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Exploring the flavors of fear: Resident Evil 6 hands-on preview

What kinds of things scare you? Do you fear being alone with no help and any number of terrors possibly lurking around the corner? Does the thought of facing off against an overwhelmingly strong force keep you up at night? Are your nightmares filled with scenes of you running away from a fearsome, unstoppable presence? The roots of fear spring from different places, and Capcom ambitiously hopes to explore this idea in the three story-driven campaigns that make up the whole of Resident Evil 6. There will also be a fair amount of co-op gameplay, which is definitely intriguing. The publisher’s latest hands-on demo for the game, which I sat down with during a recent preview, is aimed at highlighting this core difference between the three campaigns.

The Leon-focused story is probably the one that falls closest to the original Resident Evil experience and to traditional definitions of survival horror. The tone is all about building a creeping sense of dread in players, a feeling that you’re not alone in some dark space, and that whatever’s there with you is out for your blood. You might have actually seen the demo’s particular chunk of gameplay already, since Capcom recently released roughly 20 minutes worth of footage compiled in a two-part YouTube video.

The Leon section fills in a lot of the details surrounding the moment in the debut trailer when the veteran of many Resident Evil games is forced to put down a newly zombified President of the United States. The setting for this grisly scene turns out to be a convention hall serving as the site of a campaign rally. It’s hard to showcase survival elements like resource management in a 20-minute hands-on demo, but this chunk of game does what it needs to in highlighting the slower pace and environmental tension-building that is the focus of Leon’s campaign.

My only worry for this chunk of game — and it’s really unique to this particular campaign — is what the presence of Leon’s partner, Helena Harper, will do to defuse the rising tension. I understand from a gameplay standpoint why Capcom would want three co-op-driven campaigns, but having a buddy always there, even an AI-controlled one, carries with it the danger of diminishing the fear factor. It’s impossible to make any judgments until the full game is ready to be evaluated, but it’s definitely a potential sticking point that I’ll be paying close attention to in the finished product.

The next chunk of demo focused on Chris Redfield and his BSAA partner Piers Nivans, as they work their way along the shadowy, neon-tinted rooftops of Hong Kong. This particular campaign is built around the idea of facing off against an overwhelming force; in this case, Chris, Piers, and the rest of their team worked their way along while zombies — of the melee and gun-toting variety — came at them from all sides. Seriously: all sides. They jumped down from above, came up from the sides of buildings, streamed out of roof access doors… everywhere.

I was worried going into this section that all of the new combat mobility features would make Resident Evil 6 feel too much like an action game, but that worry turned out to be unfounded. While there certainly is more of an action focus with the combat, the play stills feels like a Resident Evil game, particularly RE5. The crush of incoming zombies is heavy and your resources continue to be as limited as they’ve always been. The enhanced mobility in combat balances out well with the zombie hordes that challenge you; if you’re not constantly pushing forward toward your goal, you quickly run out of resources and are left with nothing more than your melee attacks to keep the danger at bay.

The design of the environment also helps elevate the fear here. Hong Kong’s rooftops are frequently bathed in darkness. More than that, there are all manner of HVAC units, minor structural flourishes, catwalks, fire escapes, scaffolding… all manner of obstacles that, together, create some claustrophobic pathways. Between that, the unending darkness, and the tightly pulled in camera, the very act of navigating your way from one point to the next can be disorienting. Perhaps that isn’t intentional, but it definitely heightened the sense of tension for me.

The final chunk of the demo focused on Jake Muller’s and Sherry Birkin’s campaign, a story which is meant to tap into fears of constantly running from some pursuing, malevolent force. In the case of our two protagonists, this force takes the very real form of the hulking B.O.W. called Ustanak. Little is known about the creature beyond the fact that it’s pursuing Jake and Sherry for much of their time together. It also seems to be invulnerable to most forms of attack, and so this campaign is largely constructed around the idea of slowing the monster down and escaping to fight another day.

The demo started out with Jake and Sherry running toward the bottom of the screen while the raging Ustanak chases closely behind them. There’s no trick or subtlety to this section; you simply have to run, and run fast, without stopping. A few cinematic moments pop in here and there as Jake and Sherry manage to hold the beast up a couple of times, but it always manages to catch up and begin the chase anew.

