Actually, I say this with a small caveat. In Resident Evil, (at least the Gamecube RE1 I played,) going through doorwatys sometimes had disastrous consequences. Because the stationary cameras were in different places in the different rooms, “North” in one room didn’t always correspond to “North” in the next room.
Let’s say that, in the first room, the door you want to go through is on the northeast side of the room (relative to the camera.) With platformer controls, one holds the pad to roughly 1:30 to go through the door.
After going through the door, however, let’s say the same door you just came through is on the northeast side of the room, relative to the camera. With a platformer control scheme, you’d still be holding the 1:30 direction, taking you back through the same doorway, and on to infinity. The RE1 scheme I used, a modification on platformer controls, allowed one to continue going in the same direction as long as one held the stick in a direction. Once you let go, however, it defaulted back to regular platformer controls. In Resident Evil, this had the particularly annoying instance of, once coming into a room, having the control scheme change once you let go of the control stick. With the quick crimson zombies in the game, this was my excuse for many a deaths.
Eventually, I reverted to the regular Survival Horror scheme. It may have been clunky, but at least it made sense with the style of camera angles and doorways in different places.
Thus, if Resident Evil continues to hold the moody, stationary camera angles, and I sure hope they do, I’d suggest going with multiple schemes for the gamer, and barring this, have the classic survival horror scheme. It hasn’t ruined the franchise yet.
And if these last two posts don’t make me a nerd, I have no idea what will. 