Resident Evil 6: 14 Reasons Why It Sucks

5. Clunky Triggers

Though this is the sort of mechanical problem that still plagues many games, it's one that most intelligent video game developers should be able to rectify quite easily. During Leon's mission in particular, we noted how zombies would lie prostrate on the floor, or sit silently in a chair. Of course, being Resident Evil veterans, we're not going to assume that they're dead just because of that, so I took steady aim at the zombie's head, fired, but of course, the bullet didn't register, as though I was firing at an empty space. Again, I tried, and again, it was as though I was shooting at the wall. I shrugged and moved on, only for the zombie to attack as I passed through the room, in which event I had to cap it in the head, sighing at the poor programming I was forced to contend with. Is it really that much to ask that developers don't rely on such dumb mechanics, that we can only shoot a zombie when the game tells us to? If I see a threat, I'm going to want to take it down, regardless of what the developers want to force onto us.
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.