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We Need to Talk About Resident Evil 6

  • Writer: Nathaniel Hope
    Nathaniel Hope
  • Feb 1
  • 25 min read
RE1: Amazing RE2: Phenomenal RE3: Rushed, But Not Bad RE4: Exceeded Beyond Expectation
RE1: Amazing RE2: Phenomenal RE3: Rushed, But Not Bad RE4: Exceeded Beyond Expectation

Capcom has been on a roll with its highly successful remakes of the Resident Evil franchise over the years. So far, we’ve seen excellent remakes of games 1 through 4, and now, speculation is swirling around potential remakes of Resident Evil 5 and Resident Evil 6.

 

As a die-hard fan of the series, I’m still holding out hope for a Code: Veronica remake. This game holds a special place in my heart, as it delivers on the promise that Claire Redfield would eventually find her lost brother, Chris—a mission that began with the events of Resident Evil 2. Beyond this heartfelt reunion, Code: Veronica expands the franchise’s narrative in meaningful ways, delving deeper into the Redfield family dynamic and the sinister schemes of Umbrella. It also lays the groundwork for many story threads explored in later games, making it an essential chapter in the series. Rumors are also swirling that Capcom might revisit Resident Evil 0. This prequel, while divisive, holds untapped potential for modern improvements that could refine its gameplay and enhance its connection to the broader story. Following the massive success of the Resident Evil 4 remake, I can easily see Resident Evil 5 benefiting from a refreshed approach, bringing renewed life to its cooperative gameplay and refining its more polarizing elements.


When it comes to Resident Evil 6, however, the situation becomes tricky. The game is, quite frankly, a chaotic mess. Its four campaigns lack individuality and fail to contribute meaningfully to the overarching narrative. Instead of building on the franchise’s legacy, it stumbles under the weight of an overstuffed character roster and a convoluted, globe-trotting story that feels disjointed and unfocused. If Capcom decides to tackle a remake of Resident Evil 6, it would require a complete overhaul—essentially rebuilding the game from the ground up. The story would need to be streamlined, the characters given more depth and purpose, and the gameplay adjusted to deliver a cohesive experience. It’s a tall order, but if executed properly, it could serve as a redemption arc not just for the game itself but for how fans perceive this controversial entry in the series.

 

So, what’s wrong with Resident Evil 6?

 

Why did Resident Evil 6 fail? What caused such disdain? The simplest answer is that it didn’t know what kind of game it wanted to be. While the overall franchise built its reputation on survival horror, Resident Evil 6 shifted heavily toward action, abandoning much of the atmospheric tension that fans had come to love. Capcom’s strategy to appeal to a broader audience resulted in a game that many felt lacked focus, prioritizing bombastic action sequences over the horror roots of the series. This shift wasn’t just a pivot—it was an over-the-top leap into chaos. The game quickly earned a reputation as the “Michael Bay” entry in the franchise, and not without reason.

Kaboom!

From relentless explosions to absurd set pieces, the action often felt excessive and hollow, leaving longtime fans disappointed and alienated. The Resident Evil series had previously succeeded with multiple character campaigns—most notably in the first two games.


Choose your destiny
Choose your destiny

Each of those titles featured two playable characters, each with their own campaign that contributed uniquely to the overall story. These campaigns felt distinct yet interconnected, offering players a cohesive and engaging narrative experience. Resident Evil 6 attempted to expand on this idea with four campaigns, but it failed to replicate the success of its predecessors. Instead of feeling like distinct and complementary pieces of a puzzle, the campaigns often felt disjointed, with many moments requiring players to complete other campaigns for context. This approach fractured the narrative, creating confusion rather than intrigue.

To make matters worse, each campaign leaned into different gameplay styles, resulting in a wildly inconsistent experience.

 

Four Stories. One Mess.

 

Leon and Helena's Campaign: This campaign came the closest to the series’ survival horror roots, featuring darker environments, slower pacing, and classic zombie encounters. The atmosphere harkened back to Resident Evil 2 and Resident Evil 4, with eerie graveyards, abandoned campuses, and shadowy subway tunnels setting the stage. While these elements created some genuine tension, the campaign often felt like it was trying too hard to replicate the magic of earlier games without fully succeeding. The reliance on scripted sequences and over-the-top set pieces diluted the sense of dread, and moments of quiet exploration were frequently interrupted by forced action sequences. Though it started strong with a promising tone, the campaign struggled to maintain its footing as it progressed, veering toward formulaic encounters that undermined the suspense.


