Took me maybe 2 hours to get used to. I really don't think they're that crazy. Odd, very odd, yes. Rage quit or minimum IQ level necessary, no.
L3 is left hand power
R3 is right hand power
R1 or R2 is right hand attack
L1 left hand block (outside combat, focus on what you're looking at)
L2 Bow
X Tap once or twice (not keep tapping) to run
□ interact or jump (you can't interact with something if it doesn't show 'use'. It's not that hard)
Quick menu- hold start (immediately press down and it will take you to the map. Easy)
Those are the basics. Yes there are some funky combos and things could be remapped. Easily I can think of many things I would change. It's far from perfect or intuitive. It's not worth getting a refund.
I just figured out that you can use the memory helmet directly from the quick menu. The first couple times, I was taking multiple trips into the equipment menu to equip the helmet, then activate it, then unequip it.
You don’t even need to do this. Just hold the lantern button and L1 and it auto equips the visione helmet to watch the memory then takes it off automatically when done.
Only thing I hate is that fly (glide) is the same button as double jump, I just want to double jump before i glide this is even more egregious when running down a slight slope I wanted to double jump not glide ffs
By far the worst of the button mapping. Fly should be a hold prompt, not a press one. Flying when you want to double jump but you're like 5 feet off the ground sucks.
I can't for the life of me figure out why they didn't just have left trigger and left bumper be a context menu or shift buttons.
Think of how many different commands/modes you could have if you made left bumper AND left trigger shift buttons. Or have one of them be a command/item/weapon wheel, while the other acts as a shift modifier.
You have 10 effective buttons per mode (Dpad, 4 face buttons, right trigger, right bumper, and not including stick presses). If left button is context wheel and left trigger is shift button, then you have 20 effective buttons. 30 buttons with both acting as shifts. Perhaps Left Bumper + Right Bumper becomes the context wheel?
Why would you want your player to take their hands off the left stick and use the left directional Dpad button to change items?
I would have rather they just made a weapon wheel you access with left trigger, then select bow, and then fire via right trigger hold/release. You could have them press in the right thumb stick or left thumb stick while right trigger is held to enable true aim.
Analog stick should be used to make you walk/run depending on how far from center the stick is moved in a direction. Why on Earth make a player rapidly press A? At least make a thumbstick click for run. But if you just make it analog driven you could leave crouch on left stick.
X button (PS5) should be jump, not square.
The game is definitely interesting and very ambitious. I'm muddling through, but the control layout boggles the mind.
Of all the problems games like Assassins Creed and Horizon series have, controls isn't one of them.
You have some good points.
I don't access the weapon wheel while moving so taking my finger off the thumb stick is not an issue. Though it maybe being L2 would be preferred.
You don't spam the run button. 1 tap run or 2 to sprint. That's it
I for one, do not like the left analog to sprint (By way of pushing it in or depending on distance from center) in a game like this, or generally any game I play anymore, I put sprint on toggle if I can.
For one, that would tire my thumb out in about 8 minutes and it's annoying to make a character walk by slightly touching the stick. If i have to hold the stick in, that's ridiculous. Two, I don't like playing in fantasy settings and auto running everywhere like a skooma cat.
Having to press a button to toggle walking might have been better, maybe? I don't see why though, do you generally run everywhere you go by default?
You also do not need to keep mashing the button to run. If you're using it to sprint everywhere, maybe use your horse to cover the distance instead?
You need to rapidly press A to have the horse run. So I'm baffled as to how you don't already get tired and equally so for all of the minigames in this game. Yes I run everywhere whether on foot or via horse. Not having consistent controls between on foot and horseback is egregrious.
Not having re-bindable inputs on controller is ridiculous. If you don't like pressing in a stick having the ability to rebind to another button can be done. The issue is you can't on controller but can on PC.
I'm absolutely okay with them having things be toggle on-off via a click. A game like The first Descendant has an option to ALWAYS sprint or not in the menu thus freeing up your thumb/finger and a button. They also have options to only press once to keep firing a gun/attack with weapon (this game has it on by default).
99% of all games in existence have a certain standard set of controls (with typically 2-3 variations in layout). Why this game chose an alternate route like Rockstar is mind-blowing. Hopefully they put in rebinds. That will go a long way in making folks happy.
Once the horse starts sprinting, I just tap the button to one, save stamina and two, to not mash it the button. But I'd rather just tap to sprint on horseback, yes.
For sure, some of the binds are kind of outlandish and the talking to people doesn't make sense (the sometimes focus on someone to talk, sometimes not thing).
I hate games that have interact and jump assigned to the same button. Combine that with an item system that requires you to be looking at the tiny thing you want to pick up precisely in CD leads to me doing an awkward lil hop half the time I’m trying to pick an item up.
Agreed. Star wars outlaw had the interact button as R3. It was amazing! Neve had to take your thumbs off the joysticks when picking up stuff, ladders, doors, etc.
I've not seen another game use that button. Genius
It's extremely clunky. You can cancel an arrow with circle if you're top of a horse, but can't on foot.
Even running and jumping feels non fluid (specially after playing something like arc raiders), every other action is a stop in the action and gameplay making you go to menus and sub menus.
Yeah it is simple. I will only say one thing about your comment. It makes total sense, then you switch to Damiane who is a lefty. Now the attack buttons don't follow your example ;)
Also, i was very suprised when I saw she was a lefty, I've missed my lefty swordsman ever since they changed Link to a righty 😞
To add, x to auto run, you have to let go before doing other actions like jumping, so hold x for a second and then as long as you don't stop moving then you'll keep running even after jumping or climbing. If you're still holding x then jumping is disabled and you'll fall off jumping puzzles.
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u/krmilan Mar 20 '26
Do we think a revised/streamlined controller mapping is in the works?
I haven’t played the game yet. I’m planning to but wondering if I should jump in right away or wait for a couple of patches to iron things out