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Posted by IGN Oct 02 2012 15:20 GMT
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IGN guides you through the finale of Jake and Sherry's campaign in Resident Evil 6.

Posted by IGN Oct 02 2012 15:19 GMT
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IGN guides you through part one of chapter one in Ada Wong's campaign in Resident Evil 6, the submarine.

Posted by IGN Oct 02 2012 15:18 GMT
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IGN guides you through part two of chapter one in Ada Wong's campaign in Resident Evil 6, the flooding sub.

Posted by IGN Oct 02 2012 15:17 GMT
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IGN guides you through part three of chapter one in Ada Wong's campaign in Resident Evil 6, the escape from the submarine.

Posted by IGN Oct 02 2012 15:16 GMT
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IGN guides you through part one of chapter two in Ada Wong's campaign in Resident Evil 6, the graveyard.

Posted by IGN Oct 02 2012 15:15 GMT
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IGN guides you through part two of chapter two in Ada Wong's campaign in Resident Evil 6, meeting with Leon and Helena.

Posted by IGN Oct 02 2012 15:14 GMT
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IGN guides you through part three of chapter two in Ada Wong's campaign in Resident Evil 6, escaping the underground lab.

Posted by IGN Oct 02 2012 15:13 GMT
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IGN guides you through part one of chapter three in Ada Wong's campaign in Resident Evil 6, the streets of Lianshiang, China.

Posted by IGN Oct 02 2012 15:12 GMT
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IGN guides you through part two of chapter three in Ada Wong's campaign in Resident Evil 6..

Posted by IGN Oct 02 2012 15:11 GMT
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IGN guides you through part three of chapter three in Ada Wong's campaign in Resident Evil 6, the docks.

Posted by IGN Oct 02 2012 15:10 GMT
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IGN guides you through part one of chapter four in Ada Wong's campaign in Resident Evil 6, infiltrating the aircraft carrier.

Posted by IGN Oct 02 2012 15:09 GMT
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IGN guides you through part two of chapter four in Ada Wong's campaign in Resident Evil 6.

Posted by IGN Oct 02 2012 15:08 GMT
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IGN guides you through part three of chapter four in Ada Wong's campaign in Resident Evil 6, escaping the aircraft carrier.

Posted by Kotaku Oct 02 2012 14:40 GMT
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#finalfantasy The release of Resident Evil 6 raises the question of whether we can reasonably expect any sequels that include the number six. More »

Posted by PlayStation Blog Oct 02 2012 15:00 GMT
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It’s a big week for gaming! The release of a new mainline Resident Evil game is one of those events where gamers the world over prepare to bunk off school/work (PS.Blog can condone neither action!) and devote their every waking hour to the noble pursuit of zombie slaughter.

The sequel to 2009’s Africa-set Resident Evil 5 is an absolute beast of a game, offering one of the largest single player campaigns in recent memory. Ahead of its global release today, we caught up with executive producer Kobayashi-san, director Sasaki-san and producer Hirabayashi-san at Tokyo Game Show, to find out how Capcom went about creating such a mammoth title.

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Fred Dutton, PlayStation.Blog Europe Manager: What makes Resident Evil 6 stand out from its predecessors?
Sasaki: I think it’s the human drama that we really wanted to convey. The script is just so packed with stuff. Trying to blend everything from the script with the game design and make that come together was really a challenge. What we tried while writing the script was to incorporate the level design and the design of the game itself so they blended seamlessly together. That was the toughest part.

PSB: At the beginning of development, do you start out with a story, or do ideas for gameplay and set pieces come first?
Sasaki: I try and get a bunch of different situations in my mind – things that I want to see happening in the game – and they’re usually not connected at all. It’s independent of any story at that stage. For example, with this game when we started, the image I had in my mind was the one of Chris and Leon pointing their guns at each other. That was a cool thing that I wanted to see, but I hadn’t even thought about where the story would be at that point. I just thought that’s a cool thing I wanted in the game – how do we make that happen? How can we make a really cool story around that, and add horror elements and make it work?

PSB: The Resident Evil series is famous for its hammy dialogue, catchphrases and visual memes. Do you consciously try and work those sorts of things into the script?
Sasaki: We are aware of those things but that doesn’t mean we go out of our way to create those situations. When we’re making the story we try to come up with lines that reflect the situation that is happening in the story. Everything has to match the story. I personally have lines which I’m a fan of – and the fans have their favorite lines as well – but we don’t say to ourselves “let’s put this line in the script and everyone will like it and it will become a meme”. That’s not something we try to do; I think it’s something that’s born out of people’s experience with the game.

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PSB: Resident Evil 6 is an enormous game – are you worried that some players won’t have the stamina to make it all the way to the end?
Sasaki: Yes, just a little worried about that. But because of that we developed this new service that ties into Resident Evil 6 called REnet. We hope this service will really motivate people to keep playing the game. It’s for you and your friends – it will help keep all of you connected and looking forward to clearing the game.

