REO
Undead
I didn't have high expectations on the demo for Resident Evil 6 as the past two games released have been a personal let down. But to my surprise, Resident Evil 6 is a big upgrade from the previous two, system-wise. Since I made one of these for Resident Evil 5, I'm making one for Resident Evil 6.
I will go over controls first, which has been the biggest improvement, in my opinion.
Left / Right - Change Weapons
Down / Up - Change Grenades
Left Analog - Move
Right Analog - Look Around
R3 - Switch Sides
L3* - Run
As you can tell from the above, the controls are not as limited as previous Resident Evil titles. The controls make the characters feel more fluid and give you better control. Scroll down for some relatively new game play elements and features.
Corpses - Corpses cause the player to stumble when you move over them at a certain rate of speed. If you are running, you will stumble even further. Corpses disable your actions and make you vulnerable to enemy attacks during the stumbling state. Certain enemies can leave a corpse behind. To prevent stumbling from a corpse, move over them slowly or simply go around them.
Moving while Firing - This is not complete new feature as it was introduced in Resident Evil Operation Raccoon City, but it is still a relatively new mechanic they decided to keep and place into Resident Evil 6. You can move around while readying your weapon and attacking.
Crawl State -When you perform certain actions such as (diving, sliding, etc.), you can enter a state known as CS (crawl state). In this state, you are on the ground in a crawling position and can perform certain actions such as rolling or scooting back. You can also fire and attack while in this state. L1 must be held down to remain in this state. To get out of this state, just let go of L1 and your character will return to their normal position.
Physical Attacks - A separate command for an action known as physical attacks has been added to the core game play of Resident Evil 6. You can perform a physical attack by tapping R1. Each character has their own unique physical attacks. A melee string can be done by tapping R1 up to two or three times in a row, depending on the character or weapon equipped. The physical attack your character will perform will change depending on the action they are doing. For example, if you are facing backwards or running, your character will perform a different physical attack.
Fatigue Meter - A new fatigue meter has been added to Resident Evil 6 to lessen abuse from melee attacks. The fatigue meter has tie-ins with other actions which will affect things such as running. When your fatigue meter is depleted, you enter a crippled state where certain actions are disabled, also you move and perform certain attacks slower. Actions that use up the fatigue meter or stop recovery are listed below:
I will go over controls first, which has been the biggest improvement, in my opinion.
**Note - PS3 controls**
Key:
* = held
+ = simultaneously
CS = crawl state
Face Buttons:
Square (1) - Reload / Pick up
Triangle (2) - Item Slot
X (3) - Solo Action
Circle (4) - Partner Action
Directional Pad: (d-pad)Left / Right - Change Weapons
Down / Up - Change Grenades
Shoulder Buttons:
L1 - Ready Weapon
R1 - Physical Attack
L2 - Display Route Guide
R2 - Use Health Tablets
Analog Sticks:Left Analog - Move
Right Analog - Look Around
R3 - Switch Sides
L3* - Run
Other Actions:
R1, R1 - Melee String
L3*, R1 - Running Attack
L3*, L1 - Slide (L1* to enter CS or L3* to continue running)
L3*, L1*, Down - Slide into Evade Backwards (L1* to enter CS)
L1*, Left Analog - Move while readying weapon
L1*, Right Analog - Look Around while readying weapon
L1*, R1 - Fire / Use Weapon
L1*, Triangle - Dual Wield (Certain Weapons)
L1*, X - Dodge (Neutral)
L1*, X + Left - Dash Left (Knife) / Dive Left (Gun {L1* to enter CS})
L1*, X + Right - Dash Right (Knife) / Dive Right (Gun {L1* to enter CS})
L1*, X + Up - Dive Forward (L1* to enter CS)
L1*, X + Down - Evade Backwards (L1* to enter CS)
L1*, X +Up, Down - Double Dive (L1* to enter CS)
R2*, Square - Refill Tablets
L1 + R1 - Power Shot
CS - L1* -Enter and maintain crawl state after a certain action for as long as button is held
CS - L1*, Left - Roll Left (L1* to maintain CS)
CS - L1*, Right - Roll Right (L1* to maintain CS)
CS - L1*, Down -Scoot Backwards (L1* to maintain CS)
As you can tell from the above, the controls are not as limited as previous Resident Evil titles. The controls make the characters feel more fluid and give you better control. Scroll down for some relatively new game play elements and features.
Some Game Elements and Features:
Corpses - Corpses cause the player to stumble when you move over them at a certain rate of speed. If you are running, you will stumble even further. Corpses disable your actions and make you vulnerable to enemy attacks during the stumbling state. Certain enemies can leave a corpse behind. To prevent stumbling from a corpse, move over them slowly or simply go around them.
Moving while Firing - This is not complete new feature as it was introduced in Resident Evil Operation Raccoon City, but it is still a relatively new mechanic they decided to keep and place into Resident Evil 6. You can move around while readying your weapon and attacking.
Crawl State -When you perform certain actions such as (diving, sliding, etc.), you can enter a state known as CS (crawl state). In this state, you are on the ground in a crawling position and can perform certain actions such as rolling or scooting back. You can also fire and attack while in this state. L1 must be held down to remain in this state. To get out of this state, just let go of L1 and your character will return to their normal position.
Physical Attacks - A separate command for an action known as physical attacks has been added to the core game play of Resident Evil 6. You can perform a physical attack by tapping R1. Each character has their own unique physical attacks. A melee string can be done by tapping R1 up to two or three times in a row, depending on the character or weapon equipped. The physical attack your character will perform will change depending on the action they are doing. For example, if you are facing backwards or running, your character will perform a different physical attack.
Fatigue Meter - A new fatigue meter has been added to Resident Evil 6 to lessen abuse from melee attacks. The fatigue meter has tie-ins with other actions which will affect things such as running. When your fatigue meter is depleted, you enter a crippled state where certain actions are disabled, also you move and perform certain attacks slower. Actions that use up the fatigue meter or stop recovery are listed below: