Bringing both gameplay types together is a control scheme that for the most part remains disappointingly unchanged from previous Resident Evil games. Kennedy is manipulated minus true analog control. Push the analog stick and he walks. Hold the B button down and he runs. Same as it ever was. Also, in our play experience with the game it became abundantly clear that many of the battles would have benefited from a dodge or strafe function, which Capcom has chosen not to include. And yet, despite all of this, the process of controlling Leon is far improved thanks to a combination of a flexible new camera that shoots the action from behind the character's back and a new action button that enables context-sensitive functionality.
Because the view remains behind Leon at all times, that momentary sense of disorientation that accompanied entering a new room in former survival horror games is thankfully absent. Adding another intuitive control layer, when you tap the R button Leon will aim his weapon and you can target enemies with full analog sensitivity. To call the addition superb would be an understatement. It changes the entire gameplay dynamic as you can individually target specific body parts of enemies, which in turn plays into the strategy