51. Ori and the Blind Forest - Xbox One
52. AM2R - PC
53. Total Annihilation - PC
54. I Am Setsuna - PS4
55. Planetary Annihilation Titans - PC
56. Deus Ex: Mankind Divided - PC
57. Dark Reign - Rise of the Shadowhand - PC
58. Dragon Age Inquisition - Jaws of Hakkon - PC
59. Dragon Age Inquisition - The Descent - PC
60. Dragon Age Inquisition - Trespasser - PC
61. The Witcher 3 - Hearts of Stone - PC
62. The Witcher 3 - Blood & Wine - PC
63. ReCore - Xbox One
64. Final Fantasy Tactics - PS1
65. Resident Evil 6 - PC
I told myself I wasn't going to buy this; I'd heard it was more of the new style and lots of people were disappointed with it. Then they put the game on super deep sale and I said what the hell. I kinda wish I had left it unpurchased; the game isn't BAD, it's just not what I want in any way, and it doesn't even resolve story threads like Resident Evil 5 did.
So the game is another new-style RE game, and it continues the trend of recent RE games of having a partner. In this game you get to pick at the start of your playthrough which person in the partnership you want to play as. As a result they actually managed to make the pair of characters not feel like one is primary and one is just there for co-op. At many points the two characters need to split up, and the game does a good job of making the amount of instances partner A needs to save partner B equal the number of times the roles are reversed. Additionally, they've balanced the partner AI extremely well. The partner knows how to do whatever things only that character can do, and your partner is effectively invincible and has unlimited ammo. This means unlike Sheva your partner is a good combat helper as well, and you don't need to worry when you split up. In fact, the only major time when it would have been much easier to have a human is Chris's last boss fight if you control Chris due to the fight mechanics that involve timing the AI isn't very good at pulling off. The partner system is definitely a strong part of RE6.
The game is divided into four chapters, each following a thread of the intertwined story. You definitely need to play them all in order to really understand what's going on with the story. Each chapter does play differently. Leon's plays closest to RE4, with a focus on melee zombies and the occasional elite that requires more work. Chris's focuses massively on combat, with many of the setpieces having additional AI partners throwing out fire. Sherry's (it's not Jake's dammit, he's the newcomer) takes some cues from Nemesis, at least in terms of one of the story pieces, and in terms of combat it's an amped down version of Chris's. And then Ada's ends up being more about some stealth and a lot of acting from the shadows. Ada's also ends up having the only actual puzzles in the game.
I want to touch a bit on the thing that really turned me off on the game; the J'avo. This latest RE enemy is a human that has a virus that causes him to potentially mutate if a body part takes critical damage. For example, dealing damage to the arm might make the arm turn into a combat tentacle. If they haven't mutated yet then they'll just shoot you a bunch, and since they're zombies in a modern game they can survive several headshots. This is the point where modern RE fully abandons survival horror and just goes with Call of Duty: Zombies. It's incredibly disappointing.
The other thing that utterly drove me crazy was how often the game decided to switch camera control from a fixed over the shoulder to a straight fixed camera while leaving the controls to be camera relative. Sometimes this is just annoying, like when the game wants you to notice something but you're still trying to check for loot boxes. Other times it's a massive liability, like when it's doing a chase sequence and then changes the camera on you for maximum cinematics; meanwhile you run into a wall and deal with your character bouncing off. The devs elected to have players actively rebound off the wall rather than just slide along it. I had several deaths due to this system, and it felt like utter bullshit each time.
I'm just really glad to have this over with. I'm still super cautiously curious about RE7, since it seems to not involve "lets shoot all the zombies", but we'll see. I'm worried it might wrap all the way around to completely forced stealth instead. I want a puzzle game like the old RE games, dammit. The zombies should be obstacles to be dodged or worked through, not the focus of the gameplay.