Keir is a father of two, husband and veteran gamer who does most of his work at night. When he does get to spend some quality time with his console, it needs to be worth his while.

The release of a new video game is becoming, more often than not, an event that can split both public and critical opinion in two. So many new franchises are popping up (Kingdoms of Amalur, Dead Island, Dishonored) and vying for the attention of an ever widening market, that developers have the difficult task of creating an experience that can satisfy ‘hard core’ players, without alienating the casual gamer.

This approach to development can now be said to apply when dealing with a new instalment in a long running, and very much beloved franchise. Resident Evil 6, Capcom's latest title in their legendary series, is a beautiful example of everything that is right and wrong about the current video games market, but perhaps not for the reasons you might think.

RE6 has been received by many as too much of a departure from the already much tinkered with Resident Evil formula. The series’ trade mark ‘survival horror' element has largely been replaced with cut scene heavy action and a multitude of Quick Time Events. Some of the core mechanics made famous by previous games are still there in their basic form, but are largely made redundant due to the game giving the player a much easier time than any other instalment (as mentioned in Ryuki's review last week).

There's very little challenge to be had from RE6, which for a great many gamers out there is a big turn off, and for some close to sacrilege. I, however, found that not having to go backtracking through half a level in search of some health or lamenting a too hastily applied Health Spray, a welcome change.

PhotobucketThe difficult segments in RE6 are usually down to the player being defeated by game design rather than anything else: the over the shoulder camera angle can really screw you over in tight places, as enemies can get behind you and everything becomes a bit of a mess. Likewise, some of the collision detection can be a little off, leading to prompts not coming up when they should. You can also get stuck in animations, typically when performing melee attacks that land in mid-air. All of these problems are by no means limited purely to RE6 - pretty much every third person shooter suffers from these complaints, and it's something most gamers are more than used to.

RE6 is a perfectly decent, if a little shallow action/horror game. It has more in common perhaps with Dead Space 2 or the Gears of War series than much of what's gone before it, but it's down to the individual gamer as to whether this is all that bad a thing. Perhaps Capcom went a little too far, but its difficult not to enjoy at least a little of the flash and polish on show here. I feel that if this game didn’t have the words Resident Evil in its title it would perhaps have been given a fairer shout.

Many people have cited the extremely linear nature of the gameplay as a major fault, but if the game had a different license attached it may have been said to have an ‘Arcade’ feel. It seems unfair to me that RE6 has received such a pounding when only a few months ago Resident Evil: Operation Racoon City stained the shelves of retail outlets. Not only was RE:ORC a poor Resident Evil title, it was a poor quality game, in almost every way. RE6 is masterpiece by comparison.

Which brings me to my main point: RE6 might be a bad Resident Evil game, or at least not the RE game a large majority of gamers wanted, but its NOT a bad game.

I’m not a fan boy, but I've played each of the major titles in the series, and some of the spin offs, and I've still enjoyed playing RE6. I don’t see some of the deviations that Capcom has taken from its formula as all that bad - I don’t think much of it has worked, but there's a lot here to keep your interest and, let's face it, the game is about 1000 times better than any of the films made in its name.