Chris and Piers' Campaign: A drastic shift from survival horror, this campaign embraced full-throttle action. With its focus on military operations, high-octane shootouts, and large-scale battles against waves of B.O.W.s, it felt more like a third-person shooter than a Resident Evil game. The gameplay revolved around bombastic set pieces, from piloting vehicles to gunning down enemies with advanced weaponry. While this approach aligned with Chris’s character as a seasoned soldier, it left little room for tension or scares. The story, however, had a surprising amount of depth. Chris’s descent into alcoholism and self-destruction after the loss of his men added a tragic layer to his otherwise stoic persona. His journey of redemption, guided by his loyal partner Piers, gave the campaign an emotional core. Yet, the overall experience was weighed down by repetitive gameplay and a lack of variety in enemy encounters, making it feel like a missed opportunity to blend action with meaningful storytelling.


Jake and Sherry's Campaign: Jake and Sherry’s campaign was a mix of action and stealth, with a unique focus on evading a relentless pursuer, the Ustanak. This monster, clearly inspired by Nemesis from Resident Evil 3, created moments of tension as it appeared unexpectedly to hunt the protagonists. However, these encounters often felt underwhelming compared to the iconic Nemesis, lacking the same unpredictability or dread. Jake’s surprising identity as Albert Wesker’s son felt forced, a twist that came out of nowhere with no buildup in the franchise’s lore. His abrasive, sarcastic personality made it difficult to connect with him as a protagonist, though his interactions with Sherry occasionally revealed glimpses of vulnerability. Sherry’s inclusion brought mixed reactions from fans. While it was exciting to see her return as an adult federal agent after her traumatic childhood in Resident Evil 2, the game offered little explanation about her life since then. The campaign’s tone was inconsistent, bouncing between moments of seriousness and awkward humor, leaving it without a clear identity.


Ada's Campaign: Intended as the narrative glue tying the other campaigns together, Ada’s story leaned into puzzles, espionage, and stealth. This campaign offered a different gameplay experience, with fewer combat-heavy sequences and a focus on solving environmental challenges. Ada’s solo missions aimed to unravel the mysteries behind the global outbreak and her role in the events of the game. However, the campaign faced criticism for its structure. Initially locked behind completing the other three campaigns, it felt like an afterthought rather than an integral part of the experience. Additionally, Ada’s storyline suffered from a disjointed tone, shifting between her enigmatic, calculated persona and moments that bordered on campy melodrama. While her campaign offered intriguing insights into the overarching plot, its lack of cohesion and reliance on recycled environments made it feel less impactful than it could have been.


This is a broad overview of Resident Evil 6, but there’s much more beneath the surface. If we take a deeper dive into the characters, story, and the full narrative of their journeys, we’ll find that while the game has its moments—some even bordering on great—it ultimately suffers from poor execution and a lack of satisfying payoff. This is what I want to explore in depth. So, come with me on this journey as we dissect what Resident Evil 6 set out to be—and where it fell short.

 

Missed Opportunities

 

Resident Evil 6 attempted to showcase character growth, and one of its strongest arcs belongs to Chris Redfield. Chris, a series mainstay since the original game, has always been portrayed as a resilient fighter against bio-organic weapons (B.O.W.s). Over the years, we've seen him evolve, growing more seasoned and steadfast in his mission. However, RE6 takes his character in a unique direction, exploring the emotional and psychological toll of years spent battling an endless tide of bioterror. In RE6, Chris is a man on the brink, worn down by the loss of countless soldiers under his command. This trauma culminates in a tragic mission where he loses his youngest recruit, an event that pushes him past his breaking point. Struggling with survivor's guilt, Chris turns to alcohol to drown his sorrows, and his downward spiral is both heartbreaking and raw. Watching such a beloved character hit rock bottom is tough, but it also sets the stage for a compelling redemption arc. Chris’s journey is one of forgiveness—both of himself and his past failures. His BSAA partner, Piers Nivans, plays a pivotal role in helping Chris find his way back to the leader he used to be. Their dynamic adds emotional weight to the story, making it one of the better narratives in the game. However, the gameplay in Chris’s campaign feels disconnected from this personal story. It leans heavily into action-packed, military-style sequences reminiscent of a Call of Duty game, trading tension and atmosphere for explosions and set pieces. While the stakes are high, the gameplay often feels at odds with the story's emotional depth.


