@believer258: I should add that I was of course referring to RE6 regarding the game tried to modernise the series, not RE4. Though as for RE4's controls, the perspective definitely changes a lot. But like how everybody (including Brad for RE5) claims that the reason why you can't move & shoot (have to move with tank controls) is because you don't need to is exactly how I feel about the original games.
I would never classify the controls as being... accessible, though; they're very unorthodox to say the least. Despite that, because the original games' were rather slow paced and emphasised atmosphere and exploration over most facets, I similarly never felt like the controls were much of a hindrance. The older games still had plenty of combat, though it was all very simple; most bosses required that you simply run away, shoot, run away, shoot ect. The primary source of challenge was that you had to decide whether it's best using up some ammo to kill this enemy rather than try to run away. That might mean you get damage along the way, but... hey, you gotta adapt! That's basically the core appeal for me and survival horror: being forced to adapt because you've run low on supplies and have to think outside of the box and mix up your strategies. It's why I'm also a huge fan of The Last of Us not only for its story, but because it also had some really punishing gameplay.
Anywhoo, there's also the camera angles. Camera angles existed for the purpose of accentuating the atmosphere and directing specific scares; it allowed a lot of freedom for the game to actually show you what they want (or don't want) you to see. However analogue control (for a time) didn't quite mesh with camera angles very well. Think the original Devil May Cry, which had camera angles but also allowed you more freedom of movement; it lead to instances of you running from one angle to the next and then having to awkwardly shift to pushing the stick in the opposite direction sometimes. Though like I said this was only for a time, as with games like Onimusha 3 and the Outbreak games they had evidently figured that issue out. So that would at least explain why they stuck with the tank controls for so long even when analogues were introduced to controllers.
Now there's also the complaint concerning camera angles that you can get blindsided by enemies that you couldn't see. But every enemy in a Resident Evil game had a tell, be it a squishy footstep or growl for example, so you would always know if something was close by. Plus, from Resident Evil; Director's Cut onward you had auto-aim available, so even if you couldn't see it your characters would always aim directly at an enemy should one be within the vicinity. As such, I've always thought that the camera angles never got in the way that much, and they greatly benefited in attributing to the atmosphere of the games a great deal, especially in the first and its remake.
So anywhoo... I know you didn't ask for it, but that's my explanation of why I think those old games for what they are controlled fine. I'm not saying you or anyone else has to agree with me either, but I always think it's unfair how everyone is so accepting of the way RE4 & RE5 play yet so many also tend to lambaste the old Resident Evil games' controls as pure shit. And like I mentioned above, the reason why I liked playing Resident Evil games of old was because of the fear of noticing your supplies dwindle and being forced to improvise. Even if because of their age there wasn't that much to improvise to beyond running away... still, early days and all that. Plus that's also why I really enjoyed the Outbreak games (well, the first one anyway), because it felt like it was the culmination of what Resident Evil was about but for a more modern era. It had degradable melee weapons for example and randomised zombie encounters.
So really, it's not like I specifically enjoy tank controls and think they're better than regular analogue control, I just (usually) have no problem with them. Camera angles, however, I am definitely in favour for and think they genuinely have merit in building atmosphere, especially in conjunction with pre-rendered backgrounds <3.
Truth be told when it comes to survival horror games of that era you could have certainly done a lot worse! The Fear Effect games for example even I think are rather clunky and not quite as smooth (tank controls aside, they were always responsive and animated well; again no worse than RE4) as the old Resident Evil games. I also consider Dino Crisis to be a little uneven because of how equally fast and strong the dinosaurs are in that game, which felt like you were always at an unfair disadvantage. Plus I don't really like that game all that much to begin with; it lacks the atmosphere of Resident Evil in favour of drab facility buildings and long, sterile corridors.
EDIT: Man... I could have just made a whole blog about this >_>
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