There are lots of different aspects that will allow that. One of the basic elements is you’re going to be able to check in on your friends’ progress and see how they’re progressing. Conversely they’ll do the same with you, so it will be a challenge for both of you to see how far you can get, and see who is doing better. There are a lot of ways you can compare your progress with that of your friends. It’s compatible with Twitter and Facebook so you can get push notifications from friends. It should spur people to continue playing and make it to the end.

PSB: Resident Evil 5 saw some great Move support. Do you have plans to offer anything similar with its sequel?
Sasaki: Right now, we don’t have plans for that.

PSB: And can you tell us any more about your plans for post-launch support?
Sasaki: We can’t talk about the DLC we are preparing for the game, but in the near future we will be making an announcement about additional content for Resident Evil 6. But the main portion of the game is so loaded with stuff that it should take people a long time to get through this game before they are even ready for DLC.

PSB: I know the PlayStation community would love to see Resident Evil come to PS Vita. Any plans you can discuss?
Sasaki: First of all I’m glad there is a clamoring for something like that. That’s something we will have to look at. If there are enough people clamoring for Resident Evil on Vita that’s definitely something we’ll have to do.

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PSB: The Resident Evil fanbase is a particular passionate one and isn’t afraid to voice its concerns when it doesn’t approve of the direction you take with a game. Is it frustrating trying to keep them happy?
Kobayashi: The way I always think of it is that if Resident Evil represents a child, then the fans and us as creators are the two parents. The resulting games are like the children that are born between both of us. And just like real parents, you’re not always going to agree on what is best for raising that child.

Now, we do always have our ear to the ground and listen to what the fans are saying and we try to take that into account when we’re making the game. But it’s our job to create a new gaming experience and to offer them something that’s fresh and challenging. We want to make sure that what we do pleases them but the initial reaction might not always be positive. We do listen to the fans but we can’t be beholden to them at every turn or I don’t think we’ll ever make progress in terms of the series’ development.

PSB: The zombie genre is getting increasingly crowded these days. Do you think there’s still room for innovation?
Hirabayashi: I still think there is room for innovation with the zombie genre. We have to think about what we do next, but at the core of it the zombie element is almost like its own genre now. There are so many things you can do with them. For us, the challenge for the next Resident Evil outing will be sitting down together and thinking what can we do that we haven’t done before.

PSB: After so many years working on RE6 doesn’t the thought of getting started on the next one fill you with horror?!
Hirabayashi: If there are any discussions about furthering the series, yes, the first feeling I would have would be one of fear! But right now we’re so far from that stage – everything is focused on Resident Evil 6.


Posted by Kotaku Oct 02 2012 13:00 GMT
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#review The old dread isn't coming back. You remember it, don't you? The shock of terror when you stumbled in on a zombie chomping on a corpse in the first Resident Evil. Or when the undead dogs jumped through the window? Those are signature moments—along with the compulsive hoarding of typewriter ribbon—that anyone who's played the classic survival horror game will remember. More »

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Posted by Giant Bomb Oct 02 2012 13:00 GMT
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Much like the zombies that shrug off round after round of shotgun fire, Brad's just not feeling it.

Posted by Joystiq Oct 01 2012 21:30 GMT
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A human's reaction following exposure to a virus is interesting. Now, if we were to say Resident Evil 6 is a virus, we'd have an apt analogy going on right now. Review scores are all over the place for Capcom's latest installment in the former survival-horror franchise. For our part, we called the series' latest mutation a "fully-featured, sloppy, frequently frustrating attempt to do well by everyone."
  • Game Informer (88/100): "That metamorphosis into insane action is front and center in Resident Evil 6, and bringing a buddy along for the chaos is great fun. The game's minor flaws don't hold back the decadent experience from being an unhinged, flaming rollercoaster ride."
  • Eurogamer (60/100): "This game is blind to imagination and focus. Capcom's uncertainty about the series' identity post-Mikami (and post-Uncharted) is hardcoded into its structure: four campaigns offering different, flawed expressions of that potential. And the inevitable price for this wavering is a lack of coherence."
  • Edge (60/100): "In always trying to offer something more, Resident Evil 6 fails to refine what it has already given you. And whatever else you might say about the game, it achieves something that its predecessor never did: it steps out of Resident Evil 4's shadow and becomes its own game. Sadly, it's a game that redefines the series as a loose collection of action scenarios with a shared theme of mild sci-fi horror."
  • Gamespot (45/100): "The Bad: Loads of bad, overlong quick-time events -Excruciating overemphasis on mediocre set piece events -Ruins the pace by constantly ripping control from you - Poorly executed scripted events lead to unavoidable deaths."
  • Destructoid (30/100): "It's not enough to say that Resident Evil 6 is poor as a Resident Evil game. That alone implies there could be a quality experience if fans can get past their preconceptions and feelings of betrayal. No, Resident Evil 6 is poor by the standards of any game, not just the high ones set by its own legacy."