Jake and Sherry’s campaign also struggles with narrative cohesion and missed potential. Jake Muller’s introduction as Albert Wesker’s son feels abrupt and forced. Wesker, the iconic villain who met his demise in Resident Evil 5, was never hinted to have a child in any previous entry. There’s no build-up or explanation—no breadcrumbs left in the franchise to suggest Wesker had a personal life or offspring. Jake’s inclusion feels more like a gimmick than an organic addition to the story, undermining the emotional weight of his character. Jake himself is also difficult to connect with as a protagonist. His sarcastic and abrasive personality makes him hard to like, and while there are moments of vulnerability—particularly in his interactions with Sherry Birkin—they’re too fleeting to fully redeem his character. His dynamic with Sherry occasionally shows promise, but it falls short of delivering the depth needed to make their campaign truly memorable.


Sherry’s return to the franchise is equally underwhelming and, personally, the most disappointing. Last seen in Resident Evil 2 as a child fleeing Raccoon City with Leon and Claire, her reappearance in RE6 raises more questions than answers. Fans of the series will recall that Sherry’s story seemed significant, with hints of a larger narrative thread. For instance, Resident Evil Code: Veronica X, a director's cut of Code: Veronica ported to the Playstation 2 in February 2000, included Wesker’s Report, a DVD detailing Wesker’s perspective on the events of the series. In it, Wesker ominously remarks, "Sherry is safe in our hands. I would never underestimate Birkin. There’s something about this little girl..." This cryptic statement suggested Sherry’s story would play a major role in the series’ future. Instead, RE6 glosses over her past entirely. Now a federal agent for the Division of Security Operations, Sherry’s backstory and development are barely addressed. Her sudden transformation from a vulnerable survivor in RE2 to an action-ready government operative feels disconnected from the narrative threads laid out in earlier games. This lack of context and progression made her inclusion feel like fan service rather than a meaningful continuation of her character.


Leon’s story in Resident Evil 6 stands out for several reasons. As a government agent, much like he was in Resident Evil 4, Leon once again finds himself entangled in a catastrophic bio-terror event. However, this time the situation hits closer to home, as the mastermind behind the outbreak is none other than Derek C. Simmons, the head of the very agency Leon works for. This betrayal adds layers of intrigue and personal stakes to Leon’s journey, forcing him to navigate the thin line between duty and doing what’s right. Compared to his portrayal in Resident Evil 4, Leon feels more seasoned in RE6. He leads with a sense of purpose, confidence, and an almost stoic determination that reflects his years of experience. His chemistry with his new partner, Helena Harper, showcases his ability to remain empathetic despite the chaos around him, providing balance to his otherwise enigmatic persona.


Helena Harper’s inclusion in Leon’s campaign, however, was a polarizing aspect of Resident Evil 6. Her role seemed forced, as though she was introduced purely to facilitate the plot rather than to stand as a well-rounded character. Her connection to Simmons and her involvement in the events leading up to the outbreak were essential to driving the story forward, but her personality and interactions with Leon often felt flat or one-dimensional. Fans noted that she lacked the chemistry with Leon that previous partners, like Claire Redfield or even Ashley Graham, had brought to the series. This lack of chemistry is one reason many fans wished for Claire Redfield to take Helena’s place in the story. As Leon’s longtime friend and a beloved character in the franchise, Claire’s inclusion could have added more emotional weight and nostalgia to the campaign. Her shared history with Leon, combined with her resilience and resourcefulness, would have provided a natural and engaging dynamic that Helena struggled to deliver.


Another issue was that Helena’s guilt-driven narrative, while intended to evoke sympathy, sometimes bordered on melodrama. Her backstory with her sister Deborah and her involvement in Simmons’s schemes were interesting on paper, but the execution left much to be desired. Some players felt that her repeated self-blame and reluctance to share critical information with Leon were frustrating, making her seem less capable and more of a liability. This undermined her potential as a strong co-lead and detracted from the overall impact of her character arc. While Helena’s storyline with her sister and Simmons was integral to Leon’s campaign, it didn’t resonate with many fans because it felt disconnected from the larger Resident Evil narrative. Players expected a partner who would complement Leon’s seasoned, enigmatic persona and contribute more actively to the progression of the story. Unfortunately, Helena’s role felt more like an exposition tool than a fully realized character, leaving fans wondering what could have been if a more established and beloved character like Claire had taken her place.

One of the most memorable moments in Leon’s campaign is his confrontation with Chris. Having both served as protagonists in their respective entries in the series, this is the first time fans see these two icons sharing the screen. Their clash is electrifying, as both characters pursue the same target—Ada Wong—but for very different reasons. Chris, fueled by anger and grief after losing his team, sees Ada as the villain responsible for the outbreak. Leon, however, knows there’s more to the story and acts as Ada’s reluctant defender, driven by his own sense of justice and history with her.

