A unique, experimental approach to the genre that serves to severely limit the player and their capabilities In order to push a different method of play, gone are the often superhuman capabilities of your average Survival Horror protagonist that juxtaposes what the genre wants to be, you can’t QTE suplex zombos to their death, hold Immense amounts of resources, or even sprint for long. Your character Is a run-down, alcoholic detective who can (Initially) only hold 10 bullets at once, sprint for 4 seconds and has messed up aim. So obviously you can’t shoot everything to death and have to think up of alternative methods of dealing with enemies to progress, though sadly the game Isn’t that In-depth so you always rely on the same approaches, It’s either the crossbow mines or burning up multiple enemies together with matches, trap’s don’t make much of an appearance for enemy encounters outside the first couple of chapters and that’s because Instead of doing more tight, tense big playground levels where you’re allowed a lot of approaches like the village, the game opts for more generic RE style enemy rushes and the level design accommodates them too. I found them decent to play but It’s a shame that the game doesn’t stick to what works best for It because Mikami has the RE blues.

Visually the game Is nothing short of exhilarating, It Is easily up there as one of the best looking 7th gen games and I was fond of how It transitions you from one level to the next without any explanation whatsoever, like being rushed by a sea of blood then waking up In another place, I found that enhances the mystery and makes It so the game Is free to do whatever It wants visually and the result Is quite captivating.

—Recently replayed all 4 campaigns on Professional—

This Is home to perhaps the tightest, most well thought-out combat system for a third person shooter ever to be conceived, this game’s level of creativity and approach to game design Is not so different from something like TEW1, whereas that game builds It’s Identity off beating and kicking the shit out of you through limiting a lot of what you can do and forcing you to play around that, RE6 Injects your veins with superhuman serum and tells you to literally kick and beat the shit out of the enemies with godlike movement and a system that’s focused on stuns and CQC. You’re not supposed to treat It as a generic shooter, much less a fucking cover shooter like I’ve seen people here claim, and go gung-ho mode wasting all your resources every encounter because not only Is It a lame as shit way of confronting the game’s challenges, It’s also a piss-poor one at that and will only have you string yourself dry out of resources. Instead you have to rely on and use Its deliberate stun to CQC system, that’s why the game even has a move to quick stun enemies at the cost of a single stamina block, that’s why you’re given extensive, slick movement and dodging options, this game Isn’t “RE4/5 but without tank controls”, It’s an expansion and Improvement on the controls RE4 had while employing that game’s same design philosophy. The same way 4 Is designed around limited tank control movement, 6 too Is designed around It’s more free modern controls and provides you with a new set of adrenaline Inducing challenges Instead of the same shit again.

The campaigns have some of the best set-pieces In the entire series’s history, shit like fighting a boss Inside a church full of people and having the boss transform them Into zombies to attack you, crashing down Into a severe snow storm, any of the multiple times the campaigns Intertwine, It’s genuinely so cool and exhilarating, there’s never a time where levels get lame or repetitive thanks to the game’s globe-trotting narrative. Speaking of that, It’s well written and fun, I don’t get what people are complaining about there at all, each story Is largely It’s own thing with one big connecting narrative that you slowly fill In the pieces of the more you play, for example there’s an Instance where a fucking chainsaw enemy gets flung right at a signpost and Is a boss for you to fight, you find out In one of the other campaigns that one of the characters Is responsible for that happening, It’s nothing confusing, unless you have the media literacy of a 4th grader.

It’s about time people hopped off Internet bandwagons and gave this game the fair shake It rightfully deserves.

One of, if not the worst shooter I’ve ever played. The game Is a bullet sponge fest with no player feedback, as In enemies don’t react to your damage at all, you might as well be shooting a wall that happens to have a health bar. The bosses are especially egregious because they’re like RPG superbosses and have 4+ health bars that you’re gonna be endlessly shooting at. The game does that shit where they don’t allow the protagonist to talk because they previously didn’t have a VA so Aya walks around grunting to everything while people talk to her like a regular person that’s supposed to respond back, she’s not even a mute protagonist cause she talks in text boxes??? So why Is the game like this????

Only good things about the game are the visuals and music but thats been a consistent staple regarding Square Enix games anyways. Oh and I found the battle damage cool, seeing your character get more bruised up and their clothes torn up over time Is something I wish more games did. Dogshit game.

