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00:00Welcome to Mojo Plays, and today we're looking at the facts and trivia surrounding the most
00:04ambitious and divisive entry in Resident Evil's storied history.
00:09She's working for Neo Umbrella, you know what that means?
00:13Yeah, I do.
00:15As large as RE5.
00:18What are you talking about?
00:19Whatever else you can say about Resident Evil 6, Capcom definitely wasn't shy about size.
00:25Before release, producer Yoshiaki, Hirabashi, estimated that each of the game's original three main storylines
00:32contained roughly 70-80% of the overall volume of Resident Evil 5.
00:38That means Leon, Chris, and Jake were each practically carrying their own game around.
00:43And this was before factoring in Ada Wong's unlockable campaign.
00:48Whether all that content maintained the same level of quality is another debate entirely,
00:53but suddenly RE6's Mammoth Runtime makes considerably more sense.
01:05A Giant Baby
01:07We'll talk later. Right now you need to find cover.
01:21That enormous monster rampaging through Edonia?
01:25Congratulations, you've been shooting at an infant.
01:28Sort of.
01:29According to Resident Evil 6's digital art book,
01:32Augurman was designed around the concept of an infantile creature made gigantic.
01:36That explains its strangely loose, lumbering movement instead of the aggression you'd expect from something that size.
01:44The development notes go even further,
01:46describing Augurman as extremely young and explaining that it hasn't even developed proper eyes or teeth yet.
01:52So next time one starts smashing buildings apart during Chris's campaign,
01:57remember, this colossal bioweapon is basically throwing the most destructive toddler tantrum imaginable.
02:03Thank you so much for your help.
02:05Dramatic Horror
02:07After we rescue Jake, I'm turning in my gun.
02:10What? Wait a minute.
02:12It's about time someone took my place.
02:14Resident Evil 6's identity crisis makes considerably more sense once you know what Capcom was aiming for.
02:21Rather than describing the game solely through the traditional survival horror label,
02:25executive producer Hiroyuki Kobayashi promoted a new concept called Dramatic Horror.
02:32The idea was to fuse action, tension, scares, and huge cinematic drama into one experience.
02:38And, well, that certainly describes Resident Evil 6.
02:42One minute, Leon is creeping through a dark cemetery.
02:45The next, Chris is fighting through a war zone while Jake eventually gets involved in a motorcycle chase.
02:51You may love that mixture or absolutely despise it,
02:54but Dramatic Horror might be the most accurate two-word description anyone ever gave this game.
03:00What is it?
03:03You're asking me?
03:04Sea Cucumbers
03:10Of all the creatures you might expect to inspire one of Resident Evil 6's most disgusting monsters,
03:17the humble Sea Cucumber probably wasn't high on the list.
03:20Yet the game's artbook reveals that Raz Klapane's horrible internal anatomy was specifically modeled after them.
03:27The design team wanted its separate body parts to move independently while still clearly resembling pieces of a human body.
03:33Beneath that bluish outer shell is a mass of leech-like internal matter capable of reshaping itself and crawling around
03:41independently.
03:42So yes, one of Resident Evil 6's most disturbing mutations owes part of its existence to an innocuous marine animal
03:49generally found sitting peacefully on the ocean floor.
03:53Yeah, I'm fine. Hurry!
03:57Rebuilt Combat
03:58Well, that was easy.
04:00Resident Evil 6 didn't simply take RE5's controls and loosen them up a little.
04:06Hirobayashi confirmed that Capcom rebuilt the combat system for the sequel.
04:11The goal was to give players more freedom,
04:13which explains why Leon and company suddenly became action heroes capable of shooting while moving,
04:19diving backward, rolling across the floor, sliding into cover, and delivering absurd wrestling moves.
04:24It's one reason the game feels so drastically different from everything before it.
04:30Ironically, RE6 barely teaches players how deep its movement system actually is,
04:35meaning plenty of people finish the entire campaign without realizing just how many ridiculous things their characters can do.
