4. Capcom Has Updated the MT Framework Engine and Controls.
The controls of Resident Evil games have always been a big talking point. From the fixed camera and tank-like controls of the original to the more fluid over-the-shoulder view of the newer games, players will always see merits in one and problems with the other. One of the biggest problems Resident Evil 5 suffered from was the fact that the game felt like a poorly made expansion of Resident Evil 4. The controls were basically the same apart from the new co-op features, the level designs were less complex, and some enemies were even the same as those from Resident Evil 4. In other words, Resident Evil 5 felt far more like a not-so-good replication of Resident Evil 4 rather than an evolution. It was disappointing in many aspects as the game had been in development for four years and was intended to showcase the continuation of Resident Evil on current generation consoles. Resident Evil 6 appears to have corrected some of these issues; weve got new character models and animations, a fluid cover system and new player controlled character movements such as the ability to crawl backwards on the floor after being knocked over by an enemy. Capcom have also finally added the ability to run-and-shoot, whether this will be a good thing remains to be seen but one of the problems associated with Resident Evil 5 was how unresponsive the controls were at times. Basically what Capcom have done is provided us with an engine that appears to be adaptable and please all Resident Evil fans whether they want Chris squad based experience or Leons horrific scenario with the President of the United States.