The Jake/Sherry demo culminates in an under-construction building made up mostly of bare concrete. Scattered throughout the room are red explosive barrels. The idea here is to get the Ustanak chasing you and then, before it can close the distance, shoot a barrel while it’s standing close to one. The core focus of this boss fight is still a chase sequence, only instead of being a flat-out run, it’s a more tactical escape of run/dodge/shoot/rinse, repeat. Zombies spawn in throughout the fight, popping in all over and providing a ready supply of resources should you need it.

That’s where things stand right now with Resident Evil 6. I find it fascinating how Capcom has managed to distill these basic fear impulses into three very different campaign stories. We obviously need to see the whole picture unfolds before any judgments can be made, but this most recent hands-on demo certainly succeeded in highlighting the three levels of fear that the game explores.

Adam Rosenberg
Former Digital Trends Contributor
Previously, Adam worked in the games press as a freelance writer and critic for a range of outlets, including Digital Trends…
Resident Evil 4 locked drawers guide: all Small Key locations
Infected villager from Resident Evil 4 remake.

Keys and Resident Evil games are like peanut butter and jelly. If you're not fighting zombies, you're looking for a key to get you to the next room -- where you will fight more zombies. While there are plenty of mandatory keys in the Resident Evil 4 remake, there are also a set of extra keys that you can completely miss. These Small Keys are used to unlock locked drawers you come across, as opposed to doors, and hold some very valuable treasures. Considering how precious money is in this game, the more treasures you can find and sell to your Merchant friend, the better off you'll be. Small keys aren't in your direct path often, and once you leave an area, you can't go back to collect them later in most cases. We'll help you become the master of unlocking by showing you where to snag all the Small Keys in Resident Evil 4, as well as where to use them.
Where to find all Small Keys
Before getting into the locations of Small Keys, note that these keys are not exclusive to a single drawer. Any Small Key can be used to open any drawer, so feel free to spend them as soon as you find a drawer with a key in hand. However, once you leave an area in Resident Evil 4, there's no going back. That means if you left any keys or drawers behind, you won't be able to open them unless you start another playthrough or wait until you begin a new game. There are eight Small Keys to get, and they are all found within the first two zones of the game, but won't show up on your map. Locked drawers won't either by default, but if you buy the Treasure Map from the Merchant, the drawers will be put on your map. Here's how to track all the keys down, and where the nearest locked drawer is in the order you can first encounter them.

The first key you can get is in Chapter 2 in the Valley. After meeting the Merchant, you will be sent into the Valley to find a key to open the gate opposite the Merchant. After clearing out the enemies, drop down to the lowest level on the south end and enter the shack. Inside, take a right and look for a case on the shelf. Loot it, and pick up the first Small Key. The nearest locked drawer is back in the Factory past the Merchant. Go into the room where you retrieved Leon's equipment after it was taken from him and use the key on the desk drawer.

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The best weapons in Resident Evil 4
Leon holding a gun in Resident Evil 4.

Leon clearly wasn't prepared for what he would encounter in the Resident Evil 4 remake or he would have come with more than a middling handgun and a knife. While those basic tools can get you through the opening stages of the game, it won't be long before you will need to call upon some much stronger firepower in order to survive the tougher -- and more grotesque -- monsters that stand in your way. The Resident Evil 4 remake offers a ton of weapons you can collect, such as pistols, SMGs, rifles, and more. However, most will cost a lot of cash -- and even more if you want to invest in their upgrades. You will have to make some tough choices about what weapons you want to stick with, and picking a dud can make your playthrough much more difficult. Instead of investing all your cash in a pea-shooter, check out the best weapons you can get in the Resident Evil 4 remake to blast your way through Ganados and Las Plagas alike.
The best weapons in Resident Evil 4