This scene perfectly encapsulates their contrasting personalities and motivations. Chris is aggressive, impulsive, and emotionally charged, reflecting his military background and the trauma he’s endured. Leon, on the other hand, is calm, calculated, and focused, a testament to his years as a government agent dealing with crises on a global scale. Watching these two characters—both heroes in their own right—come to blows over their conflicting beliefs is one of the most dramatic and compelling moments in the game. It challenges the player to empathize with both perspectives while heightening the stakes of the story. Ultimately, their mutual respect and shared goal of ending the bio-terror threat allow them to put their differences aside, resulting in a rare and gratifying team-up.

 

Mistaken Identities

 

The pursuit of Ada Wong in Resident Evil 6 stands out as one of the game’s most baffling and divisive story beats. In an almost absurd science-fiction twist, the Ada Wong that the characters are relentlessly chasing isn’t Ada at all—it’s a clone. This revelation feels forced, unearned, and awkwardly shoehorned into the plot, expecting players to accept that human cloning is now a part of the Resident Evil universe without any prior groundwork. The idea of two Ada Wongs existing simultaneously defies the franchise’s previously established logic, making the twist feel more like an attempt to shock the player than a meaningful addition to the story. Allegedly created by the newly introduced C-virus, this clone of Ada emerges from a cocoon as a fully grown adult. The game presents this moment as though we are witnessing the real Ada Wong’s reappearance, seemingly to add an artificial layer of intrigue to the narrative. But the use of the C-virus to facilitate the instantaneous cloning of a fully formed human is a step too far, shattering the grounded reality the series once prided itself on. Instead of a shocking revelation, it feels like a gimmick—an attempt to add drama for drama’s sake without any real explanation as to how or why this technology exists in the Resident Evil world. This encapsulates one of Resident Evil 6’s biggest flaws: sacrificing believability for spectacle.


The Resident Evil series has always embraced science fiction, but in a way that felt grounded. It built its horror not just on grotesque mutations and terrifying creatures, but on the illusion that these horrors were possible within the rules of its own universe. For instance, the original Resident Evil masterfully revealed its sinister backstory through environmental storytelling, documents, and eerie encounters. The Cerberus dogs, Hunters, and Tyrant weren’t just random monsters—they were the products of careful research, with logs, reports, and diary entries explaining their creation. Resident Evil 2 expanded this sense of realism by showcasing how the outbreak spread across Raccoon City. Players learned that William Birkin’s work on the G-virus led to his own monstrous transformation, and each new form he took was a horrifying but logical escalation of his mutations. Games like Code: Veronica and Resident Evil 4 followed this pattern, introducing new threats while always providing lore to justify them. No matter how bizarre things became, there was always an internal logic to how the viruses worked and why certain creatures existed.


This is where Resident Evil 6 completely falters. The introduction of the C-virus feels arbitrary and poorly explained, as if the writers simply assigned it a new letter and moved on. Unlike the T-virus and G-virus, which were intricately woven into the franchise’s lore, the C-virus is a vague plot device used to create monsters with wildly inconsistent abilities and transformations. And at the center of it all is one of the most perplexing characters in Resident Evil history: Carla Radames.

 

The Tragedy of Carla Radames—A Character Without a Story

 

Carla Radames, a brilliant scientist, played a pivotal role in the development of the C-virus. Once a trusted researcher under Derek Simmons, she was ultimately betrayed and used as an unwitting test subject in Simmons’s twisted quest for control. Simmons, obsessed with global stability and his warped vision of perfection, saw Ada Wong as the ultimate embodiment of that perfection. To that end, he forcibly transformed Carla into a clone of Ada Wong using the C-virus. This revelation, however, is buried within Ada’s campaign—one that isn’t even accessible until the player has completed the other three storylines. Up until this point, the characters (and the player) are left chasing what appears to be Ada Wong, with no real explanation as to why. By the time the truth is revealed, the game treats it almost as an afterthought, with Ada herself seemingly unbothered by the fact that someone has been impersonating her all along. The entire subplot feels rushed, glossed over, and lacking the weight it should have had. But even beyond its execution, the very premise raises more questions than it answers. Why did Simmons view Ada Wong as the pinnacle of perfection? How did he even know who she was? Ada has always operated in the shadows, a covert agent playing multiple sides, yet there is no explanation as to how Simmons became fixated on her or what their past connection might have been. We see a single photograph of Carla before her transformation, but we are never shown the lead-up to her being experimented on, nor do we get any sense of her struggle or agency before she is forcibly rewritten as a clone. This omission robs Carla’s character of any emotional depth, making her feel less like a tragic victim and more like a hollow plot device. Ultimately, the entire Ada Wong subplot in Resident Evil 6 embodies the game’s larger problem: it prioritizes spectacle over storytelling, shock value over substance. Instead of a carefully woven mystery that unfolds organically, the game throws in twists that feel disconnected and nonsensical, betraying the franchise’s legacy of immersive, methodical storytelling. Carla Radames could have been a fascinating character, but in the end, she’s little more than an afterthought—one more casualty in a game that lost sight of what made Resident Evil great in the first place.

