since resident evil 4 is using fully rendered graphics and not bitmaps the 3d control would be great if the camera was fixed and not changing. please refer to the control scheme as 3d, and not analog control because the 2d controls are already analog....
greyninja how did the 3d control work on resident evil 2 N64 with bitmap fixed cameras??
i imagine it was a problem when switching camera angles... how did it work out?
as far as not employing a weapon while walking backwards, yea i didn't do that, but when fighting zombies, or after knocking a creature down, you have time to walk backwards before attacking again and it is much more precise than turning around, running, turning around and employing attack again.
although i admit in some cases the latter works too, both schemes work well in different situations, which really highlights the gameplay/controls of resident evil.
why can't the characters not shoot while walking backwards? well i'm sure that's a programming issue rather than any character related perforcement abilities... meaning they just didn't think of incorporating that into the game at the time.
as far as the proper animation for turning around, well, the turn around move in Eternal Darkness and Resident Evil was employed for really only when the characters weren't already moving (much to do with the gameplay because attacking is made from a standstill, not while you are running around) so they really can't show a proper inertia turn around animation. The games were not designed to have running then a turn around in the middle of a run, so the simple turn around inimation really isn't designed to show the inertia animation. Mario is just the opposite, his turn around is designed for the ability to turn around while already running therefore employing the inertia animation, as you know when mario is standing still this inertia animation is not shown ofcourse. despite all of this, all games in general could do a better job with the turn around animation from a standstill point, they really are a primitive animation compared to everything else.