Resident Evil 6’s Missed Potential: Fixing Jake’s Story Through RE3

 When Resident Evil 6 launched, it ambitiously split its narrative across three campaigns: Leon’s horror homage, Chris’s military action, and Jake’s hybrid of martial arts combat and monster-chasing thrills. On paper, Jake Muller had everything to become a standout protagonist: the son of iconic villain Albert Wesker, a morally gray mercenary, and a man whose blood holds the key to saving humanity. Yet, despite this compelling setup, Jake’s campaign often feels uneven—leaning too heavily on bombastic action while neglecting the psychological and narrative depth that could have made it memorable.

In contrast, Resident Evil 3 (both the 1999 classic and 2020 remake) masterfully balances personal stakes, relentless pursuit, and survival horror mechanics. By comparing Jake’s campaign to Jill Valentine’s journey, we can see exactly where Capcom missed opportunities—and how those lessons could transform Jake’s story from decent to exceptional.


1. Establish a Clear Identity

One of RE3’s greatest strengths is its clarity of purpose: it’s a story about escape under pressure. Jill is constantly hunted, and everything—from enemy design to environmental pacing—serves that narrative. Jake’s campaign, however, lacks that focus. Is it a martial arts action game? A monster-chase thriller? A redemption arc? At times it tries to be all three, and as a result, it’s none.

A better approach would lean into Jake’s “hunted fighter” identity, making his martial prowess essential for survival rather than just flashy. Imagine a campaign where his unique fighting style isn’t just for cool cutscenes, but part of a grounded story about outsmarting and outlasting a persistent threat.


2. Make the Pursuer Matter

Nemesis works because he’s inescapable yet purposeful. Every encounter feels like an event, forcing players to decide: fight, run, or improvise? Ustanak, Jake’s equivalent, looks intimidating but lacks narrative weight. His appearances are random, and his behavior never evolves.

What if Ustanak learned from Jake’s tactics? Early fights could showcase brute force, but later encounters could reveal Ustanak adapting—dodging Jake’s moves, using the environment, or targeting Sherry to destabilize him emotionally. Like Nemesis, Ustanak should feel like a growing embodiment of the campaign’s stakes, not just another big monster.


3. Give Jake a Stronger Arc

Jill’s personal arc in RE3 mirrors the chaos around her—she’s haunted by her past, yet determined to overcome it. Jake’s story hints at greatness: a man wrestling with his father’s legacy, unsure if he’s destined to repeat Wesker’s sins or forge a new path. Unfortunately, his characterization is surface-level.

Borrowing from RE3, Jake’s arc could intertwine personal growth with survival horror. Maybe his abilities make him overconfident early on, only for Ustanak (and his own moral choices) to humble him. His eventual heroism would then feel earned, not assumed.


4. Balance Power with Vulnerability

Part of what makes RE3 tense is how resource scarcity keeps players on edge. Even when armed to the teeth, Jill feels vulnerable. Jake, conversely, feels overpowered; his melee skills and regeneration diminish the horror.

A better design would introduce trade-offs. His powers could drain stamina, force players to choose between offense and mobility, or even affect his morality (e.g., using his blood for combat enhancements vs saving it to produce the cure). That tension would make victories more satisfying.


5. Smarter Enemy Ecosystem

RE3’s enemies complement Nemesis: zombies soften you up, hunters keep you on edge, and Nemesis arrives to finish the job. Jake’s campaign, meanwhile, throws random mutant hordes at the player, undercutting Ustanak’s menace.

A more cohesive design could make enemies support the pursuer, forcing tactical decisions. Imagine soldiers trying to trap Jake for Ustanak, or bioweapons designed specifically to neutralize his abilities, making every encounter feel connected to the central threat.


6. Make the World Feel Cohesive

Raccoon City in RE3 feels like a living, breathing nightmare. Jake’s campaign jumps from snowy landscapes to generic labs without emotional or narrative grounding.

Sticking to a single, immersive setting—like a war-torn city under martial law—would enhance the story’s tone. Environmental storytelling (burned-out safe houses, propaganda against Jake’s “freak blood”) could deepen both fear and empathy.


7. Master the Pacing

RE3 alternates between breathing room and explosive moments, which makes Nemesis fights unforgettable. Jake’s campaign is a non-stop barrage of action, leaving little time to build suspense or care about the characters.

Borrowing RE3’s pacing could make his martial arts moments pop. Quiet sequences—where Jake reflects on Wesker, bonds with Sherry, or navigates claustrophobic spaces—would make the bursts of combat more impactful.


8. Build a Better Partnership

Jill and Carlos feel like partners with distinct arcs and believable chemistry. Jake and Sherry’s dynamic could be just as compelling, but the game reduces it to awkward flirting and generic banter.

By incorporating shared trauma and moral conflict, their partnership could mirror RE3’s depth. Perhaps Sherry wrestles with trust issues due to Jake’s mercenary past, while Jake sees Sherry as the first person to treat him as more than Wesker’s son.


9. Use Boss Fights as Storytelling Tools

Nemesis evolves alongside Jill, symbolizing her struggle. Ustanak, despite looking intimidating, doesn’t embody Jake’s narrative in any meaningful way.

What if each Ustanak fight reflected Jake’s growth? Early on, Jake barely survives through brute force. Mid-game, he uses his cunning and abilities creatively. By the finale, his victory isn’t just physical—it represents his acceptance of who he is.


10. Encourage Replayability Through Choice

RE3 (especially the classic) rewards players with branching choices and alternate encounters. Jake’s campaign is strictly linear, which undercuts its replay value.

Adding branching morality—such as mercenary vs altruist paths—or alternate endings based on Sherry’s survival or the cure’s success could make Jake’s story a fan favorite.


Conclusion: A Missed Opportunity Worth Revisiting

Jake Muller had the potential to become one of Resident Evil’s most layered protagonists, and Ustanak could have been the Nemesis of a new generation. Instead, their campaign feels like a rough draft of great ideas. By borrowing RE3’s focus on identity, pursuit, and emotional stakes, Jake’s story could have transcended generic action and delivered a truly unforgettable experience.

Capcom may never remake RE6, but if they revisit Jake in future titles, these lessons from RE3 could finally give him the story he deserves.

Comments