Antiwhippy
the holder of the trombone
There is probably a lot they don't like about it, though what sticks out to me is the lack of explanation for the controls. It is fair to call them obtuse. The demo was a disorienting until I sat down and just learned what the buttons do.
Not to bring up that old joke, but Brad is playing pretty terribly here. He is wasting ammo when melee (including Jake's melee weapon or headshots + melee) would have been better (he eventually runs out of ammo). He is confused when an enemy stops reacting to his attacks, but he doesn't realize the enemy's chest has mutated into armor (weird... mutation spikes and whatnot) so you should go for headshots not melee to the chest. Sounds like he had a real hard time at the start (this is 15+ hours now). Not knowing how to roll after 12 or so hours is insane to me.
The game being confusing is a fair judgment, but at some point I can't find much use for his opinion as someone who doesn't need tutorials to play games. I'm going to say not figuring out how to roll after many hours is probably the diverging point. I'm sure there are useful criticisms laid out by the Giant Bomb guys (especially on the presentation side, which is largely unpolished unlike RE5), but I get the feeling it is going to be another case of me having solved a good deal of their problems just by learning the game. What clues me on this is the fact he is frustrated in situations that look easy to solve.
That said, the way he recovered from that QTE after hitting the Xbox button was great, lol.
EDIT: I was under the impression the rope QTE they talk about was intentionally designed that way. Then again, with little documentation who is to say?
It's weird that it relies on melee so much when from what I've seen the melee looks terrible.