Through all the themes, exposition, and scattered pieces of information the player is expected to piece together, Resident Evil 6 presents a narrative that is anything but easy to follow. The story is convoluted, leaving much to be desired in terms of clarity and depth. However, at its core, the dynamic between Carla, Simmons, and the C-virus boils down to this: if Simmons believed in controlling the world through fear and bio-organic weapons, Carla sought to take things even further—she would remake the world entirely. Her goal was not just to destroy Simmons but to reshape humanity itself, using the C-virus as a tool for forced evolution. But in her pursuit of a new world order, what she ultimately created was a nightmare. The horrors spawned from the C-virus are not just a byproduct of her ambition—they are her vision made flesh, grotesque testaments to what happens when unchecked ambition meets biological experimentation. And this is where things start to get interesting. The creatures encountered throughout the game are physical manifestations of Carla’s ideology, meant to usher in a new era of life as she envisioned it. It’s just a shame the game fails to explain any of this in a meaningful way. Instead of giving the C-virus creatures a purpose that ties into the narrative, they exist without rhyme or reason—manufactured monstrosities with no real connection to the themes driving the story.

 

Mutations Without Meaning

 

In Resident Evil 6, we’re introduced to new B.O.W.s such as the J’avo—infected humans who retain intelligence and mutate further during combat. While the J’avo offer a fresh type of enemy, their design and behavior feel completely disconnected from the grounded horror that defines the Resident Evil series. Their ability to wield firearms, melee weapons, and even operate vehicles feels wildly out of place, making them seem more like generic action-game enemies than grotesque monstrosities born from bio-organic experimentation. While Resident Evil 5’s Uroboros virus also led to enemies that could coordinate attacks and use weapons, it was introduced gradually. As the game progressed, players witnessed the infected evolving into something more monstrous, reinforcing the idea that the virus was actively reshaping its hosts over time. By contrast, the mutations caused by the C-virus lack any cohesive logic. In previous installments, creatures and their transformations were tied to that pseudo-scientific framework, explained through environmental storytelling, in-game notes, and narrative details that made their existence feel believable within the game's world. Resident Evil 6, however, treats the C-virus as little more than a narrative shortcut, creating monsters with no clear rhyme or reason.


Nowhere is this more evident than in the case of Derek Simmons, whose mutation into a giant dinosaur-like creature is so absurd that it shatters any sense of immersion. This transformation feels completely disconnected from the virus’s supposed mechanics, raising the question: how or why would the C-virus produce something like this? Rather than following any established biological logic, Simmons’s mutation is emblematic of Resident Evil 6’s approach to horror—favoring spectacle over substance, with little regard for how these creatures fit within the series' world.

How does he fit all that mass inside his tiny body?

Other enemies follow the same disjointed logic. The Lepotitsa, for instance, is a grotesque creature that releases clouds of infectious gas, but its inclusion feels like shock value rather than a thoughtful addition to the narrative. Similarly, the regenerating Rasklapanje, which splits into smaller parts, is unsettling but seems to exist purely for gameplay variety, with no grounding in the series’ established rules for viral mutations. Even the zombies in Leon’s campaign, which behave somewhat like the classic undead, display strange and unexplained abilities, like running, further adding to the inconsistency. Meanwhile, the J’avo in Chris and Jake’s campaigns mutate in real-time, growing additional limbs or grotesque appendages, but there’s little explanation as to how or why these changes occur.

