Skip to main content

Resident Evil 6 brings a unique take to co-op with three overlapping campaigns

After dipping its toe into the online shooter space with Operation Raccoon City, Capcom’s Resident Evil series is coming back in a big way on October 2, 2012 with the latest numbered entry in the increasingly action-packed survival horror series. Resident Evil 6 doesn’t stray quite as far from its survival horror roots as the aforementioned March release did, but you can do things like take cover and shoot while running now. It’s an addition that’s been stealing all of the headlines, but you might want to dig a little deeper before you start panning the tweaked gameplay.

In truth, the Resident Evil series has been inching more and more in the direction of being fun to control and play since RE4. Those who like to argue that the “tank controls” made for a more tension-filled experience can go back and play the earlier games; Capcom, meanwhile, has managed to strike a balance between fun gameplay and survival horror tropes, like resource management and carefully placed enemies. Once you accept that, you’re ready to embrace some of the upcoming game’s innovative new ideas, like Cross Over gameplay.

Cross Over represents an unusual new approach to online co-op. Resident Evil 6 basically breaks down into three separate but overlapping campaigns: one follows Leon Kennedy and his new partner, Helena Harper; one follows Albert Wesker’s son Jake Muller and Sherry Birkin, who was first playable as a little girl in Resident Evil 2; and the last follows BSAA captain Chris Redfield and a series newcomer, Piers Nivans. The three pairs don’t just run through parallel stories in the same world; their adventures actually overlap at different points, which puts an interesting twist on co-op play.

Two-player sections of the game unfold much like they did in Resident Evil 5, with each player supporting the other both in combat and with any collected resources. Whenever the pair that you’re playing as reaches a Cross Over point, however, the game will prompt you to open your game up to other live players. You can choose to opt out of this, in which case you’ll continue on through the story with the two Cross Over roles controlled by the AI.

Go for the online, however, and the game will pause while matchmaking brings in a pair of human players (or just one playing solo) for you to fight alongside. All players will have the option of limiting these connections to friends only, but bear in mind that such a restriction will require your connecting friends to be at the same point in their separate campaign that you are in yours. It seems that this Cross Over gameplay is geared specifically toward linking up with random players in the wider world.

For Capcom’s behind closed doors demo at E3, we saw a chunk of the game featuring a Cross Over between the Leon/Helena pairing and the Jake/Sherry pairing. The latter duo is recovering from a plane crash when they meet up with Leon and his new partner. It quickly becomes apparent in the scene-setting cutscene that the two men don’t particularly care for one another. They’ll have to put their differences aside, however, when a particularly fearsome B.O.W. shows up.

The Ustanak is a beastie that apparently tails Jake and Sherry throughout much of their campaign. It’s a hulking brute of an enemy, almost impervious to damage and able swap one of its arms as the situation demands. The battle against the Ustanak starts out with all four characters opening fire on the thing in a concerted effort to bring it down. Eventually, Leon sets up an explosive barrel trap when he climbs to the top of a shipping container and knocks the flammable materials into the fray. One giant explosion later and the Ustanak is stunned — not killed, mind you! — enough for Leon to get in close and beat on it with his fists. The B.O.W. retreats and our four characters start moving to hop a fence into the next area.

It’s here that we see one of the unique aspects of Cross Over play out. Leon and Sherry are the first two over the fence, but the Ustanak returns before Jake and Helena can follow them. Now our two pairs are split up again, only they’re paired up differently. We cut back to the action on Jake/Helena’s side of the fence and, once again, it’s a fairly straightforward combat sequence.

In a proper live game, all four characters will be controlled by humans, with Leon and Sherry performing a certain set of tasks on their side of the fence while Jake and Helena fight to stay alive. In this case, the Leon/Sherry task seems to involve getting a trashed double decker bus moving; after a few minutes of Jake and Helena fighting, that bus comes rolling into view and our four characters are reunited. Once these sequences end, each pair returns to its original state and the separate campaigns then continue along their pre-ordained paths.

During the brief Q&A that followed the live gameplay demo, we also learned a little bit about how Resident Evil 6 goes about extending its replay value. In past Resident Evil games you could buy and upgrade weapons in all manner of ways, even to the point that you find yourself with unlimited ammo. That can be pretty game-changing for something that is designed to be, at the core, a survival horror experience. It works similarly in Resident Evil 6, only you’re earning Skill Points as you play, and these points can later be spent on upgrading everything from your weapons to each character’s unique abilities.

I’ll admit to walking into the Resident Evil 6 demo with a certain amount of hesitation. I’m still not entirely sold on the Cross Over feature, but it’s encouraging to see Capcom trying out new things instead of simply adding features like running-and-gunning and cover-based combat to the fall 2012 sequel. I’ve yet to be convinced that we can still reasonably think of Resident Evil 6 as survival horror, but the E3 2012 demo at least did its job in getting me excited to find out when the game hits stores on October 2.

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.

Read more
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.

Read more
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

Read more