Personally, I think Capcom made a big mistake in caving to peoples first impressions and compromising their vision for the camera.
I have now put in a lot of time with the demo... And I really like it!
Like, a lot!
I think the game takes a bit of getting used to. It may look like RE5, but it is a pretty different game.
I think the cover system works really well. The key is knowing that you use the slide/roll move to get in to cover - hold down LT while sliding and if you run in to a wall your guy will automatically go in to cover there. This is better than the usual one button go in to cover, as you have more control over when you start the move. And of course diving backwards out of the way of an attack, to unleash a barrage of shots while lying on your back feels really good. There is also a great move in which you enter a slide, pull back on the left stick and your guy spins around in the slide to face back the way he came from. It feels really cool to be running away from the Ustinak and enter a slide, spin around and shoot and detonate a barrel next to the big guy.
The new reticle is a fine addition. Don't bother with the old style laser - it is just there as a sop to people who don't like change and the game is clearly built around the new reticle. The important thing is having both the fixed white line crosshairs and the laser dot. You can use the laser dot to precision shoot and go for headshots and whatnot. But the guns now repeat as fast as you can pull the trigger. So if you line up the crosshairs over a target and hammer the trigger you can pop off shots really quickly. The laser dot jumps to a new position after each shot, but most will land somewhere near the middle of the crosshairs.
I like the melee system - particularly the dedicated melee weapons. You have a remarkable number of moves available for each weapon. For instance, with Chris'knife can do the standard punch and follow up with the knife move that you get by pulling RT without LT held down. A standard slash from pulling RT with LT held down. A forwards lung by pushing forwards and pulling RT at the same time with LT held down. A stab by pulling back on the stick at the same time as pulling RT with LT held down (and, and I really, really like this, you can repeat the stab really quickly). And if you pull both triggers at the same time he does a double slash with forwards motion that I believe is homing.
And with LT held down, if you hit A and pull back on the stick he hops back a few steps while doing some slashes, and if you hit a and move the stick to the side he does a sorta dodge around move rather than a dive roll.
And all the melee weapons have a similar but different move set. It feels like something people will be able to get really good at. I expect many impressive knife only runs videos!
And the camera. I really, really like the camera.
As we know, the Dragons Dogma demo used a much tighter in camera position when aiming than most TPSs. Your guy takes up a lot of real estate on the screen. But why? Surely in a game that has had as much thought put in to it as this clearly has it didn't get to be like that by accident?
Well, I feel this view does a couple of things. Firstly, it places the weapon as close to the aim axis as you can get. This, well, it looks pretty cool. You are looking mostly at the rear of the weapon instead of the side. It gives you, as much as is possible in a TPS a feeling of really staring down your sights at a monster.
And secondly it cuts down your periferal vision. And this is a good thing. Surely when you look down the sights of a gun all you are aware of are the front and rear sights, and whatever they are passing over? Certainly, it means you have to be more aware of enemies approaching from your blind spots in a game that seems to have no qualms about attacking you from all sides. But this is not a bad thing! It makes the game play differently from most other first person shooters! It encourages you to only aim at targets when you know you won't be attacked, and to quickly move out of aim after shooting in order to check your surroundings.
So all in all, it looks good, and has an interesting effect on gameplay.
Sadly, I don't think this is instantly apparent. People saw the screenshots or played a short demo and instantly decided that since it wasn't what they were used to it must be bad. And Capcom caved, and changed the camera, moving it off to the side. Probably because this was the only thing they could potentially change without rebuilding the entire game, so they threw it as a bone to say they were 'listening'.
Boo Capcom. Boo! Have courage in your designs! The game is good, and people will come to appreciate it once they have played it a bit!
All in all, so long as they have an option to retain the camera from the demo I am really looking forwards to the full game. I think the control system gives you a pleasing level of control over your guy, and there are a lot of subtleties to discover.
If there isn't an option to retain the camera and one is stuck with the 'improved' version that the game was never intended to have... well, it is a tragic example of the perils of listening to snap feedback on something that takes a while to appreciate.
The camera position the game was intended to have:-
http://i1001.photobucket.com/albums/af133/AluminiumWolf/re605.png
The replacement camera positon hacked together quickly to placate internet pundits rather than because the designers wanted it that way:-
http://i1001.photobucket.com/albums/af133/AluminiumWolf/re604.png