Resident Evil 6: 14 Reasons Why It Sucks

2. The Map is Too Helpful

It's been a common complaint from fans of the series that in the last two games, Capcom have essentially opted to hold our hand more and more through the terror, such that it isn't even really terror anymore. By number six, this is indisputably true; having spent an hour playing the demo, not once did my pulse race or did I feel particularly stressed - compared to the earlier games, where I was in a constant state of anxiety - because the game never allows you to creep outside your comfort zone. Borrowing gleefully from the Call of Duty school of "everything will be alright" and "you can do this", an on-screen indicator points out the distance of your nearest objective, and if that's not good enough for you, a simple press of the trigger and you are presented with a gigantic arrow, which points you towards your current mission objective in the most blatant terms possible. While the back-tracking and darting about of the earlier games did often become tiresome, Capcom have gone too far the other way this time; where is the invitation to explore, the thrill of running into rooms, finding hidden items, and occasionally, having to wrestle with an unexpected zombie? Instead, you're now encouraged to run from one objective to the next, and the fact that these checkpoints more often than not involve a cut-scene, it also allows lesser-skilled or cowardly players to simply flee from the enemy and run until they can reach the next video sequence, thereby eliminating the threat.
Contributor
Contributor

Frequently sleep-deprived film addict and video game obsessive who spends more time than is healthy in darkened London screening rooms. Follow his twitter on @ShaunMunroFilm or e-mail him at shaneo632 [at] gmail.com.