04:41All right, Simmons. Let's see what you're hiding.
04:45All these zombies got you craving more undead content?
04:48Scan the QR code on screen and head on over to Mojo Play's 24-7 livestream for more gaming videos.
04:55You promised.
04:57I lied.
04:59Shark-sized shredder.
05:00Not my lucky day.
05:02Why pay for data deconstruction when you have a mutant shark?
05:06An unlockable file reveals that researchers discovered the undersea monster Burzik would attack practically anything creating movement in the water.
05:15So, when they need to destroy old computers containing sensitive information, they simply threw it into its tank.
05:21When Burzik lost interest because the computer stopped moving, the researchers poked the equipment with sticks until it attacked again.
05:27The memo even praises the monster for being surprisingly handy around the office.
05:32They subsequently consider feeding it human experimental subjects as well.
05:36Apparently, Neo Umbrella's records retention policy consisted of throw everything into the shark pit.
05:42Aim for the dynamite!
05:47Good job!
05:49Different genres.
05:50Captain, we're crazy for letting him walk away.
05:53How many men have we lost to mercenaries like him?
05:56He's not our problem.
05:58If jumping from Leon's campaign to Chris's feels like you've accidentally changed games, that's almost exactly what Capcom intended.
06:06The developers wanted each protagonist to explore a different type of horror.
06:10Leon's campaign emphasized gothic environments and the slower atmosphere associated with classic Resident Evil.
06:17Chris instead represented what the team called the horror of the battlefield, producing something much closer to a military action
06:24game.
06:24Jake's scenario revolved around being relentlessly pursued, while Ada leaned back toward traditional solo Resident Evil design.
06:32Whether combining all those approaches created enjoyable variety or tonal whiplash remains one of RE6's biggest debates.
06:40But the enormous differences between campaigns weren't accidental, they were the entire pitch.
06:46Now move!
06:51Woman of Beauty
06:53Where the hell did that thing come from?
06:56Look out, look out!
06:57Whoever named this thing had a cruel sense of humor.
07:01Lipotica derives from a Serbian term meaning something along the lines of Woman of Beauty.
07:07Take one look at the giant pores covering its body and you'll appreciate the irony.
07:11Those pores release C-Virus gas capable of killing victims before reanimating them as zombies.
07:18Even more alarming, the game's files state that a single Lipotica can potentially contaminate an area within roughly a three
07:25mile radius.
07:26That's why the Tall Oaks outbreak becomes catastrophic so quickly.
07:31Beneath all the action movie insanity, RE6 quietly created one of the series' most horrifying bioweapons.
07:38A monster capable of turning an entire city district into zombies simply by breathing.
07:44Inspired by RE2
07:46Don't come any closer. Are you listening?
07:51One of Resident Evil 6's most ambitious ideas actually traces back directly to Resident Evil 2.
07:57That classic used overlapping scenarios to show Leon and Claire experiencing different sides of the same disaster.
08:04RE6 evolved that concept into its crossover system.
08:08When two campaigns intersected, two separate co-op teams could potentially be brought together, creating temporary four-player sequences.
08:16So, instead of merely witnessing another protagonist in a cutscene, there could actually be another player controlling them.
08:23It was a hell of a design choice, particularly for 2012, and one that the series has never really attempted
08:29again at the same scale.
08:31But we're not going to get through this alive if we don't work together, okay?
08:36Chainsaw Heart
08:45Obistva isn't carrying a chainsaw. Obistva is the chainsaw.
08:50According to its official file, the C-virus mutation rearranged its spinal column, ribcage, and heart into its right arm,
08:58producing that grotesque organic blade.
09:01Even stranger, the heart actually powers the chainsaw while simultaneously keeping the monster alive.
09:07Destroying it, therefore, kills Obistva outright.
09:11Suddenly, repeatedly shooting the chainsaw arm becomes considerably more medically sound.
09:16The name itself derives from the Serbian word for murder, which is perhaps the least surprising piece of information here.