 

And Then There's the Bosses

 

The game’s bosses are even more egregious in their lack of narrative cohesion. These encounters often feel like they were designed purely for spectacle, sacrificing logic and integration within the story in favor of more bombastic action sequences. In Chris and Piers’ campaign, for instance, they face Iluzija, a giant invisible snake lurking in the heart of Waiyip, China. While Resident Evil has a history of introducing bizarre creatures, Iluzija feels particularly outlandish. There is little explanation for why this creature exists, how it was created by the C-virus, or why it’s even invisible. Its appearance feels random, a flashy but ultimately hollow boss fight inserted into the campaign for the sake of variety. Later, Chris and Piers face Haos, a massive humanoid blob monstrosity in an underwater facility.

While Haos is visually unsettling, it comes across as a generic "final boss" archetype rather than a carefully conceived bioweapon. Its vague purpose and tenuous connection to the story make it feel like an obligatory climactic battle rather than a meaningful part of the narrative. Meanwhile, Jake and Sherry are relentlessly pursued by the Ustanak, a hulking B.O.W. clearly modeled after Nemesis from Resident Evil 3. While the Ustanak creates moments of tension, it lacks the narrative weight and fear factor of its inspiration. Instead of feeling like an ever-present threat tied to the story, the Ustanak’s repeated appearances feel more like excuses for action-packed set pieces than genuine moments of horror.

Leon and Helena’s campaign takes a similar approach, featuring Deborah, Helena’s sister, who has been mutated by the C-virus into a grotesque, insect-like creature. While her transformation adds an emotional layer for Helena, the fight itself devolves into chaotic, over-the-top action sequences. The tragedy of Deborah’s fate is, again, overshadowed by the spectacle, robbing the moment of its potential impact.

What stands out across all these bosses is their lack of grounding within the game’s narrative. Monsters like Iluzija and Haos feel like afterthoughts—creatures designed to be "cool" rather than integral parts of the narrative. This disjointed approach to enemy and boss design leaves players questioning the logic of the game’s world. The C-virus, unlike its predecessors, feels like a vague plot device used to justify increasingly bizarre enemy designs and encounters. The lack of coherence in the virus’s effects and the creatures it creates reflects a broader issue with Resident Evil 6: the game abandons the grounded storytelling that once made the franchise’s science fiction so effective.


Earlier Resident Evil games took the time to explain the origins and progression of each virus, grounding their fantastical elements in their pseudo-scientific framework that felt believable within the context of the story. In stark contrast, Resident Evil 6 piles on new elements—like cloning, nonsensical mutations, and over-the-top monsters—without the necessary groundwork to support them. This approach is what ultimately leaves the story feeling disjointed and unearned, undermining the very foundation that made the series so compelling in the first place.

 

Was Resident Evil 6 trying to be a game—or a movie?

 

If you strip away the gameplay, Resident Evil 6 could almost pass as a blockbuster action movie. The game is incredibly cutscene-heavy, with Capcom clearly pushing the envelope on graphics and CGI. Visually, it delivered a cinematic experience with movie-quality visuals that were genuinely impressive for their time. From sweeping camera angles to explosive set pieces, the game spared no expense in presenting itself as a visual spectacle.


However, this heavy emphasis on presentation seemed to come at the expense of core gameplay. Instead of striking a balance between storytelling and player engagement, Capcom leaned too heavily on the cinematic aspects. Quick-time events (QTEs) were overused throughout the game, often during these movie-like moments, seemingly designed to keep players engaged during the frequent cutscenes. While the intent may have been to create a sense of interactivity, the execution left much to be desired. These sequences were intrusive, repetitive, and often felt like filler rather than meaningful gameplay. Players began to wonder: Are we playing a game, or are we just watching one?

The prelude sets the stage on what you're about to embark on

This sentiment lingered long after the game’s release, leading many to question if Resident Evil 6 would have worked better as a movie. By the time of the game’s release, Capcom had already been experimenting with expanding the franchise into other mediums, including books, comic books, audiobooks, and movies. While the live-action Resident Evil films were loosely "inspired" by the games and existed in their own universe, the CGI films like Resident Evil: Degeneration, Resident Evil: Damnation, and Resident Evil: Vendetta were more directly tied to the game universe. These animated films featured familiar characters like Leon S. Kennedy and Chris Redfield, often voiced by the same actors, such as Matt Mercer reprising his role as Leon and Roger Craig Smith as Chris.

Entertaining spectacles that expand on the entire franchise
Entertaining spectacles that expand on the entire franchise

What set these movies apart was their ability to embrace the franchise’s over-the-top action without sacrificing the medium's integrity. In a film, high-octane sequences and larger-than-life stunts felt appropriate and engaging, providing a level of escapism that fit well with the format. However, Capcom seemed to take the success of these films and attempt to translate that style directly into Resident Evil 6. In doing so, they lost sight of what made the franchise special in the gaming world.


