[quote name='hankmecrankme']My biggest thing is that co-op in RE5 actually required more planning and teamwork. Item sharing, taking specific roles in the team by bringing certain guns or items, that kind of deal. RE6 just says "
it, here are guns, you can't share anything." Plus I MISS being able to pimp out guns like in RE4 and 5. That was addictive, and collecting skills isn't the same.
And yes, pretty much spot on assessment so far. The chapters stretch on too long in both campaigns, and they both are filled with annoying things and cheapshots. I like RE4 more than RE5, but I liked Chris's campaign more than Leon's. But then again, I love killing big ass monsters.[/QUOTE]
The thing about RE4 that helps keep it in high regard is that it was fresh and new and very well done. Sequels often don't live up to the original... so you take RE4, you add some co-op, you make it bigger, and it's enjoyable, but it's just doesn't have the magic.
And that's the trend with all co-op, the give everyone everything. It's what happens when a game isn't exactly centered on co-op but wants to offer the drop-in, drop-out ability to play with friends. Gears is like this, Dead Space 3 is like this, RE6 is like this... and why? Because playing RE5 as a solo game and trying to depend on an AI partner like you would a real partner just doesn't work so well... so to do the instant anytime co-op? Everyone gets everything and you don't have to share really... (I know you can share in Dead Space 3, but I never had any interest in RE6 co-op other than Mercenaries, so I can't speak to it).