I've just had a bash at it and here's what I think:
Pretty brief demo, but very encouraging. The first area was a copy of the cabin siege from RE 4 and it was lovely. The real-time inventory definitely increases the tension and difficulty. I regularly used it as a cop-out pause menu in Resi 4.
Sheva could go either way still. Hopefully you don't have to manage her health and ammo too much. She seemed to take stuff on her own when necessary, but I can see situations where she steals the precious few shotgun rounds you need to stave off death for a few more seconds.
The game looks fantastic, but tearing is rife in this demo, so hopefully that's sorted for the final build with a sync menu option if necessary. Chris feels as if he should be slightly more to the right of the screen (not necessarily centre). Maybe I'll get used to it.
The second area was just to show off some of the 'Sheva is separated from you, commence rifle head-shotting from afar *now*' sections that will be in the game. The game is basically Resident Evil 4, but shinier and prettier and as long as environments vary, the set-pieces keep coming and the bosses are huge and slimy, that's fine with me.
Resident Evil has never had fluid/logical controls and Resident Evil 5 is no exception, even with the strafe options However, having played through RE 4 close to one million times, I'm somewhat of a ninja with the crappy controls so I didn't have any problems with the demo. The two strafe-enabled configurations might appease those who complained about RE 4's controls, but they still won't be able to shoot whilst moving, so no luck there.