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Resident Evil 6 to Feature 6 Player Co-op?

Possible expanded co-op and multiplayer options on the horizon.

An image surfaced on over the weekend that exposed a few interesting details about Resident Evil 6, including a six player co-op option as well as eight player multiplayer.

Originally spotted over on Kotaku, apparently the game hosts two player local co-op, along with the new 6 player online co-op option. The cooperative experience in Resident Evil 5 was one of the game's strong points, so an addition like this isn’t too far-fetched.

Unfortunately, this image has been removed from and their game information on Resident Evil 6 no longer shares multiplayer information. This adds to the speculation about its multiplayer features.

If anything, we will likely hear more about the multiplayer component of Resident Evil 6 in the coming months leading up to its November 20th release.



Our Take

Jon Lewis Staff Writer

01/23/2012 at 01:54 PM

As stated in my latest blog, I feel that this would actually be a step in the right direction. Seeing how there are about 6 possible protagonists it only makes sence that some sort of expanded co-op is added. I'm looking forward to hearing more about this...

Our Take

Nick DiMola Director

01/23/2012 at 02:24 PM

I've been thinking about this since I saw it and I'd like to propose that the up to six player co-op proposed here is actually fully contained within the confines of the multiplayer mode. I'm thinking it'll be something along the lines of Mercenaries, which would be a pretty cool thing.

So in short, the up to six player co-op won't be in the main quest, but in an extraneous mode.


01/23/2012 at 04:57 PM

This is the only way I can make sense of it at the moment. Probably just 2 player co-op in the various campaign modes, but six in some kind of Mercenary-esque mode.

Jon Lewis Staff Writer

01/23/2012 at 08:50 PM

Yeah, I agree. A 6 player campaign would not only be hectic, but it probably wouldnt make sence in most areas where you are limited to one or two characters.

Jason Ross Senior Editor

01/23/2012 at 09:02 PM

I could see there being "synchronized missions," where progress in one part of the world with one team of two would be affected by another team of two in another part of the world. It would be more effective if they figured out ways that one team could communicate to the other about certain enemy weaknesses without things being over-used.

For example, part of team A's story brings them across a boss-type of zombie they fight, only to discover a weakness in said enemy. The intel gets transmitted to team B and C, and when that enemy pops up, taking advantage of the enemy, B & C have a much easier time defeating it.

At the same time, once team B defeats the enemy, they find a computer console connected to the facility team A is in, and they use the console to turn on lights in team A's area, increasing team A's progress. Team C would get to control a conveyor belt of some sort for someone somewhere at sometime, to sum up my examples.

I don't know if it would work all that well, but it could be interesting if Capcom invested in that type of idea. After all, if you were to strike against a terrorist organization that has three separate headquarters, the best way to attack would be a surprise assault on all three locations at the same time, wouldn't it? And if that were the case, of course a little bit here and there would be connected. Another example: Team A infiltrates with stealth, while Team C goes in by force. As a result, Team A's base goes on guard, and every enemy carries his weapon. Had Team C gone in with stealth, Team A would have been able to pick up the enemy's weapons and use them against unprepared guards.

See the point I'm trying to make?

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