My thoughts on the demo:
Leon's section is awkward and easily the worst of the bunch. The game forces you to walk at a snails pace as a guy leads you around. It gets really awkward when the game "opens up" and allows you to run, but then forces you back into walking a moment later. The worst part is a gun fight in an elevator, which is incredibly awkward to do the field of view. Chris's section is your standard run and gun, except with a crappy cover system (more on that below). Jake's section was the most enjoyable. You're given a large environment (which helps the terrible field of view) and can even explore a little and find a revolver.
The Field of View is terrible. Its easily the game's biggest detractor. The camera is simply to close to the character (not to mention that the character takes up half the screen when aiming). This game has the worst screen tearing I've ever seen. Everything is this game is done in real time, including using the options menu. While the game gives you a lot of options to adjust, you have to do it in real time as you take damage from enemies. You can't pause the game! The annoying "wait for your partner, before you can open a door" is retained from Resident Evil 5. It especially bad when you have to watch the AI partner struggle to navigate the environment to reach you.
The inventory works great. You navigate it with the D-Pad (horizontally for weapons and vertically for grenades and health sprays). You can enter another inventory by pressing Y where you have the option of combining herbs. You're also given the option to store items in a storage case. Your health is in blocks that regenerate individually. If you lose all of the health in a block, it doesn't regenerate (think Resistance FOM). You refill these blocks by taking health tablets made from herbs.
Aiming is very strange in this game. It gives you the option of using either cross hairs or laser sight. If you use the laser sight though, it'll disappear if start to fire at a rapid pace. When using cross hairs though, I noticed the game auto corrects for recoil. As with normal recoil, the cross hairs move up as you fire. Whats weird though is that when you stop firing, the cursor corrects itself to the original position by moving down. There is no option to turn this off. The cover system is awkward. To go into cover against a regular wall, you hold the L trigger. The strange part is that in order to go into over against a waist high wall, you have to hold the trigger and then press either A or L3.
You might have noticed that I used the word "awkward" a lot. That's probably the best word to describe Resident Evil 6. It's scary to think that this game comes out in a couple of months. Judging by this demo, it still needs A LOT of work.