I will also still throw up the argument that some of the control issues had to have been addressed in that patch. I just can't fathom from the amount of complaining dumped on this game for the controls, I was able to play through the entire game in about 25 hours, and the controls worked fine about 95% of the time. Were their a few bs moments with controls? Sure, that's Resident Evil. Are their "that" many problems with the controls in this game, as described in these negative reviews? Hardly. And I always love the complaint about what "Resident Evil was built on". Look people, Resident Evil was built upon survival horror, but all of that was thrown out the window with Resident Evil 4. Instead we should be saying "what Resident Evil 4 was built on", that's a true way to look at the situation.
Resident Evil 4 & 5 had perfect controls. Absolutely flawless, and I am not being sarcastic. They were tight, methodical, and responsive. They allowed you to control crowds of 10+ enemies without a single mechanical issue. Every single mistake was your own. When you melee attacked an enemy, you were 100% guaranteed to hit that enemy, and hitting others was just a bonus. When you aimed, your bullet went right to the red dot, which did not move or waiver unless you made it do so. The camera showed everything you needed to see, and it did not get stuck on anything, ever. From the movement to the aiming to the feel of the weapons, everything you needed was at your disposal. There were no frivolous mechanics that were vaguely explained; everything you needed was up-front and immediate.
Say what you will about how much you love RE6, it is not that. You can love RE6 with your entire being, but if you try and say the action is up to the caliber of RE4 & 5, you're lying. It's that simple.
And to think, the way the game controls is still the least of its problems.
Though I do love how whenever it comes time for RE6 apologists to try argue against the criticisms, it's always solely centred on such complaints brought up by the likes of Brad and how he had difficulty trying to wrap his head around some of the controls. Not like that is no doubt worthy of such a criticism, but looking past that (and I personally went into RE6 knowing pretty much everything to do with the gameplay after playing the demos) the game is still a poor quality product. I never found the shooting to be all that satisfying, and after playing in a much more open environment like in Mercenaries--one that can actually allow you to play the game without some set-piece arriving to disrupt everything--people who honestly believe RE6 is an ''evolution'' of anything to do with Resident Evil games past are insane. It's a total degeneration of the slower RE shooters, where you had to think and strategise, into an overly-scripted, QTE-centric, set-piece driven pile of mediocrity. Inspired (as CAPCOM themselves have admitted) by games like the Call of Duty franchise.
Resident Evil used to be something unique; even when RE5 came about (which I had always thought was to be beginning of the end; RE6 has proven me right) there was still little like it elsewhere to be found. And now with RE6 we've got just another action game, that is as mediocre as it is downright generic, that's traded in nearly all forms of scares and tension in favour of more explosions and in-your-face ''WOAH, BRO'' moments. It's basically all of the worst elements of RE5 (crappy QTE sequences, which RE5 of course shouldn't be exempt from; vehicular segments; and the last third during when RE5 becomes a crummy 3PS) magnified, with RE5's admittedly gratifying shooting traded in for... well, something that more resembles Operation Raccoon City.