Red9
Where else could we start but with the Red9? Almost certainly the most popular handgun -- or gun in general -- from the original Resident Evil 4 has returned in the remake and is just as potent as ever. Not only can you grab this gun as early as Chapter 3, making it a great choice for investing your upgrades in, but it can be altered and has essentially no drawbacks. By default, the Red9's recoil is the primary point of criticism you could levy at it, but if you spend a few Spinels to give it the stock, you'll be able to basically snipe with this pistol. By the time you unlock the Exclusive upgrade, which multiplies the gun's power by 1.5x, you'll hardly ever find a situation where this handgun can't do the job.
Bolt Thrower
The Bolt Thrower isn't on this list for its high power, accuracy, or anything that you would traditionally look for in a gun. The reason it has to be here is due to the simple fact that you can recover the bolts it shoots into enemies after they're dead to massively cut down on your ammo expenditure. Ammo for it is also crafted using knives, but it even has a secondary firing method where it launches mines, giving it a lot more utility. The Exclusive upgrade isn't game-changing -- it doubles the ammo capacity -- but the less you have to reload, the less often you'll be caught in a sticky situation.
Stingray
In the rifle category, the Stingray is never going to let you down. This is a semiautomatic rifle, so the firing rate is mostly up to you, plus it has a great clip size by default. If you're hitting those weak points, this baby will also deal 3x damage, and can be outfitted with almost any scope. The Exclusive upgrade boosts your final firing rate by an additional 2x, which shouldn't be too necessary if you're trying to be precise, though can help in a pinch.
LE 5
The LE 5 is a weapon you can easily miss that is kind of like a good version of the Punisher in that it has amazing penetration power. Being an SMG, it also boasts a far greater firing rate and clip size, as well as more power. This is the perfect weapon to rip through any shield-wielding enemies. Again like the Punisher, the Exclusive upgrade allows the LE 5 to pierce up to five targets at once.
Broken Butterfly
Another returning favorite, the Broken Butterfly magnum is not just the best-looking hand cannon in the game, but also the most deadly. If you don't count a special weapon like the Rocket Launcher, the Broken Butterfly (after upgrades) deals the most damage of any gun in the Resident Evil 4 remake. The Exclusive upgrade plays a major part in this by boosting its final damage by 1.5x, again just like the Red9, but magnum upgrades are among the most expensive in the game, so this power won't come easy.
Striker
What's the worst part of a shotgun? The firing rate. Well, that is if you're not using the Striker. This semiautomatic shotgun spits out damage like nobody's business. It has power on par with any other shotgun, but way better firing speed, plus a massive clip size so you don't have to worry about running dry out an enemy in your face. If you get the Exclusive upgrade, you can even double the already huge clip size.
Rocket Launcher
This is a big investment both in terms of cash and space, but the Rocket Launcher is too iconic to the series not to be amazing. Yes, this has a one-hit kill on just about everything and will cost more or less depending on what difficulty level you're playing on. It has no upgrades because, well, what is there to make better? Unless you're playing with the infinite ammo for it enabled, you do only get one shot, so make it count.
Primal Knife
While technically not a gun, the knife is so good in the Resident Evil 4 remake that it has to be mentioned. This tool will save your skin more often than you think thanks to the new ability to parry and finish downed enemies, but the obvious drawback is durability. The Primal Knife has to be unlocked by finding and destroying all 16 of the Clockwork Castellans in the game. What makes it the clear frontrunner of all knives is the Exclusive upgrade that makes it completely unbreakable, no matter how much you use it.

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All Resident Evil 4 remake Wayshrines and how to open them
An open wayshrine with a bracelet inside.

In the opening chapters of the Resident Evil 4 remake, you will come across strange shrines erected by a cult. These can be interacted with, but prompt you to use an item. Unfortunately, you won't even have the chance to open the first couple you find since the item required to open them can't be picked up until a bit later -- and only if you know where to search for it. But it's ro say that the treasures you get from them make it worth your time to backtrack and grab all the goodies inside. Here's how you can open all the Wayshrines in the Resident Evil 4 remake, and what each one holds inside.
How to get the Wayshrine Key

Surprise surprise, but Wayshrines can only be opened once you grab the Wayshrine Key. It will feel like a long time, but you can't even access the key until you reach Chapter 4 and beat Del Lago. Once you can explore the lake, head south to the Mural Cave. Deep in the caves, you will find an ornate cabinet after solving the puzzle in the cave. You can get there by going down the path from the southern dock and through the section with the two large stone hands. Thankfully, unlike Small Keys, the Wayshrine Key is reusable and can open every Wayshrine in the game.
How to 0pen Wayshrines

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