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00:11Welcome to MojoPlays, and when you think about Resident Evil as a series, there truly is only
00:15one proper dark spot in its history, and I don't need to tell you which game it is.
00:19Even though it gets absolutely railed on, time has softened my opinion on it, and after replaying
00:24recently in co-op, I regret to inform you I enjoyed myself. These are 10 reasons RE6 isn't that bad.
00:32Before we continue, we publish content all week long, so be sure to subscribe and ring the bell to
00:38get notified of our latest videos. Fluid Action Combat
00:56RE5 was a real hard turn for the series, opting for combat over scares, and RE6 continued that
01:01feeling, with many forgetting that this entry massively expanded how players could move and
01:06fight, layering in shooting on the move, sprinting, dodgers, sliders, and more intricate melee chains
01:11that gave combat far more freedom than earlier installments. I know, that almost sounded like a
01:16compliment. It was. Combat felt less rigid and more expressive, letting players flow between actions
01:21instead of committing to a single approach. Staggering enemies and chaining into brutal finishes
01:26added real weight to encounters, making every close-range exchange feel deliberate and pretty
01:31damn satisfying. The system rewarded aggression and timing, turning melee combat into something
01:37dynamic rather than situational, and if you go from RE5 straight into RE6, you'll feel the difference
01:43in a really, really positive way. Non-stop.
02:04The one element I really wish RE6 had carried over from earlier entries is the concept of
02:09save rooms, or at least some kind of intentional pause to let players breathe. For me, this is what
02:15brings down the experience, mainly because I'm old and need to chill from time to time. But for a
02:20little chunk of the internet, this is what they love about this entry. The game's momentum is so
02:25relentless that after a while, the constant action starts to blur together, for better or worse.
02:30And like I said, better for some. In Leon's campaign especially, the non-stop barrage of enemies
02:35has monsters lunging, sounds blaring, and set pieces firing off one after another. Sure, the game doesn't
02:41exactly build tension, but it does smash you in the face so much that you aren't really sure if you're
02:46loving or hating it. I know this entire entry just sounds like an insult, but cut me some slack,
02:50like it's goddamn Resident Evil 6.
02:58Shit! Hold on!
03:01The AI was improved.
03:03Alina, grab your gun.
03:05Many players consider the partner AI in Resident Evil 6 a clear improvement over Resident Evil 5,
03:11largely because it removes a lot of the friction that made solo play aggravating. The AI in the fifth
03:17entry was, in a word, abysmal. But, because the sixth entry is clouded in so much hate,
03:23there's no time to consider how many of these quality of life improvements would have improved
03:26the fifth. In RE6, AI companions can't die. They never run out of ammo and are far less prone to
03:33getting stuck on a slightly large pixel, which allows the player to focus on combat rather than
03:38babysitting Sheva. This makes single-player sessions feel smoother and more action-forward overall.
03:43That said, some fans still defend RE5, arguing that having to manage an AI partner's health and
03:49ammunition adds a layer of tension. I don't. I hate it.
04:00Fanservice.
04:14Resident Evil 6 is often criticised for leaning hard into fanservice, cramming itself full of
04:20callbacks and a line-up including Leon, Chris, Ada and Sherry. The result, for many players,
04:25was a bloated and unfocused experience that struggled to establish a clear identity and risked
04:30pushing newcomers away. Yet fanservice itself isn't inherently the problem. Just look at Spider-Man No Way
04:36Home, a film that proudly indulges in nostalgia and crowd-pleasing moments, even when it comes at the
04:41expense of tighter dialogue, cleaner plotting or deeper character work. The difference is execution.
04:46Fanservice can be celebratory and effective when it's intentional and confident, but when it's used
04:52as a structural glue, as it often feels like in Resident Evil 6, it can turn from a strength into
04:57a distraction. With all that said, the game is clearly just out to have fun and if you put down
05:03the monocle in the film studies degree, you can appreciate the fanservice for what it is,
05:08just a bit of fun. Who the hell are you?
05:15Piers. Piers Nivens? I've never heard of you.
05:19Is cheese really that bad?
05:21Him again? Friend of yours. More like an ex-girlfriend. Guy doesn't know when to quit.
05:31Welcome to the club.
05:36You get used to it.
05:38RE6 is remembered for one major thing, being majorly over the top. This includes the infamous
05:44plane sequence and more flash and bang than a Hollywood action film. Combine it with corny
05:49dialogue that matches the first entry and you've got one of the cheesiest entries in the whole series.
