It really didn't cross my mind. The controls felt natural to me, but then again, I'm used to third person shooters, so... /shrugsUncompetative said:My only criticism of Red Dead Redemption is that the controls are clumsy. Not only is it too hard to get your character to walk through a door without looking like a drunken idiot, but the cover system is far too sticky. I would prefer it if you automatically vaulted over low cover, slid under obstructions and swerved to avoid the edge of a door frame, etc. Here is my idea of how the controls should have been:
LT draw weapon / target / (melee & block with LB)
LB hold:magnetic cover / tap: slow horse / hold: stop horse
RT punch / (push without gun equipped) / (use equipped weapon with LT)
RB tap:sprint / hold:run / tap:gallop / hold:trot / hold: match speed of nearby companion
(Y) mount/dismount horse or vehicle / interact with vehicle
(B) insult / focus on important event / reload weapon if drawn
(A) tap:jump / hold:climb / (tap:roll with LT) / tap:hitch / hold:rear
(X) tap:draw/holster / hold:weapon wheel
LS movement
RS rotate camera (select weapon from wheel with (X))
(LS) tap:crouch / hold:go prone / hold:stand up
(RS) look behind (dead eye with LT)
(Up) zoom in - ultimately to an over the shoulder camera view
(Right) right shoulder aim / (next weapon of a selected type within weapon wheel with (X))
(Down) zoom out - ultimately to scenic view without mini map or reticule
(Left) left shoulder aim / (previous weapon of a selected type within weapon wheel with (X))
(BACK) tap:whistle for horse / hold:show "named HUD waypoints" for your team in multiplayer matches.*
(START) satchel (includes pause menu on one of it "tabs")
Swapping the controls around like this makes it far easier to move fast on horse, or on foot. It is stupid to make Sprint / Gallop be (A) as it forces you to take your thumb off RS which is used to influence direction just as much as LS. Far better to make drawing your weapon be unergonomic as then those players who are more dextrous at shifting from RS to (X) and back again will end up "quicker on the draw". Selecting the weapons with (X), LS, (Left) and (Right) will discourage you from examining your inventory whilst exposed.
*I'd enjoy multiplayer more if the mini map only showed your team mates and those enemies that had been targeted by your team in the last 3 seconds, rather than those eager to respawn / sprinting / firing weapons. This would make it less important to have well-organised team chat that described the location of threats and is something that works well in Battlefield: Bad Company 2. The waypoint notion is obviously inspired by Halo 3 and serves to overcome a mini map in which blips always seem to be around the circumference in a way that doesn't tell you much about where the bulk of your team is when you respawn.
Finally, taking five shots to the chest to kill an enemy seems rather excessive. Making it more 'lethal' is ok if the cover system never irritates and sprinting isn't awkward to activate and penalised by putting a blip on the mini map - it should be up to the other team to spot you.
P.S. It may seem churlish to nit-pick one of the most innovative, technically astounding, games in recent years, but I am dismayed that all this effort has gone into recreating the flavour of a Wild West adventure so well only to be slap-dash about the ergonomics. Control schemes matter immensely to ensure an immersive experience is not ruined by the "disability" imposed on the player by having to mediate all of their actions via an inherently disabling gamepad.