Resident Evil 6: Storylines that Relive Memorable Moments by tup.crypto

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· @tup.crypto ·
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Resident Evil 6: Storylines that Relive Memorable Moments
To say that Resident Evil 6 was made for the fans is an understatement. There is heavy emphasis on established characters and the overall mythos, but at the same time, the narrative is balanced enough to not make new players feel alienated. The visuals are crisp and vivid, the music builds atmosphere, the voice acting is top-notch, and the overall game play is so riveting that you will find yourself holding your breath plenty of times throughout. Oh, and not to forget, you can load up this game and share the adventure with a friend in split screen cooperative mode which makes it twice as fun to play.


![1d4970aebd1ba1a6_800.jpeg](https://cdn.steemitimages.com/DQmNZgvwwMCwQTu3kQ1uUt1z7AEKqFwAGzg8ZMd934M7PMK/1d4970aebd1ba1a6_800.jpeg)

Resident Everything
The thing about games with plenty of sequels is that they eventually lose sight of the original vision that the first games in the series had. Thankfully Resident Evil 6 is all about Capcom's "new" Biohazard dev team reminding players that they are staying true.

Leon's scenario alone is a 4-chapter tribute to Resident Evil 1 and 5, and the character even points this out directly as he says "deja vu"; during the homage to RE2 (the burning city of Tall Oaks, which mirrors Leon's arrival at Raccoon City). He goes from a creepy giant old building (RE1), to a burning urban environment (RE2-3), to a cathedral (RE4), and a giant underground cave labyrinth (RE5). Of course, the China locations set the stage for Resident Evil 6 - if you missed out on the symbolism, the tutorial at the very start of the game is actually part of the last chapter; which is probably the developer's way of pointing out that Resident Evil 6 is mostly about the events in China, and everything else before that is just building up.

![932dc0c3ae81629d_800.jpeg](https://cdn.steemitimages.com/DQmbmsZMNM3XiYewunh9A1JeL5vY2qvn4wsCqAPy3PuYRSL/932dc0c3ae81629d_800.jpeg)

In Chris' scenario, the focus shifts to the action oriented parts of the series. There is even a nod to the non-canon live action movies with the inclusion of a laser room sequence. This one is all about the enemies and how different each virus-infected creature can be from the typical zombies of modern media (indeed the zombie in the Scorum game I developed takes a lot of inspiration from the Resident Evil Series). Jake and Sherry's scenario feels a lot like a fresh new game - which is really good since it shows that the series still has much to offer in terms of game play innovation. Of course, they also pay tribute to Resident Evil 3: Nemesis, with the inclusion of a special boss monster that relentlessly chases them from beginning to end.

Interwoven Storylines
There is a total of 4 story lines in the game - you can choose to play any one of them in any order (except for Ada's, which can only be played after you finish any single one of the three). The cool part about this is that each path has its own unique events and story, and even better is the fact that each ending is different which makes it feel as if you have 4 whole games to play.

![f213ac9332af1858_800.jpeg](https://cdn.steemitimages.com/DQmcAr95Nb3Tsf3JnW7n9ZJrE8xhotapNfyy44vbnz9CTju/f213ac9332af1858_800.jpeg)
One of the things I noticed about Resident Evil 6 was the abundance of chase scenes - there are plenty of them, but it never gets repetitive since they change things up considerably. You could be running on foot, on a motorcycle, in a car, or even piloting a jumbo jet - it all depends on the scenario and in each instance, it is always exciting and breathtaking. There is one long foot chase scene at the end of Chris' scenario which is pretty hard to deal with, but the rest are relatively easy and fun.

Aside from all the fast paced movement you will be doing there will also be plenty of sequences for you to get your button tapping skills into the limelight. There are plenty of quick time events - some for you to trigger interesting boss attacks, and others that you have to input properly if you want to survive. The good part is that these sequences prove to be more fun than they are frustrating which is something that QTS events should always be.


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@archdruid ·
Your post was upvoted by the @archdruid gaming curation team in partnership with @curie to support spreading the rewards to great content. Join the Archdruid Gaming Community at https://discord.gg/nAUkxws. Good Game, Well Played!
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