09:23Plenty of Resident Evil monsters have bizarre anatomy, but transforming your cardiovascular system into a functioning power tool is impressive
09:31even by this franchise's standards.
09:34Somewhere, Dr. Salvador is feeling extremely inadequate.
09:38Time to save the day again.
09:40No fighting over loot
09:42Put your gun down, Chris.
09:44Resident Evil 5 could occasionally turn co-op partners into bitter rivals whenever ammunition appeared.
09:51Resident Evil 6 quietly fixed that problem by making most pickups independent for each player during online co-op.
09:58If an enemy drops ammunition, both players can collect their own version rather than racing each other to it.
10:04Hirabayashi confirmed the system directly during development.
10:07It's a tiny change compared to exploding helicopters and gigantic B.O.W.'s, but anybody who endured an RE5 partner
10:15sucking up every shotgun shell understands its importance.
10:20Fair enough.
10:21Claymation.
10:22Get over yourself.
10:24Help me!
10:27Carla's grotesque final form doesn't just look unusually surreal by Resident Evil standards.
10:32That was intentional.
10:35In Capcom's art director's notebook, the development team reveals that modelers were instructed to evoke the claymation work of Czech
10:42filmmaker Jan Schvankmeier, famous for his unsettling stop-motion imagery.
10:47Suddenly, Carla's constantly shifting flash, strange textures, and almost handcrafted-looking movement make much more sense.
10:55The developers even thought of the creature less as a normal enemy and more as a natural disaster consuming everything
11:02around it.
11:03It's an unusually artsy influence for a sequence where Ada Wong spends most of her time shooting gigantic walls of
11:09meat, but that's Resident Evil 6 for you.
11:12European experimental cinema followed immediately by another explosion.
11:17You tried so hard to destroy the world.
11:20Now you've destroyed your body.
11:23Hope this is what you wanted.
11:24Locked Content
11:25We are pleased to introduce to you ResidentEvil.net, a new web service built to enhance your Resident Evil 6
11:33game experience.
11:35Remember when games briefly decided every franchise needed its own companion website?
11:40Resident Evil 6 went particularly hard.
11:43Linking the game to ResidentEvil.net allowed players to earn RE points and participate in online events, which could then
11:51unlock certain additional costumes.
11:53EX2 outfits required RE points, while EX3 costumes were tied to tickets earned through events.
12:00Capcom's later PS4 and Xbox One versions specifically advertised that two costumes per main character, which had previously been exclusive
12:08to ResidentEvil.net, could finally be unlocked directly in-game.
12:13Careful there, Capcom.
12:14You were stepping into proto-gotcha territory there for a second.
12:18Nemesis look-alike.
12:26Okay, we go with your plan.
12:28No, fans weren't imagining it.
12:31Ustanak was deliberately designed to remind players of Nemesis.
12:36ResidentEvil 6's digital art book openly describes him as similar to the ResidentEvil 3 Stalker, while another development note says
12:43the designers intentionally gave the two monsters similar facial structures.
12:47Early Ustanak concepts apparently resembled Nemesis even more strongly.
12:51The final design retained the enormous humanoid body and relentless pursuit while adding interchangeable mechanical weapons.
12:58And because being a giant Nemesis homage wasn't disturbing enough, the art book also explains that the skin on Ustanak's
13:05face isn't actually his own.
13:08It's a patchwork taken from other humans.
13:11Thanks for that image, Capcom.
13:12Left 4 Dead crossover.
13:24This sounds like something somebody would create with mods, but Capcom and Valve actually made it official.
13:31PC players received a free crossover allowing Coach, Nick, Ellis, and Rochelle from Left 4 Dead 2 to become playable
13:38characters in ResidentEvil 6 Mercenaries' No Mercy mode.
13:42The Witch and a miniature tank even appeared as special enemies.
13:46The crossover went both ways.
13:48Lepotitsa, Napad, and Ogre Man were released for use as special infected replacements in Left 4 Dead 2.
13:54No paid crossover bundle, no elaborate multiverse explanation, just two famous zombie franchises deciding to swap monsters for fun.
