RamblePak64 - Resident Evil 6 Part 1

Category: RamblePak64
Posted: August 12, 2013

This video should not have taken as long as it has to complete. I’m still getting used to writing a script for video, and while I avoid some mistakes, I continue to make new ones. There are some issues that I should not have groaned on about as long as I had, such as tripping over bodies, or mentioning specific moments like a foe diving for cover as soon as a shot is lined up. There is hours of gameplay footage to shuffle through, and when you’re looking for a single moment of three second gameplay, well, a lot of time gets wasted. That is when making a video goes from being fun to a grind.

There are some items I also forgot to mention, though perhaps I’ll bring them up in Chris Redfield’s campaign analysis since that’s when it first becomes prominent. The transformation of enemies into weird monsters seems to lack a real system. It’s like a game of chance, where shooting them in certain body parts is more likely to cause their body to morph somehow. Shooting them in the arm is likely to cause their arm to become a long, club-type weapon that they can strike at you with, or perhaps a tough shield type of object. Getting headshots should be how you reduce the chances of this happening, but that’s part of the problem. A headshot can still lead to the enemy transforming into something else, and then you have to use even more ammunition to destroy it.

Headshots are supposed to be difficult yet rewarding. A skilled and possibly patient player can save ammunition by aiming right for the head, though in this game you’re just as likely to waste your rounds. Instead, no matter how well you pull it off, you run the risk of morphing the monster into something even harder to kill.

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