05:53But what the f**k is wrong with that? Cheese has infiltrated most of our favorite series. Metal
05:59Gear Solid whips it out in waves while games like Far Cry use it for their advantage in combat. And
06:04you
06:04know what? Resident Evil pulls it out more than anyone. With a series built on B-movie cheese,
06:10I wonder why it is that people harp on about how cheesy this entry is. And to be honest,
06:16I don't really have an answer. But I'll tell you what, if you replay it in 2026 with a beer
06:21and a smile,
06:22you will have an awesome time. Maybe we were just all jaded teenagers when it first dropped. Who knows?
06:32Classic Zombies Return
06:38One of the best things to happen to the series was its RE2 and RE3 remakes, proving that fans missed
06:44the
06:44feelings that were created from these early entries. But Leon's campaign in Resident Evil 6 gave us a
06:49taste years before and it was actually pretty awesome. Leon's campaign, at times, deliberately
06:55dialed things back, reintroducing the slower, more methodical zombie encounters that echoed those first
07:00three games. By emphasizing deliberate movement, tighter spaces, and classic undead threats instead
07:05of constant spectacle, it catered directly to fans who missed the tension-driven horror roots
07:10the franchise was built on. The game catered to everybody, while forcing you to play the other styles.
07:22skills system
07:42resident evil 6 did something new that hasn't really been replicated in the series since
07:46a skill system and it was kind of awesome the skill system works so well because it quietly
07:51adds depth without ever interrupting the focus of the game instead of locking character growth
07:55behind rigid classes or intrusive menus skills act as modifiers that let players subtly tailor how
08:01combat feels whether you prioritize survivability melee faster stamina recovery or efficient ammo
08:06usage this system supports multiple play styles a common theme for this entry just as importantly
08:12skills encourage experimentation and every game's favorite thing replayability swapping them between
08:17chapters is easy so players are free to adapt based on campaign difficulty or personal preference
08:22player expression is a major element of this game meaning that no single playthrough will really look
08:27the same the system also rewards mastery skilled players can stack abilities that amplify aggressive
08:33play turning movement counters and melee finishes into an honest to god ballet
08:44enemy variety
08:56one of the most impressive strengths of resident evil 6 and probably the thing i noticed the most after
09:01playing it straight after resident evil 5 is how wildly diverse its enemy roster is and this diverse enemy
09:07roster refuses to let combat ever settle into predictability rather than relying on a single
09:12archetype the game constantly reshuffles the rules depending on who you're fighting and who you're fighting as
09:17traditional shambling zombies coexist with faster mutated soldiers each capable of evolving mid-fight
09:23into entirely new threats if handled carelessly this variety keeps encounters reactive instead of routine
09:29demanding quick reads rather than memorization what makes it especially cool is how these enemies intersect
09:36with the game's movement heavy combat system but i can't harp on that any more than i already have
09:40by constantly changing enemy behavior and threat profiles resident evil 6 stays interesting and where
09:46resident evil 5 had a lot of moments where my brain simply turned off resident evil 6 didn't or couldn't
10:05the thing that defined the slightly less impressive entry following resident evil 4 was its co-op
10:13had resident evil 5 followed this mammoth just as a single player game i feel disagree with me if you
10:18want
10:19it would have been considered an incredibly disappointing follow-up and may have even
10:22killed the series before the sixth entry saw the light of day but the co-op did make it an
10:27entry worth
10:28our time which makes it so odd that the sixth entry is so hated when the co-op plays and
10:33feels so much
10:34better the entire game is built around shared momentum rather than one player playing bodyguard for
10:39the other both players are fully capable equally empowered and encouraged to stay aggressive which keeps
10:45the fluid experience that you get alone in this entry the combat system supports this beautifully
10:50sliding past enemies setting up melee finishes covering flanks and reviving each other all happen
10:55organically in motion making teamwork feel real and not forced
11:12pure ambition
11:35there's one thing that you have to agree with me on whether it resulted in an experience that you hated
11:40or that you loved resident evil 6 was so ambitious and almost deserves applause just for attempting what
11:46they did by splitting its campaign across four separate narratives leon chris jake and ada the game
11:51delivers an enormous amount of content that encourages replaying the game from multiple angles each story
11:57offers a different tone different pacing and gameplay focus reinforcing the sense of scale and variety while
12:02fully committing to a bombastic cinematic action horror experience even if that ambition meant moving away
12:08from classic survival horror traditions it also meant moving towards an explosive out-of-pocket fun fest
12:18what but i assisted in the attack
12:25the investigating commission have reviewed the evidence and feel it unjust to hold you liable for
12:30simmons crime they will also not be disclosing their findings to the public but the president would
12:36have done the same did you enjoy this video check out these other clips from mojo plays be sure to
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