Is there any news on what they're doing with the controls..? It would be a waste of time them releasing this game if they aren't giving the option of playing the game with the option of a Resident Evil 4, 5 and 6 style of over-the-shoulder camera. There are shitloads of people that have wanted this happening for YEARS!!!
You can't just change the view of a camera like that similar to The Elder Scrolls or Star Wars Battlefront.
First, the pre-rendered environments in the game aren't presented in a way to be viewed through manipulative cameras. They are designed to be viewed from certain angles to emphasize on presentation through the static camera angle.
There's a great post a few pages back that demonstrates this that I'll look for and quote here if I can.
Edit: Looks like that may be due to the collusion mesh than the actual environment design, so maybe I misunderstood.
Another aspect of the environment is that it's meant to be moved through and interacted with at these angles. Changing the viewpoint would likely change the perception of the narrowness of the hallway, regardless at whatever FOV is being used. Things would have to be overhauled to allow the player to perceive that they are moving through an appropriately sized hall. Puzzles and encounters that rely on these overhead, static angles would also have to be overhauled to various and appropriate degrees. Same could be said for item placement.
Than there's gameplay, primarily combat and inventory logistics. In the classic games, your character will at default aim at the nearest enemy at chest level. You then can control the vertical aim which is at 3 static angles (Up, level, down). Shots up and down then depend on the enemy entering the line provided by the angle of the shot, and also rely on 'chance' for the enemy to suffer a critical effect from the shot such as decapitation (handgun 30% at a head shot and shotgun is about 50% or 60% iirc).
This wouldn't work with the view provided in the new-age REs. So you have to adapt the free aiming mechanic that relies on some form of a reticule, such as the novel laser from 4 or an actual reticule in 6. Now that means you can aim and hit wherever you want, which means enemies can be shot in the head/weaknesses consistently. Even with the percentages I provided still at play on the occurrence of decapitation, enemies will still suffer them more often with less risk to the player, and thus they fall quicker.
What's bad about enemies falling quicker? It means the player is using less ammunition and other resources to prevail. Now the game is faced with an incredible surplus of supplies that makes it far easier than it already was. So now everything has to be cut down appropriately, but still ensuring that there's enough in each critical juncture to give the player at least a chance.
By the way, remember what I said about environments and encounters not playing well with different view points? This is especially true with boss fights and some of the more nimble enemies. All of these would have to also be completely built from the ground up to even be remotely playable. Yawn is an excellent example in being in a tiny, enclosed area with hardly any movement aside from hugging its tail allowed, making it difficult to pulling off the necessary shots if you actually had to physically point and aim instead of using the auto-aim to quickly get out the necessary shots.
I wouldn't mind a new REmake with that viewpoint. I've been thinking for many years how that would be handled both in orthodox and unorthodox methods. But that's what it would take: a brand new REmake. A reREmake if you will. All this is is a remaster in its barest form.