The disconnect between gameplay and narrative became one of the game’s biggest missteps. The hallmark elements of the series—atmospheric tension, survival horror mechanics, and a strong player connection to the experience—were overshadowed by the relentless focus on cinematic spectacle. The game struggled to define itself, teetering between being an interactive blockbuster and a traditional Resident Evil title. The result was a disjointed experience that alienated longtime fans and left new players unsure of what the franchise truly stood for.

 

A Lesson in Lost Identity

 

We’ve covered a lot—characters, gameplay, story, missed opportunities, and enemy encounters. But I didn’t write this to simply bash Resident Evil 6 and say, "this game sucks." Far from it. In fact, the game has some truly great moments. Unfortunately, as we’ve seen, those moments are overshadowed by everything the game could have been. In the end, Resident Evil 6 stands as one of the most polarizing chapters in a franchise celebrated for its ability to balance atmospheric horror, gripping narratives, and gameplay innovation. While its ambition to weave together four interlocking campaigns was commendable, the game ultimately collapsed under the weight of that ambition. It serves as a cautionary tale—a lesson in what happens when a franchise loses sight of what made it iconic in the first place.


In its attempt to appeal to a broader audience, Capcom sacrificed the grounded storytelling, methodical pacing, and atmospheric tension that defined Resident Evil’s identity. By prioritizing action over substance, the game left players disconnected from its world, undermining the carefully crafted lore that had drawn fans in for years. Yet, despite the backlash, Resident Evil 6 was a commercial success. Selling over 10 million copies, it became one of the best-selling games in the franchise. However, sales figures only tell part of the story. The critical and fan response was overwhelmingly mixed, with many of the issues I’ve discussed still being debated today. In a rare moment of reflection, Capcom acknowledged the backlash, recognizing that Resident Evil had strayed too far from its roots.


The tepid reception of Resident Evil 6 played a direct role in the company’s decision to reimagine the series with Resident Evil 7: Biohazard. This return to survival horror was widely praised, breathing new life into the franchise and reaffirming the importance of staying true to its core identity. Ultimately, Resident Evil 6 is a game that aimed high but fell short. For longtime fans, it was a reminder that bigger doesn’t always mean better, and that a franchise’s identity should never be sacrificed for the sake of chasing trends. The success of Resident Evil 7 and Capcom’s modern remakes of Resident Evil 2, 3, and 4 reinforced what fans had always loved about the series—its ability to terrify, immerse, and captivate through grounded storytelling and atmospheric tension. If nothing else, Resident Evil 6 stands as a reminder of why those elements matter—and what happens when they’re lost.


If Capcom truly intends to remake the next games in the series, such as Resident Evil 5 and eventually Resident Evil 6, their recent track record proves that they still have the ability to craft something truly special. Resident Evil 5, while far from a perfect game, could be significantly improved with the polish and refinement seen in the Resident Evil 4 remake. But when it comes to Resident Evil 6, the challenge is far greater. A simple graphical upgrade won’t be enough—major changes will be necessary for a remake to succeed. How Capcom approaches it remains to be seen. But I have a few ideas.

 

Rebuilding Fear: How Resident Evil 6 Could Get It Right

 

What Resident Evil 6 lacks—what truly sets it apart from the rest of the franchise—is fear. Yes, Resident Evil has always had action set pieces, but they’ve traditionally been balanced within the series’ horror roots. This game, however, abandoned that balance entirely. A remake needs to bring back the horror while refining the gameplay mechanics, grounding the narrative, and streamlining the story to fit within a more focused, terrifying experience. But how do you achieve that while keeping the core of Resident Evil 6 intact? Honestly, this is where a complete overhaul comes to mind. The remake wouldn’t just need polish—it would require a fundamental shift in tone. Instead of an action-packed spectacle, the game should embrace atmospheric horror. Massive, sprawling battles should be scaled down in favor of smaller, more intimate moments of terror. Dark corridors, limited resources, and a greater sense of isolation could make players feel vulnerable and on edge—recapturing the dread and suspense that Resident Evil 6 sacrificed in favor of nonstop action.


That said, I understand that action has to be part of the experience. This was, after all, a global outbreak spanning multiple locations, and combat plays a role in telling that story. But the key is balance—it needs to make sense within the world of Resident Evil. The original Resident Evil 6’s campaign structure felt bloated and inconsistent, with its four sprawling narratives pulling the story in too many directions. A remake could condense these campaigns, focusing on fewer characters and developing their arcs with greater depth. Instead of forcing players through multiple disjointed perspectives, the game could weave one or two tightly connected campaigns, making for a more cohesive and engaging experience. For example, Jake and Sherry’s story could complement either Leon’s or Chris’s narrative, providing additional emotional weight while eliminating unnecessary repetition. By streamlining the story, the remake could fix the pacing issues and allow players to become more deeply invested in the characters.


