What do you think is the best method to critiquing controls?
That’s complicated. I think criticizing controls sits somewhere between User Experience and Game Feel. Also controls can mean a number of things. It can mean the actual buttons that each action is bound to, and it can mean the way the game responds to input. It’s a matter of figuring out what feels good in terms of how the animation responds tightly to your input (like nero’s shuffle or calibur). And it’s a matter of figuring out how to make it easy and understandable to input the actions the player is trying to input.
Here’s something recent for binds: Nero’s controls in DMC4 are just fucked. There’s 3 buttons you want to be holding like, all the time, Lock-on, Gun, and Devil Buster. Holding onto an enemy with Devil Buster is optional, it’s not the most useful feature in the world, but the other two you want to be doing rather frequently. In the default control scheme, charging the gun is ridiculous. Everyone I know rebinds the gun to a trigger. Even with the gun bound to a trigger, it’s a pain in the ass to hold the trigger and also pump the shoulder button to get EX-ACT. Maybe a better configuration might be having the exceed bound to the button gun used to be on, but devil buster is just completely fucked. It gets worse when you want to juggle an enemy, summon swords or stay in the air longer by shooting the gun repeatedly. That’s difficult on a trigger. Continue reading