2) Running With Scissors
Or knives, as the case may be. Really, why can't we walk with this thing? Why do I have to run up to within striking distance of an enemy, then stop, put away my weapon, and pull out my knife, just to get an attack in? As mentioned before, it makes sense not to allow the player to shoot and move at the same time, heightening tension, yadda yadda yadda, but the whole melee system just feels clunky. Why not just really restrict movement speed when you're wielding a knife? If you can only edge forward slowly it wouldn't ruin the balance of the game, but it would level the playing field. It's pretty frustrating how much of a disadvantage you can be at trying to get within knifing distance of an enemy. Not only is there the whole delay that's caused by having to stop then switch over to the knife thus giving enemies the chance to get the jump on you, but if you judge the distance wrong and you're not close enough, you can still get hit by enemies while they're outside the range of your knife swipe. It all feels a little punitive restrictions are fine, but decisions should be made in the service of gameplay, first and foremost.
Being able to move while carrying the knife would also help give melee combat more rhythm. As you probably know there's no basic melee button that you can use whenever you like. Instead, melee combat is context sensitive. This makes sense having a melee attack button would alter the balance of the game, giving the player too strong an option to resort to should his enemies get close. Instead, you can use other strikes to open up enemies for melee attacks. We love using the pistol and melee in tandem, for instance. Essentially you stun an enemy with the pistol then run in for a devastating punch. The same concept applies for the knife, but it's much clunkier being able to move with the knife would make the melee system smoother.
Oh, and while we're on the subject of melee combat Capcom! Where's the intensity? Remember the suplex move from RE4 where you could burst an enemy's head like a ripe melon? Well, there's no sign of anything like that yet in RE5. Yes, yes, there'll probably be some cool, gory melee moves in the final game, but the ones that we've seen so far are kinda weak; the 'stomp' melee move especially. Walk up to a downed enemy and you can hit X/square to stomp them, only, you might as well be tickling them for all the impact it has. This ain't curb stomping. This ain't spattering the streets with brain. This is Chris doing a weak little tap with his heel on an enemy's chest. Fix it please!
4) The Run Button
Now, this is something that's too late to fix, but we just had to include it as we're not really sure why it's still in the game. I mean, sure, the whole run button system works well enough, but why not just let us push further on the left stick to move faster? We're really not sure what advantages the run button brings. It forces you to take your thumb off the right stick and results in running a little bit like a shopping trolley you careen along and, yes, you can steer okay, but you'd be able to steer a whole lot better with an industry standard dual analogue set-up.
As we stated, it works well enough, but it still results in some bizarre shortcuts. I mean, if you want to turn up a stairwell that branches up to the right, it's ridiculous that it's easier to get to the landing, turn slightly left, then do a 180 degree turn in order to go up the stairs than it is to simply follow the stairs.
I actually disagree with both of these. These restrictions in movement give Resident Evil a very distinctive feel, much different than in other action games. Taking them away in lieu of full analog control would reduce the tension quite a bit, at least in my opinion. Still, it couldn't be harmful to at least include it as an option for those who wanted it though, a la the different control schemes in REmake.