IGN Hands On Impressions; not so great.
Unfortunately there's a downside to this hands-on, and it comes when you actually boil down the game's engine and take a realistic look at the gampeplay. I love Resident Evil, but it's obvious that this game is being developed by a smaller team, or one without a proper budget, or is just being rushed out the door. The game's scripted camera has a serious case of the shaky cam – way, way more than the first RE shooter – and the framerate was poor enough where random booth-goers were mentioning it out loud as they walked by. Harsh. As a result, the aiming reticule is just as choppy (if not a bit more) than the first game, so any and all precision found in titles like Extraction, House of the Dead, Ghost Squad, the Nintendo offerings in Link's Crossbow Training and Wii Play, and nearly every other shooter I can think of isn't found. It's simply not running at an optimal framerate, and the already-stiff cursor is suffering because of it.
Like I said earlier though, I'm not out on a witch hunt with this one, as it's obvious that this game just isn't showing itself in the best light at E3. The build I played didn't have any headshots working, there was no limb severing, and the puffs of blood coming from each shot was pretty lackluster. And Capcom, if you're reading this, that camera shake needs to get under control. It was amazing how many times you'd whip around a corner, see a zombie for a second, turn away from it, and then spin back again during a camera zoom or other view movement. The game is obviously going for a more hectic, cinematic look, but if the two areas I played today were any indication there's far more sporadic movement than actual shot-enabling still moments. Blend that with a stiff cursor running at a poor framerate, and there isn't much to offer even the most diehard fans. The characters rock, the locales are based off classic sections of previous RE games, but the actual aiming and shooting is painful to play.