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Posted by Giant Bomb Oct 01 2012 18:16 GMT
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Posted by Kotaku Oct 01 2012 17:00 GMT
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#residentevil Resident Evil 6 is currently being mauled by the critics. It's getting scores so low, you'll have to check whether the reviewer is using a five-point scale or a 10-point scale. More »

Posted by Joystiq Oct 01 2012 16:16 GMT
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It's no longer clear what makes Resident Evil tick, so Capcom is dissecting it. Resident Evil 6 is a steel tray of plump, disconnected organs, each representing a crucial element of the monstrous franchise. There's educational worth in this exercise, but the gross sight of it in progress can be hard to stomach.

The three primary campaigns in Resident Evil 6 are the excised parts, and only by sampling them all will you begin to see the full picture. Stoic series stalwart Leon S. Kennedy (the "S" stands for "Salon," by the way) leads with Helena Harper, who clues him in on a new contagion giving rise to the dead worldwide. The two really are the worst match if you're looking for rapid plot development - she's basically a viral marketer, and he's bizarrely skeptical for a guy who is statistically likely to be in the room whenever someone sprouts tentacles and extra teeth.

Posted by IGN Oct 01 2012 15:00 GMT
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Resident Evil 6 aims to be the biggest and best entry in the series. Yet its ambition proves to be its undoing. Check out our full review.

Posted by Joystiq Oct 01 2012 00:00 GMT
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Resident Evil 6 is available in Australia for Xbox 360 and PS3, and has been since Thursday, Game Informer AU reports. The game technically has a release date of Tuesday, October 2, but hey, that's more of a guideline anyway.

Back in August, copies of Resident Evil 6 were let loose in Poland, though those turned out to be stolen. The Australian sales appear to be legit (or so EB Games makes it seem), so if you're in the area call up your local retailer and see if you can get lucky.

[Thanks, Blaise!]

Posted by Kotaku Sep 28 2012 20:30 GMT
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#residentevil Capcom is sponsoring an art installation in East London. That sounds innocuous, except that said art installation is at the Smithfield Meat Market, and is called "Wesker & Son Resident Evil Human Butchery." More »

Posted by Joystiq Sep 28 2012 00:15 GMT
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Tomorrow, Capcom will open human butchery Wesker & Son in London to promote Resident Evil 6, allowing patrons throughout the weekend the chance to "sample and purchase a dizzying array of edible human limbs including hands, feet and a human head." Of course, this isn't real human meat - it's animal meat dressed up and labeled as human meat.

All proceeds from the sale of these items made to look like human limbs will go to the Limbless Association, a non-profit that aids those who have lost their limbs in dealing with the trauma and finding careers. There will also be drinks available, examples of which include the served-in-a-specimen-bag "Stool Sample" and "Puss." Yup, puss. Capcom will also hold a pair of lectures on the themes present in Resident Evil 6 and their ties to the real world at St. Bartholomew's Hospital Pathology Museum in case drinking puss isn't your cup of puss.

Capcom employed a similar PR stunt for Resident Evil 5 that ended up going over ... less than well. At least this time the faux body parts will be isolated to the inside of one building and not strewn about in public, though that doesn't make us any more enthused to see someone gnawing on what looks like a human hand.

Posted by Kotaku Sep 27 2012 10:00 GMT
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#residentevil It's less than a week until the release of Resident Evil 6 and fans are anxiously awaiting the latest chapter in the Resident Evil franchise. More »

Posted by Kotaku Sep 26 2012 11:30 GMT
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#spoilers For years, Japanese beer companies have had famous pin-up models pose with frosty brews. Publicity posters were tacked up in izakaya (Japanese pub) style restaurants across the country. Those posters still exist (though they are on the wane when compared to a decade ago!) and live on in Resident Evil 6. More »

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Posted by Kotaku Sep 26 2012 05:00 GMT
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#residentevil I'm not going to get excited about this game. The sad faces I make every time I think of Resident Evil 5 have made sure of that. But "surprisingly enthused"? I can do that. More »

Posted by Joystiq Sep 25 2012 22:30 GMT
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We can't tell you how much of a relief this trailer is. Finally, someone in Hollywood has the vision to make a Resident Evil movie that actually resembles the video games, and it looks to be an action-packed gore fest to rival Liam Neeson's latest - wait, what? This is a trailer for Resident Evil 6, the video game, and not a high-budget action-drama flick? Huh.

Well, if you can't have a movie like the game, might as well make the game more like a movie. The above trailer comes directly from the Tokyo Game Show, where it was shown exclusively at Capcom's booth. That must have been intense.

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Posted by Giant Bomb Sep 25 2012 20:50 GMT
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Wait, is this one of the Resident Evil movies? Christ, I don't even know anymore.