The gameplay also needs a major rework. By drawing inspiration from the Resident Evil 2, 3, and 4 remakes, Capcom could modernize the controls, introduce smarter enemy AI, and implement dynamic survival horror mechanics that reconnect the game to its roots. The original Resident Evil 6 relied far too much on quick-time events, which often felt intrusive rather than immersive. A remake could replace these with more interactive, organically integrated gameplay moments, ensuring that players feel fully engaged rather than frustrated. Another key aspect that could make the game truly terrifying is isolation. Even in campaigns where NPCs are present, players should feel alone and vulnerable. Resident Evil 7 demonstrated how isolation amplifies fear, and Resident Evil 6 could benefit from a similar approach. Moments where characters are separated or forced to navigate hostile environments without support could significantly heighten the tension, making the experience far more suspenseful. Psychological horror elements—such as hallucinations, eerie messages, or reality-bending sequences—could further elevate the sense of unease, especially in Carla Radames’s storyline. Imagine exploring the mental unraveling of Carla as she struggles with her forced transformation into Ada Wong’s doppelganger, adding a psychological depth that was sorely lacking in the original.

Capcom’s RE Engine provides the perfect foundation to rebuild the game’s visuals and sound design into something far more immersive. With advanced graphics, detailed environments, and realistic lighting, the world of Resident Evil 6 could feel more alive and terrifying than ever before. And by stripping away the original game’s bloated action and doubling down on horror-driven storytelling, Capcom could redeem Resident Evil 6, transforming it into a chilling, atmospheric experience that truly belongs in the franchise.


A remake of Resident Evil 6 wouldn’t just be an opportunity to correct past mistakes—it could be a chance to deliver the definitive version of the game, one that bridges the gap between the franchise’s survival horror roots and its modern evolution. By streamlining the story, refining gameplay, and grounding its science fiction, Capcom could create an experience that resonates with both longtime fans and new players alike. If done right, a remake could transform Resident Evil 6 from a cautionary tale into a celebrated part of the series’ history. Capcom has the potential to turn one of the franchise’s most polarizing entries into a beloved addition. By emphasizing atmospheric tension, stronger storytelling, and more cohesive gameplay, Capcom could honor the series' legacy while delivering a modernized and refined experience. The lessons learned from the critically acclaimed Resident Evil 2, 3, and 4 remakes—as well as the pure terror of Resident Evil 7—provide the perfect blueprint for reimagining Resident Evil 6 in a way that feels fresh yet familiar. With the right direction, Resident Evil 6 could go from being one of the series' greatest missteps to one of its greatest redemption stories.

 

Final Thoughts

 
Instead of destroying the world, why don't we all just talk this out?
Instead of destroying the world, why don't we all just talk this out?

Resident Evil is a franchise that’s close to my heart. My love for this series began when I discovered Resident Evil 2 on the original PlayStation back in 1998, and from that moment, I was hooked. Over the years, I’ve experienced the highs and lows of the series—the masterpieces and the missteps—but they are all part of the larger journey that makes Resident Evil what it is. You have to take the good with the bad, and that’s what makes following this franchise so exciting.

The Good. The Bad. And Everything in Between.
The Good. The Bad. And Everything in Between.

While nothing is ever perfect, it’s been refreshing to see Capcom take bold new steps with their remakes, honoring the past while reimagining their stories in exciting ways. These remakes don’t replace the originals, but rather complement them, offering a new perspective while staying true to the essence of what made those games special. More than just the games, I’ve grown up with these characters. I’ve watched them evolve, struggle, and overcome, and in a way, they’ve become a part of me. Their journeys are ones I care deeply about, and seeing this universe expand in so many ways—through games, movies, books, and comics—has been an incredible experience. Resident Evil is more than just a franchise; it's a legacy, one that has entertained, inspired, and provoked thought on themes of survival, humanity, and fear itself. I can’t wait to see where the series goes next. And if Resident Evil 6 does indeed get a remake, my hope is that Capcom takes us on an adventure we never saw coming—one that redefines what we thought was possible and delivers an experience that truly earns its place in the franchise. Thanks for reading.


Sincerely,

BlueNile101



 
 
 

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