Resident Evil 6: 14 Reasons Why It Sucks

6. Boring Objectives

This isn't exactly a new thing for the series, to be fair; how many times can we remember having to go on ridiculous quests in the earlier Resident Evil games to fetch gems, cranks and various other absurd objects to progress through a convoluted, c0ntrived puzzle? To their credit, the newer games have toned down these elements, though they still rely on some pretty shopworn set-pieces throughout. Take the latest game; in the demo alone, we have to go on a distended fetch quest during Leon's level, to retrieve a key card that grants us entry to a new area of the campus, and during Chris' mission, we have to fend off the zombies while a teammate works on opening a door. It's just so overdone and passée; haven't we seen this in just about every action game in recent video game history? Furthermore, it only serves to add fuel to the argument that the Resident Evil games are progressively becoming more like Call of Duty; how many times have we had to hold down the fort while a nameless comrade opens the next level up for us?
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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.