My problem with RE5 is that while alot of the design choices may have looked good on paper, they didn't end up working here
For example:
-while the game would need to have such a system in online co-op, the way the inventory system works is broken in single player. Sure, in a co-op game it would be anooying to have to pause every time in order to dig out a new weapon, and setting it up in a grid fashion makes it easier to transfer items, but in single player this just doesn't work. Considering the horde of enemies that come at you, not being able to pause while getting an item only makes the game unnecessarily harder (the worst case of this happening was in the mine area with all the Lickers and the Albert Wesker boss battles). Further, considering how RE4 changed its inventory system for the better, its a little dissapointing that the change it back to something that just doesn't work. Admitadly Dead Space had a similar inventory system, but the advantage with that is that access to your items in that game could be done without even having to open the inventory screen, meaning you could still shoot enemies and use items without having to stop and let them come at you every time. Further, the way armour worked was also a pain, in which while it would be useful certainly to transfer armours between players in co-op, there just isn't any reason why the armours couldn't be upgrades instead of things that took up space (how does that work?)
-AI is also badly done, but it seemed to have been done with the best of intentions. For example, if you look closely as to how it would work, defensively Sheva would use health items in frantic moments on you if it was known that you would probably need it by the time she gave it to you. Problem is that what qualifies as when you need it and frantic is somewhat badly done, as even small damage will be healed with large items if there is even just one weak enemy in the area, as it assumes the enmy will do massive damage and as such prepares for a weak threat. Combat is also a problem, as several of her mannerisms cold make sense but end up failing. As you probably notice already, Sheva uses her weaker weapons more. The reason for this is because the AI is designed to use weaker weapons first so as to save stronger weapons on stronger enemies. Problem is however is that this means she always uses the weakest weapons, even if the enmy at the time would need something stronger, yet because the AI is always in conserve mode she doesn't use her stronger weapons. Further the AI is also designed as using the stronger weapons as a last resort, meaning the AI will often try to find crates of ammo so as to continue the weak assault before having t switch to the big guns. Problem is however that since the way crates are dealt with, the occasionally respawn with more ammo, meaning the Sheva AI has no reason to use anything but the weaker weapons, as ammo keeps coming for it and the AI is designed to only use the stronger weapons as a last resort, which never happens. Sheva is also designed at times to take fire for the main character,n which results in her trying to guard the player, which unfortunatly means she always gets in the way of your own fire and as such you sometimes do more damage to her then you would the enemy.
There are other things as well, such as it being shorter than RE4, taking things directly from RE4, not being that scary, and the worst offender cinematic cutscenes with QTE's, cutscenes that based on their visualo style would imply that they are break points and as such often meads the player in a state of confusion and unprepardness to respond.