Resident Evil 6: 14 Reasons Why It Sucks

8. Poor Mini-Games

Though the above screenshot of Leon running away from the rolling boulder in Resident Evil is an example of Resident Evil's introduction of mini-games in the fourth game, it is actually one of the better examples, for it was simple, and despite being sprung on viewers during a cut-scene, was actually quite effective and appropriately stressful. However, in Resident Evil 6, this has been enhanced to a more participatory level; note how in Leon's mission, when you and Helena reach the police car, you activate a mini-game in which you must wiggle the analogue stick to fumble around for the car keys. The glove-box and the sun-visor seem to be the only places to look, yet the control prompt doesn't make it clear that you're meant to look around at all; it merely seems to suggest that you have to wiggle the analogue stick from left to right to escape the zombie horde. Furthermore, given that a poor performance doesn't seem to create a "fail" scenario in which the zombies invade, it all seems rather pointless. Capcom need to remember that Resident Evil is not and never will be Heavy Rain; that is something entirely different, and they should stick to what they know, which is certainly not overly fiddly button prompt sequences.
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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.