Hrm Resident Evil 6. Where do Capcom get their designers from?
Initial impression: terrible controls, frantic random input sequences that make no sense. Very hard to see where you're going, even with my Toshiba TV which is 2 months old, fully calibrated I had to max out the brightness to see anything. And I still had trouble seeing anything, yet the game setup recommends I should've had it darker.
I don't think a level designer actually made this because it's that bad. There is absolutely no player leading what so ever, you just kind of hold forward and hope for the best. The lighting doesn't really have any artistic flavour to it, its just pitch black with blobs of lighting.
You have way points for every part of the game telling you where to go (although most games have that now, but still that sucks). If you don't know where to go there is also a button you can toggle that tells you which direction you should go. That tells me a lot about the creative direction of this game.
In Coop you can't see your partner if they're in the darkness there is no illumination or marker to signal where they are so it's very hard to know where each of you are; basically ruining the coop experience.
Visually the game looks nice, the art is good, but that's about it to be honest.
Very disappointed in Capcom.