[youtube http://www.youtube.com/watch?v=P4or4l3FT7A]
Ada Wong will be a playable character with her own individual campaign in Resident Evil 6. A single player experience, Ada’s campaign features unique missions and will provide her perspective on the bioterrorist outbreaks that threaten to wipe out the world’s population. Ada Wong’s campaign becomes available once players have completed the campaigns for Leon, Chris and Jake.
For those who want to experience the action as a zombie, J’avo or other C-virus mutation then the all new online mode Agent Hunt delivers. As a ‘hunter’ players will be able to infiltrate other players’ sessions with the aim of eliminating the human characters. As a hunter, players will have access to the unique movements and attacks of each of the enemies, including those of the various J’avo transformations.
So how does Agent Hunt Mode work?
Complete the main campaigns for either Leon, Chris or Jake to then unlock the Agent Hunt stages for each of those respective campaigns
When creating an RE6 gameplay session a player has the option to allow/not allow Agent Hunt
When a hunter searches for a session to join they will see whether or not other players from around the world want to allow hunters into their game
The hunter then picks another player’s session to join and jumps into that session
Please note only certain stages will be available for Agent Hunt sessions
The agent side can be either a single human player with an AI partner, or two human players in co-op mode. Up to two separate hunters can join an Agent Hunt session. When a hunter dies they respawn in the same session as a different random enemy from that area.
If the hunter eliminates the agent then they will be taken to a ‘hunt successful’ results screen where they can join another session if they wish.
If the agent is eliminated then their game session will end exactly as if they had been playing a standard game session with CPU enemies.
If the hunter quits the session then the agent’s game continues as normal with all AI enemies.
Reblogged this on Project Failure and commented:
I really like the design change that Resident Evil games have taken starting with 4, progressing with 5, and now seeming to continue on that same path with 6. While the old school Resident Evil games were fun, the lack of ammo is always what killed survival horror for me. I always hated the idea of having to run around enemies to conserve my ammunication, which meant that I typically made it through three quarters of the game only to discover that I had absolutely no bullets left to confront the newest, more difficult enemies at the end of the game.
With the Resident Evil titles since 4, though, it seems like they’ve allowed players to be a little more free to engage and kill enemies. Ammo tends to be plentiful and you can play with the goal of killing every opponent if you want. My guess is that newer hardware has made it easier for them to make scary environments without giving the player limited resources.