[quote name='Ma12kez']I finally got around to playing through the Public Demo (never tried the Dragon's Dogma version) and I'm not quite sure how I feel about it. I played through all 3 sections with a buddy and the whole time I wished it controlled more like RE5/RE4. I understand that they are trying to evolve the gameplay, listening to fan feedback by making the heroes more mobile/agile, but it just doesn't feel as polished as it could have been.
From the 3 sections, I gathered that you can now dive/evade (shoot from a laid back position/move forward or back in said position), roll, duck, and choose to go into cover if possible. Your character seems to always move in auto-run mode depending on how much pressure you put on the thumb sticks. Although, there seems to be a full sprint option in wide open areas allowing you to do a flying dragon kick with Leon on unsuspecting enemies. I'm sure all heroes have something similar to that though. All of this sounds awesome in theory, however, the way it is implemented in the demo seems a bit forced and out of place.
The camera and character movement definitely feels very wonky. It took a while (mainly because of the terrible HUD design) for my buddy and I to get accustomed to it after fiddling around with the sensitivity settings for each, but even then it just didn't feel right. Aiming was a bit awkward since your weapon stayed still, but your reticule kept moving. However, switching to the classic laser sight from the reticule seemed to alleviate the issue; or at least that's what I think. I do like how you can switch shoulder views on the fly now; something which should be standard in all 3rd person shooters.
Combat felt a bit hit or miss at times. Hopefully this demo was set to Easy or Normal because you could just simply run up and roundhouse the shit out of any enemy as Leon or go guns blazing with Chris with the excessive amount of ammo given to you. I was hoping to use the combat strategy found in RE4/RE5 where stunning an enemy with a shot to the kneecap/shoulder/head would allow for a close quarters melee either from the front or the rear and your partner could follow up with their own. I always thought that was a fun and effective way to conserve ammo/resources, but it doesn't seem to be the case in this demo. Most times it was just random from mashing the melee button. I'm hoping the money found in this game is used to purchase upgrades, not just to restock your equipment. I didn't see any type of modifications on any weapon in your inventory, so I am unsure where the developers are going with that.
I have never actually played Operation: Raccoon City (only seen countless review videos), but it seems to me that RE6 is leaning towards that style of play. I'm crossing my fingers hoping it doesn't turn out that way in the end. I'm still hoping that they polish some of the controller settings/combat in the final product, but I think it's just wishful thinking at this point. I'll probably still go out and pre-order it for now, and wait for the reviews before actually purchasing it though.
One final note, please don't play this game by yourself. I think that's the main reason why most people didn't like RE5 in the first place. I loved RE5 and having a co-op partner over an AI companion makes a huge difference in terms of fun and combat. I guess that's just my opinion though.[/QUOTE]
Couldn't have said it better myself. I actually canceled my pre-order. I mean, I still want to play it, but it's just not a day one purchase to me.