Resident Evil 6 is a very simple game, really, which is why I think it’s provoked such differences of opinion. It has one ambition, which is to be a mainstream action game, and in this it succeeded – in some parts, magnificently so. But the fate of such a well-loved series is expectation. Many folk don’t want a straightforward action game from Resident Evil – they expect something more… well, surprising. I’m not arguing with that perspective, in fact I think there’s a lot to be said for it. But for my part, I had a blast.
I am luckier than most, of course. I reviewed Resi 6 over a blissful week, holed up in a dark attic with beer and cigarettes, blasting my way through wave after wave of monsters. I wouldn’t argue it’s a forward-thinking game, or any kind of progression for the series. But if you want uncomplicated blasting action, it delivers in spades.
One area of Resi 6 that I think didn’t get the credit it should have was the monster design. This is probably because it has some real red flags – specifically, the zombie types that owe a lot to Valve’s peerless Left4Dead series. Unoriginal as these were, I actually think the designers did a superb job in giving them a Resi flavour. And outside of them, there are some truly brilliant designs – my very favourite being the grotesque Lepotitsa.
These are photographs of concept art from the Resi 6 working environment. I’m sorry that a couple are blurred, slightly skewed, or have camera flashes on them – but I think they’re pretty interesting to see regardless. Enjoy!
Wish I had a few more, particularly of the other bosses, but this was what was on the walls. Hope you enjoyed!