Here's a list, since you brought it up, of things we see in every COD game since the second numbered installment:
Regenerative Health.
Large firefights with very broken AI.
Obligatory stealth section.
Obligatory sniper section.
Obligatory tank section.
Lots of recurring named ally NPCs.
Lots of redundant weapons.
Generally not likable characters.
Competitive multiplayer with ranked unlock progression.
Cool list. I'll address most of the points.
Regenerative Health. The game has blocks of heath... that unless emptied regenerate (dur)
Large firefights with very broken AI. Most of Chris's campaign (obviously)
Obligatory stealth section. Ustanak sequence in the caves.
Obligatory sniper section. Piers shooting the tank on the bridge and Ada defending Jake and Sherry in China.
Obligatory tank section. Tank section? Nope. How about the section where you fly a plane and chase sequences on 3 different types of vehicles.
Lots of recurring named ally NPCs. Most of NPC's introduced in RE games are either dead or promoted to PC's. Point for you, I guess.
Lots of redundant weapons. Doesn't RE6 have a different handgun that behaves the same for nearly every character? Interesting.
Generally not likable characters. Pretty subjective. Most of the new cast and some of the old.
Competitive multiplayer with ranked unlock progression. Don't play multiplayer.
I'll even add to this list a couple of my observations.
A globetrotting campaign with multiple characters with playable flashback sequences. Check and check.
Sequences when you run while everythin around burns or blows up. Double check.
That written, I'm having doubts that you have played any of those games. Myself, I have stopped playing COD after 4 but how that series has influenced RE6 it so obvious that it hurts. So maybe instead getting pissy about a popular opinion maybe next time you should examine it closer, because poeple think that not without reason.
To conlcude you don't deserve those pennies.
Health: Fair enough. I guess I wasn't playing Re6 right then, since I don't think I ever took the skill that let me completely heal myself by being in cover for five seconds. I'm such a n00b, I guess, having to heal myself with herbs and first aid sprays.
Firefights: Don't remember Re6 at any points turning into twenty guys with AKs all targeting me and ignoring my squad, the same way they do in COD. I guess we were on different difficulties then.
Stealth Section: I'll give you that one. It's a good thing Re7 has absolutely no stealth at all anywhere ever, right? It's a good thing avoiding combat isn't a
core fucking mechanic in the original games, right?
Sniper Section: Well, in that case, I guess the multiple times you have to cover Ashley with your rifle in Re4, the two sniper sections in Re5, and the entire fucking Nosferatu boss fight in CV are also COD influenced, then. Wow,
Resident Evil has been like COD for a lot longer than I think either of us realized.
Tank Section: The plane? Seriously? That's a QTE. I'd forgotten about the motorcycle chase, I'll allow, but it's still not quite the same thing since the tank missions in COD, specifically COD 2 and WaW are just about you killing everything, while the one in Re6 is there to be a change of pace from the normal run and gun. Also, I guess that's not
at all like the Savannah section of Re5, right?
Redundant Weapons: I guess I've not played Re2 enough to see all the inherent differences between the Hi Power and 92FS, or enough of Re3 to notice what makes the Sig 2009 different from the Samurai Edge. And I suppose I imagined how
every fucking character in Re4, Re5, and both
Revelations games had their own sidearms that function more or less identically, right? There's a huge fucking difference between the SMGs in either
Revelations game, or the XD9 and Silver Ghost in Re4, or the Beretta 92FS and Sig P226 (as far as functionality; capacity buffs are absurd) or the Hydra and Striker in Re5, isn't there? And
everyone in the
Chronicles games have completely unique weapons, don't they? And the differences between the M1911, Glock 17, and Makarov in
Resident Evil 7 are so numerous I could fill a book with them.
Multiplayer: So, the one thing that makes COD COD doesn't apply here, but your argument is still valid because you say it is? Got it.
Globetrotting Campaign: Yes, because we spent all of
Umbrella Chronicles and
Darkside Chronicles in Raccoon City in 1998 as Albert Wesker and Leon Kennedy, didn't we? And we
never went to Antarctica in
Code Veronica, right? That definitely didn't happen. And we sure as
hell didn't play as anyone but Jill Valentine in
Revelations, and we definitely never played as anyone but Barry Burton in the sequel, right?
Chase sequences: So, I guess I imagined the boulder sequences in the REmake and Re4, the giant Salazar statue also in Re4, and the ridiculous
Indiana Jones bullshit in Re5? Also, there's
never been a timed escape sequence in any of the games, right? We didn't have to race against time to stop the train in Re0, or to escape the Mansion in the original game, or the labs in Re2, or the entire city in Re3, or the
exploding island on a jet ski in Re4, or the
exploding oil field and
exploding fucking oil tanker in Re5. Clearly Capcom went too far by having things like that in Re6 when they're nowhere to be seen anywhere ever in the rest of the series, right?
Also, probably my favorite mechanic in COD I wish they
had had carried over into Re6 is the inventory system. It's a real challenge, in a good way, to make sure I have enough ammo for my weapons while still having space for healing items and grenades. I really wish Capcom hadn't sold out and gone with the generic "two weapons; regenerative health" system so many other action games use. And I hate how I can just kill an enemy and walk over their body for ammo; it should be like COD where you have to scavenge for supplies and be judicious with your shots. After all,
Call of Duty is a game that's all about inventory management, right?
TL, DR Drink Coke, try again.