Port Reports are a new series of quick first impressions of the technical aspects of a PC game. This report was written by PCGamingWiki contributor Dillonator. For an up to date account of Resident Evil 6′s fixes and improvements, please visit PCGamingWiki.
Mediocrity at its… finest?
I really don’t know where to stand with Capcom and their ports to PC. They give me a moment of uncertainty when I look at an upcoming game from the Japanese giants. The quality of their games (in terms of well produced software) ranges from downright terrible, along with a previous love affair with GFWL, to not so terrible. I have to say, I’m giving every publisher and developer with a poor track record of PC ports another chance. Now that PC gaming is getting bigger and the next generation consoles will be using x86 w/Directx11, it should be simple for devs to not make terrible games. Right?
Without spoiling anything for the action packed prologue, when you start the game you will have a quick menu to edit your graphical settings (more on the details later), change brightness and then you’re off. I was quietly suprised when the first cutscene was rendered in real time, so you get high settings-60FPS glory. The beginning 20 minutes rely quite heavily on QTEs. The disapproval of QTEs can be saved for another time but they are done well and not once did I fail because I couldn’t decipher what the hieroglyphics meant in time. The prologue has a fair share of mini cutscenes, too, along with close ups of Leon’s face, his lady friend’s face and one or two zombies. The texture resolution is good on the protagonists but the quality drops quite a bit depending on how important that object is.
After completing the prologue, you’re taken to a fully fledged menu for you to get your grubby paws all over. The graphical settings are quite lackluster and remind me of bad barbecue ribs; more bone than meat. Where’s the pre-process AA? Where’s the anisotropic filtering? Why is motion blur defaulted to on? Admittedly, the last question is a subjective matter but these are good points. I can’t really say anything pleasant about this menu, as any good attribute is overshadowed by something bad.
I would love to be able to say what kind of a performance hit these settings have but my incredibly average PC ran the game at constant 60FPS throughout the prologue and a little into Leon's campaign.
The game, surprisingly, uses all 4 cores of my processor. To say I was shocked would be an understatement. A properly threaded Capcom game? Holy Moly, gone are the days of CPU bottlenecks. Hopefully.
So, minus points for lack of options, bonus for good performance. I would go as far to say any i3+mid-range GPU should run this perfectly. (For reference, my computer: Phenom II X4@3.8GHz, 8GB RAM, GTX 660).
In a similar light to the graphical settings, the audio sub-menu has a few settings but is missing out some crucial options. Where are the headphones/2.1/5.1/etc. settings? Does the game automatically detect what I'm using? I have absolutely no idea what-so-ever and that's quite frustrating. In a horror game, audio is your best friend and worst nightmare yet I don't have a bloody clue what's going on with my audio. I'm no self-proclaimed audiophile but I at least want to have the best experience possible, especially when it only takes a little checkbox to do so.
Ahh, finally, some good news. The keyboard bindings menu is brilliant, it allows you to remap every key used in game and even shows you the resulting key combos to do certain actions. The key combos aren't directly available to edit but dynamically change according to their master keys. The default settings pave way to a rather clunky control scheme but what would you expect from a Resi game? I'm sure if you spent enough time editing the bindings, you could be running around as if you weren't even controlling an actual person but instead were piloting a miniature helicopter. Massive kudos for implementing one of the best keyboard menus possible. One, tiny, little complaint though. No side mouse button support. Ugh.
Mouse, camera and FOV
On the note of our little electronic rodents, let's cover the mouse settings. The menu is generalised to Camera as you have, once again, a large amount of control over how the game handles and how you view it. I'm sure there is someone out there rejoicing over the fact you can invert the x-axis, I'm sure. From what I can tell, there is no mouse filtering, so no acceleration or deceleration. I'm fairly certain that the game is 1 to 1 mouse movements, or at least, definitely while aiming your gun. The standard over the shoulder camera is a bit weird but I did some ruler tests and it all checked out okay. (Side note: ruler tests are where you have your camera pointing at a certain spot, move the mouse slowly a certain distance then do the same test from the same point but move the mouse quickly. This checks for mouse defects. Using a perfect mouse sensor, the G400).
Of course, it wouldn't be a Resident Evil 6 menu if I didn't poke a hole in it. This time, the field of view settings. They are just so vague, it's annoying. You have to resort to speculating to figure out what it means. Does the default camera FOV setting mean I'm playing with a 15 degree view? Why can't I go higher? Did you deliberately do this to annoy me? After some rational thought, it's quite easy to guess that it's an offset from a certain value. What that value is remains a mystery and it seems so unnecessary to have this confusion when they could have just put the default number in the footnotes at the bottom of the screen. I will say, I do appreciate the control they give you, being able to edit aiming FOV and also the position of the camera when aiming (although that's pretty ambiguous, too).
I just threw this in to continue with the theme of really patting Capcom on the back for the control they hand you. Very few games allow you to place the HUD and even few allow you to do it through an in-game menu and not an .ini file.
Conclusion and rating
This game is a real mixed bag, lacking in some areas by a pretty big margin but in others Capcom went above and beyond. The game may look pretty average with it's inconsistent texture quality and lackluster settings but I remain impressed with the amount of customisation options and solid performance.
Final verdict: 6.5/10
They did put some actual effort into the game, just not enough to warrant a 7 or 8. The game was still clearly designed for consoles but they made it easily playable for PCs. You won't be blown away but you won't be disappointed either. This is a step in the right direction for PC playing fans of Capcom and it gives a serious glimmer of hope for a PC friendly future, even from the same guys who greenlit the awful Resi 4 port.
Now only if the game wasn't so damn average.
For an up to date account of Resident Evil 6's fixes and improvements, please visit PCGamingWiki.