potential partners whenever you aren“t fighting for your life. Of course, once you unlock the fourth and final campaign featuring Ada Wong, expect to go it alone, because… well, let“s just say she“s single. This game not only manages to fit four whole stories into one game, but each campaign also plays differently from one another. Leon“s campaign feels like a throwback to Resident Evil 2, featuring the zombies we all know and love and an overall classic feel. Chris“s crusade, on the other hand, is much more action-oriented, and basically feels like they took Resident Evil 5 and updated it with darker, creepier locales (de-steroidizing Chris a bit, too). As for Jake“s journey, with the intimidating Ustanak chasing you down at certain points, it feels a lot like a modern rendition of Resident Evil 3: Nemesis. Lastly, Ada“s adventure is pretty much what you might remember from her campaign in Resident Evil 4, just a little better. Wait a minute, I“m sensing a pattern here… Resident Evil 2 throwback… Resident Evil 3: Nemesis throwback… Resident Evil 4 throwback… Resident Evil 5 throwback… Man, this whole game is just one big Resident Evil reunion, isn't it…? The controls have been greatly improved for Resident Evil 6. Namely, you can finally walk AND shoot at the same time. This has been a bit of an annoyance for a while now, so it“s about time Capcom made this decision. There have also been a few additions to the Resident Evil moveset, including dodging, sliding, taking cover, and the ability to fend off enemies while lying on the ground. Basically, the combat in this game has pretty much been expanded upon, both with melee and firearms, and fighting the infected has never felt better. These enhancements might take a while to grow on you, but once they do, you“ll welcome them without question. Unfortunately, though, these new additions support the fact that the game tries to be too much of an action game that the horror aspects suffer. Now, normally it wouldn't really matter if a horror game wants to add some pizazz, but Resident Evil 6 tries too hard to be everything that it often struggles from its own identity crisis. While Leon“s campaign likes reminding us of a simpler time when you fought your way through hordes of unarmed zombies, the other campaigns like to take a more Call of Duty-esque approach by giving the J“avo machine guns, rocket launchers, helicopters, and even tanks. And while this might frighten some, it“s more in the sense of “Oh crap, I“m getting shot at!†than classic psychological fear. You will also be given more gameplay mechanics than is really necessary, such as swimming, riding motorcycles, and flying jets. I appreciate Capcom trying to diversify my gaming experience, but some of these mechanics aren“t exactly utilized well enough to really work as intended. Throw in all those quick-time events that just love causing us to die far more than we should, and the experience can get a little chaotic at times. The visuals in this game are quite captivating, and work really well with the cinematic experience Capcom was shooting for. With some beautifully designed locales that offer some creative lighting effects, Resident Evil 6 really holds its own as a modern horror game, for the most part. But what“s even more stunning is the horrifically awesome creature design. Along with the simple zombies, everything else in the game has been given a unique design you“ve yet to see in any other entry that really adds something different to each encounter. The cinematic experience of Resident Evil 6 is even further expanded thanks to some truly outstanding sound design. The music really helps to set the mood in every instance, including parts that have no music at all. In those scenarios, you start understanding how creepy the creature sounds can be. And the voice acting ain“t no slouch either. In fact, the game even comes with a “voice-over pack†disk, for whatever reason. As long as the Resident Evil series has been around, it“s only natural for it to go through changes over the years. Most of those changes are highlighted and added upon in Resident Evil 6. Some of these changes work well, while others don“t. And with so many throwbacks to previous installments, this game also seems to pay quite a bit of respect to the series“ past. However, in trying to please everyone, the game also struggles with a bit of an identity crisis that involves a bit of fun, yet somewhat convoluted gameplay. But with such brilliant storytelling involving a fairly interesting storyline, horrifyingly beautiful set pieces and creature designs, and some very moody music and creepy creature sounds, Resident Evil 6 definitely has enough going for it to deserve the attention of old and new fans alike. Pros: + The story is masterfully told throughout four campaigns + Co-op is among the best of this generation + Visuals and sound design make for a pleasantly creepy experience Cons: - Attempt to do it all hurts the experience - Quick-time events can get really frustrating Overall Score: 8 (out of 10) Great In its overzealous attempt at doing everything, Resident Evil 6 has some uneven gameplay. But with its masterful storytelling, captivating visuals, and outstanding sound design, it ends up being a pretty great gaming experience.
  10. Jordan Haygood


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