Weird control schemes...

I'd pick an easy example like sonic and the secret rings, but I kinda actually like that game.
Robot Alchemic Drive is my pick and I was kind of surprised honestly with how strange the controls were
 
I'd pick an easy example like sonic and the secret rings, but I kinda actually like that game.
Robot Alchemic Drive is my pick and I was kind of surprised honestly with how strange the controls were
I thought Black Knight and SA2 controlled worse. SA2's controls felt stiff, and Black Knight's were highly unresponsive.
 
Gunvalkyrie and Star Fox Zero come to mind. What was Miyamoto thinking with that control scheme? Different isn't always good. The controls ruined what would've been an otherwise decent game.
 
well one that's moreso a console limitation than anything else is Mario 64 DS. Cool, it's Mario on my DS but why do I have to play a 3d game with a touch screen or a DPAD?
 
I thought Black Knight and SA2 controlled worse. SA2's controls felt stiff, and Black Knight's were highly unresponsive.
I could maybe imagine black knight being unresponsive for sure but SA2 I completely disagree on. Sure it's stiffer than like SA1 but I always felt it was just more precise. To each their own I guess?
 
top of my head I can remember the keyboard scheme for Winning Eleven 10 on PC, because Konami did something interesting
W is triangle
X is... X
A is square
D is circle
Q is L1
E is R1
Z is L2
C is R2
Space is Start
and the arrow keys are the D-Pad
 
1980's platformers with awful jump controls. Not being able to influence your character in the air and the very stilted binary nature of dpad + jump vs. neutral jump just going straight up and down.

Then take that and mess it up even further with Action 52's system. It's as awful as the Nerd described. You need to jump neutral and then move right, otherwise you just jump up. What were they thinking???
 
1980's platformers with awful jump controls. Not being able to influence your character in the air and the very stilted binary nature of dpad + jump vs. neutral jump just going straight up and down.
Yeah, Castlevania comes to mind. I love the NES Castlevanias to death, and the movement becomes easier once you get used to it and accept it as a mechanic, but it's definitely strange. I wonder if there was a technical limitation or something? I mean, the Mario games had great movement without any issue, so who knows.

That said, it was certainly a breath of fresh air playing Castlevania 4 and being able to whip in 8 directions, and of course, being able to control your goddamn jump!
 
Yeah, Castlevania comes to mind. I love the NES Castlevanias to death, and the movement becomes easier once you get used to it and accept it as a mechanic, but it's definitely strange. I wonder if there was a technical limitation or something? I mean, the Mario games had great movement without any issue, so who knows.

That said, it was certainly a breath of fresh air playing Castlevania 4 and being able to whip in 8 directions, and of course, being able to control your goddamn jump!
Maybe unexperience? I mean, Konami wasn't too much of making platformers before Castlevania 1
 
4359479-dragon-seeds-playstation-front-cover.jpg


A weird one that threw me off recently.

Dialog advancement is done through the Square button, yet confirming Yes/No is done via X. It just feel very unintuitive and compounded by the fact the game has a lot of tutorial dialog it constantly repeats, so I'm mashing one button and having to switch over to confirm
 
Steel Battalion on the original Xbox. This thing was an absolute learning experience. Saying It was hard to use or weird, was an understatement. You had to keep shifting your attention between the game and the controls because sometimes the buttons would flash, and you had to hit them. It even had a windshield wiper button. You basically had an almost legit tank control layout right on your desk

And everything you see on the controller had a function in the game, and I mean every button, knob, and the like.
View attachment 214505
Being the mechhead that I am, I'd love to have this thing. Too bad they ruined the sequel with frigging Kinetic.
 
I have had some existential dread playing FPSs on N64, too.

South Park, GoldenEye and Daikatana were very, very rough.
 
Anything that forces touch or motion controls when the physical keys are right there.
sonic and the secret rings (WORST sonic game, worse than the hated Sonic 06)
Zelda skyward sword (before the switch port)
Zelda phantom hourglass and spirit tracks
Post automatically merged:

The controls for GoldenEye 007. They made sense at the time but going back to them is so strange.
i was playing the PC port (basically the 360 goldeneye 64, ported to PC)
and mouse aiming and having everything work the way Modern FPS's do, is absurdly unbalanced
i'm playing on 00 agent (highest difficulty) and the AI is dead before they TURN TOWARDS ME, because of super fast mouse aiming!! i did most of the levels with zero damage taken!
 
sonic and the secret rings (WORST sonic game, worse than the hated Sonic 06)
Zelda skyward sword (before the switch port)
Zelda phantom hourglass and spirit tracks
Post automatically merged:


i was playing the PC port (basically the 360 goldeneye 64, ported to PC)
and mouse aiming and having everything work the way Modern FPS's do, is absurdly unbalanced
i'm playing on 00 agent (highest difficulty) and the AI is dead before they TURN TOWARDS ME, because of super fast mouse aiming!! i did most of the levels with zero damage taken!
Yeah, it was a "rude" awakening when I realised that on Perfect Dark with mouse injection back then
Also Control, which was a nightmare level for me, was incredibly easy with the mouse too
 

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