Leon's got 99 problems, and a bench is one
The exit door was locked, so we had to find someone with the keys. We eventually made our way to an office, where we found one survivor. He could help us get out--but not unless we stood behind him as he walked slowly--oh so slowly--back where we came from. I couldn't run ahead, because he wouldn't follow. Here, I discovered a game mechanic I hate more than escort missions--escort missions where
Chris can now move and shoot and take cover
As enemies surround Chris, the HUD becomes a cluttered mess of icons, with ammo indicators, arrows, and other on-screen nonsense. What happened to a simple orb in the bottom left-hand side of the screen? Navigating through the environment is confusing, made worse by the game's terrible cover system. While it should work like Gears, the level is clearly not designed for cover-shooter gameplay. Enemies spawn behind you, and enemies appear from above, shooting guns at you. (Yes, zombies fire guns too.)
Seeing Resident Evil devolve into a generic third-person cover-based shooter is incredibly disheartening--especially because RE6 doesn't do it well. Other cover shooters have intelligent, interesting enemies to fight. Here, you're shooting at zombies.
Bored by Leon, frustrated by Chris, I had one last character to play in the Resident Evil 6 demo. Jake, as a newcomer to the franchise, should offer a change of pace, right? And thankfully, he does. Jake and Sherry are on the run from a seemingly unstoppable bioweapon. This sequence looks a bit like Uncharted, as the two run from rooftop to rooftop, having to make distance away from a towering beast.