as re4make is about to drop this week, there are several niggling technical issues that i hope were fixed in the release build (or will be by the inevitable Day 1 patch), and it's impossible to glean from trailers (let alone leaks) if these concerns will be resolved. they noticeably hamper gameplay, and it would make little sense if they were intentional design choices. i note that folks on 4chan and especially the steam forums routinely complain about aspects of gameplay (sluggishness, responsiveness) but, as always, nobody is ever specific. i think that if all of my concerns are addressed at some point, those complaints would vanish completely.
1) you cannot crouch while walking backwards. maybe this is not a problem on controllers but i don't play RE-Engine games on gamepads. this is a moderate-to-severe problem because you can use the crouch to avoid getting grabbed, though as a side-note, even that isn't reliable. if you're in a building (or too close to enemies in general), then you will always get grabbed. in some of the trailers, the prompt to Evade sometimes popped up on the screen (Krauser, Garrador), which is the crouch button. if that button prompt outright fails to register because i happen to be reversing then i'm looking forward to a cheap death down the line.
2) the issue with Leon constantly unholstering and holstering his knife and active weapon, which is pronounced and frustrating when parrying is a large part of the game. not to mention, the knives are very powerful and useful regardless. there's constant dead-zones in control responsiveness when this animation plays: you bring out the knife instantly, but can't get back to your guns with the same fluidity. i do not like this and think it's extremely frustrating, as it reeks of poor polish in a game that's nearer to RE6's smoothness in motion than any other title in this reimagined setting while still blatantly missing the mark.
3) similar to the above, but reloading guns is almost like being softlocked. you can't stop reloading the shotgun midway to fire off the shell or two you loaded. the only way to get out of reloading is to switch weapons, and the knife doesn't count. this goes back to my worries about the potential of the gameplay being almost there but not quite.
4) enemies can get slammed up against walls or tumble down stairs if the positioning is right. it doesn't always happen even if you're making attempts to have it happen. i hope this is more consistent in the full release because there's obviously a shitload of strategy (and fun) you can have with this.
5) parry windows on pitchfork attacks are bullshit and don't work sometimes. i've even noticed the chainsaw not allowing you to parry once or twice (it killed me a single time, because i ran at him expecting to be able to do it but it was disallowed by big bro capcom at that exact moment to own me). Professional difficulty will force you to learn perfect parries and that will be incredible amounts of bullshit if the windows aren't fair (or don't even pop up). several times, i swear to Christ, i hit the button but don't get parries off, yet in other weirder situations where enemies are not oriented towards me i've parried them - bit reminiscent of re6 counter cheesing, that.
also, in general, i despise the crosshair. ever since re6 (NOT re7, despite popular belief) it's been stupid. re6 was actually worse than this shit on RE-Engine, because when you used crosshair aiming in that game, the crosshair itself was a distraction. where shots actually landed was the laser dot within the crosshair, and that laser dot changed position with every shot... so you absolutely needed to be using laser sight aiming. ever since re7 though, it's only made the games uglier and introduced a retarded bloom mechanic where you get extra damage or critical hit chance if you wait for it to concentrate. i would have preferred COD ironsighting in Ethan's games.
it's worse than ever in re4make. just moving the mouse around causes it to bloom again, and with some fairly anecdotal tests over my hours playing the demo, it has tangible effects on the damage you do, and the chance to stagger an enemy. i absolutely despise randomized damage values in my shooty games, or where my damage *could* be better... but i'd have to make myself incredibly vulnerable (stand completely still, and not move the mouse a fraction of an inch) for one pointless shot when instead i could be kicking ass with mixed attacks. i'm not opposed to enemies being harder to stagger. i'm sure it will get much more manageable with firepower upgrades and mastering parries, but imo the crosshair detracts from an otherwise excellent experience.
and i guess my other gripe that will be clarified in the full version is that shotguns are way too powerful while paradoxically being terrible for crowd control. it's like they took the re2make shotgun and souped it up for its hyper-specific role of headshotting zombies. one close-up shot will instant kill any normal dude, particularly if you are in the same neighborhood as their noggin. try to hit multiple enemies, though, and you're lucky to knock down (but NOT KILL) two people. still, it's better than whatever the fuck that piece of shit scattergun in re3make was.