Poor man’s CRPG, laughable lack of worthwhile decision making, the dialogue wheel is inaccurate most of the time and leads to confusion and irritation, you’d pick something and the character says something else ENTIRELY, I was baffled to the point where I thought it was bugging out on me and picking other choices due to the disparity, its especially mind boggling coming from a company as experienced in CRPG’s as Bioware, the gameplay is unremarkable and okay. The main plot feels like its lacking a bigger part of the story, like its mostly set up, it could’ve been condensed into a 5 hour prologue. Whats there is fine, again nothing really remarkable, ME is dedicated to being average to a detriment. Oh and the companions all suck, they don’t hold a candle to Dragon Age’s or Baldur Gate’s companions.

Finished + DLC
I can’t even say much besides that this is a fantastic experience and a must-play for any actionhead

2006

Im fond of walking sims, story/cutscene heavy games, and etc but this just isn’t it, there’s no attempt whatsoever at being a video-game here to the point where labeling it a video-game becomes insulting towards actual games, the interactivity is subpar and amounts to you just opening doors and walking forward, no exploration, no well made environments, its a barren & boring jumbled mess consisting of constant jump cuts, multiple backseat car sections and nonsensical pretentious storytelling, on top of all of this it looks hideous, the textures are all poorly made and the lighting is horrible, especially considering it has abhorrent color banding issues.

You can use Hiei's dragon on himself to power up like in the manga, 10/10
also YYH > your favorite manga

Neat little game with a cute as hell aesthetic, your way of dealing with enemies is by throwing candy at them and it only temporarily stops them for a few seconds with each stage having a boss that challenges you to a mini-game duel. It's barely an hour long and doesn't overstay it's welcome at all, I also liked how It was a tad bit challenging here and there, the last level is CV inspired and tests what you learned in the game in a sweet way.

There’s a skeleton of a game that could’ve been an intense and incredible horror experience, a metroidvania about exploring a wrecked spaceship that may be filled with H.R. Giger designed aliens and deadly robots? Fuck yeah! But it’s execution leaves a lot to be desired, the gameplay is trite, it has no difficulty whatsoever and was clearly an afterthought considering how janky it is, even aliens can be taken down with ease, or you can just spam dodge through everyone. The animations and the way enemies react to damage is not great either, and the music was annoying, i wish more games understood that subtlety, silence and ambience can offer a better horror experience over a generic intense action track thats repeated endlessly.

It’s quite charming and jam packed with content for a mere GB JRPG. Love the trainer designs and how varied they all are, trainers in general help make the battles less random and meaningless which makes me surprised that other JRPG’s don’t bother including something like them to make battles more natural, I believe it’s a fine bridge between strictly no random encounters and only random encounters. Not that i mind random encounters. Ultimately a chill, fun adventure. Nothing more I can say really.

A Tragedy In Balancing:
Going Commando may have fun, exhilarating combat, fluid movement and a wide array of weapons, but what good is any of that in a game that insists upon locking itself into a vicious, self absorbing form of vertical progression? the more you progress, the more useless your weapons become. In the original and most adventure games, only a few hits will deal with all the small fry, but in Going Commando, the regular enemies become more and more powerful until they take about half of your (even upgraded) pistol ammo away, this continues until midgame where the only viable options of playing the game are The Bouncer (exploding ball weapon) The Hoverbomb Gun (exploding ball weapon) and Synthenoids (flying sentry allies), completely obliterating the variety and slickness of the game, what in the beginning was a fun, fluid shooter becomes a dreadful loop of getting more bolts to get more overpriced armor and to actually get weapons that do meaningful damage. And that’s another aspect I’m gonna touch upon, unless you follow online guides on bolt farms, you’re gonna be completely left in the dust, i did all the gladiator challenges and dogfight challenges (which net you bolts) and i still found myself severely lacking bolts, the armor for example is necessary otherwise you get 3-shotted, and it’s price rises with further versions, going from 50K to 100K to 200K and etc, the weapons that actually matter for midgame are all overpriced too. It ultimately has good parts but it’s brought down by nonexistent gameplay flow.

Beat Sonic route
Some of the coolest and most creative platforming stages around with fantastic music make for a presentation that can easily carry whatever issue you might have with the game.

2003

I wish I could earnestly say I liked going through this but the gameplay is just far too clunky and underdeveloped, you want me to deal with the cryptic progression? Wonderful. I have no problem with this. I appreciate the challenge and find it quite unique. But dealing with that AND having to go through sections where I don’t have combat options and depend entirely on the lackluster stealth or sections where I do have the option of fighting back but still lack the option to explore because every enemy is like the ghosts from SH4 and never die, all of this coupled in with the looming threat of dying = all I just did being reset only makes for a very frustrating experience. I want to like this, I really do. And maybe even somehow someday I will. But today is not that day.