14:10Playing as Ustanak.
14:15Spending Jake's campaign running away from Ustanak wasn't enough for Capcom.
14:20Eventually, you could become him.
14:22Predator mode pits several human agents against a hulking B.O.W., with participants taking turns controlling Ustanak themselves.
14:30The monster can grab players, tackle them, swing its enormous arm, and even equip its shotgun attachment.
14:36The surviving agents simply need to stay alive or inflict enough damage while Ustanak attempts to make everybody regret joining
14:43the lobby.
14:44It's basically Resident Evil 6 briefly transforming into an asymmetrical horror game years before that multiplayer format became particularly fashionable.
14:53Hidden Humans.
14:54Agent Hunt mode contains a wonderfully nasty little detail.
14:58Other players can invade certain campaign sections by controlling ordinary monsters.
15:04But while the game warns you that hunters have entered your session, it doesn't reveal which enemies they're controlling.
15:10Capcom's own manual confirms that invading players deliberately blend in with the AI-controlled creatures.
15:16That random zombie behaving slightly too intelligently might be another person waiting for you to turn around.
15:23Hunters can die and respawn repeatedly as different monsters until the agents complete the area, encouraging them to cooperate with
15:30the AI rather than simply charging forward.
15:40AIDA'S SECRET CAMPAIGN
15:42Alright Simmons, let's see what you're hiding.
15:46Anyone playing a modern version of Resident Evil 6 can select AIDA immediately, but that wasn't how the game originally
15:53worked.
15:53At launch, players first had to complete Leon, Chris, and Jake's campaigns before AIDA Wong's storyline became available.
16:01Her missions were effectively the game's secret fourth campaign, designed to answer mysteries established throughout the other three perspectives.
16:09Capcom later changed this in a free title update, unlocking AIDA from the start.
16:14That update also added co-op support to what had originally been designed as a purely single-player story.
16:20So, if you started RE6 years later and wondered why AIDA's campaign feels structured slightly different from everyone else's,
16:27it's because she wasn't originally supposed to be sitting on that menu beside them.
16:32Looks like the race is on.
16:34No Hope Mode
16:35Friend of yours?
16:37More like an ex-girlfriend.
16:38Guy doesn't know when to quit.
16:40No Hope isn't merely Resident Evil 6 with tougher enemies and nastier damage numbers.
16:46Capcom quietly changes some fundamental rules.
16:49Most notably, skills are disabled completely.
16:53You can't equip them, and the usual opportunity to purchase skills between chapters is skipped.
16:59Continuing after death also doesn't conveniently restore your health to full.
17:03Instead, your health returns to whatever level it was when you reach the checkpoint.
17:07As one small consolation, any skill points collected are worth double their displayed value.
17:12Useful if you plan on spending them elsewhere afterward.
17:15It's effectively Capcom removing many of the player's safety nets and saying,
17:19you've selected No Hope, we're simply making sure the title is accurate.
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17:50Ada's co-op partner doesn't exist.
17:53Well, I guess I'm heading for the canal.
17:56The strangest playable character in Resident Evil 6 might be somebody who barely exists at all.
18:02While Capcom added co-op to Ada's originally solo campaign, Player 2 was given a generic character simply called Agent.
18:10But because the storyline was never written with him in mind, Capcom prevents Agent from doing anything that could affect
18:16the plot.
18:17He can't collect key items, operate important switches, use Ada's grappling hook, or perform actions necessary to progress events.
18:25Ada does all of it herself.
18:27You can't even start the campaign playing solely as Agent.
18:30He's essentially a multiplayer ghost who materializes whenever Ada needs somebody to shoot monsters alongside her,
18:37then politely disappears whenever the story remembers he's not supposed to exist.
18:42Which obscure details surprised you the most?
18:45And do you think this chaotic entry deserves another chance?
18:48Let us know in the comments below, and be sure to subscribe to Mojo Plays for more great gaming videos
18:53every day.
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