DARK SOULS™: REMASTERED

DARK SOULS™: REMASTERED

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ImMobile Dec 4, 2021 @ 8:23am
This game has the worst controls of any game I've ever played.
Your character is a ♥♥♥♥♥♥♥ idiot. Swinging often through or past monsters even while locked on. The movement input works on a queue system so your character will randomly execute several moves that you input seconds ago leaving them vulnerable to monsters who basically never miss and even if they did it wouldnt matter because you're often facing 5 or 6 of them at once. The jump attack is the most laughable thing I've seen as well. You can input the commands for it 100 times and its going to execute a random number of times correctly.

It's hilarious this game has such high reviews I guess the gaming community just likes to put up with ♥♥♥♥♥♥♥ controls idk..

OH YEA and lets not forget to mention ALL monsters attacks go THROUGH the terrain but your's don't. So if you're being attacked in a doorway your idiot character's attack just stops on the stone or wood while EVERY monster sucessfully swings through the map and hits you no problem.. hahah what a joke
Last edited by ImMobile; Dec 4, 2021 @ 8:25am
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Showing 1-15 of 53 comments
the.lovewyrm Dec 4, 2021 @ 8:30am 
I'm a 'good controls freak" and I agree overall, the controls and handling are source of my own frustration many times. (and I also play with kb&m, which isn't actually that bad, except for kicking, gods I hate kicking)

But, the clunk can also give YOU the edge sometimes.
It's just there's a lot more monsters than you's, but it DOES work for you too.

One example (which I have not tried myself since I used a different approach)
Spoiler: You can hit Havel through the closed door from outside while in the Darkroot basin if your weapon is long enough

Also, technically, you can counter the 'terrain play' if you put the weapon in the other hand, which is a hassle and I never bother doing it, but, theoretically, if you put a one hander in the left slot, then your character will do swings from the left, so if there's a wall to your right, your swing will go through fine, while it would perhaps bounce if you swung from the right.

That also said.
If you use weapons that have vertical strikes, then that problem also gets diminished.

For me kicking and sometimes double rolling is the biggest issue.
And I dislike the wheel + shift to switch items.
It ain't horrible tho.
EleventhStar Dec 4, 2021 @ 8:39am 
inputs being queued and animations not easily cancelled is usually seen as a big positive.

it has nothing to do with the controls/input, it's a very intentional design decision to punish button mashing and bad decisions/mistakes.

jump attack/kick is a bit finicky i'll give you that, could have a bit more wiggleroom there. surprised you have no complaints about the jump controls. and i guess you aren't even aware of the particulars on sprint+rolling or block+backstabbing.
Last edited by EleventhStar; Dec 4, 2021 @ 8:40am
the.lovewyrm Dec 4, 2021 @ 8:41am 
Is the double roll/dodge the result of queued inputs then?
If so then I guess I have to be more mindful, if not, then I still have to be mindful, I suppose.
kat998 Dec 4, 2021 @ 8:42am 
Git gud
EleventhStar Dec 4, 2021 @ 8:46am 
Originally posted by the.lovewyrm:
Is the double roll/dodge the result of queued inputs then?
If so then I guess I have to be more mindful, if not, then I still have to be mindful, I suppose.

never had any issues with that in DS1. but i think the only time i mash the roll button is when i know i want to do 2-3 in a row (or when i panick, but that doesn't happen in DS1 anymore.)
Last edited by EleventhStar; Dec 4, 2021 @ 8:48am
the.lovewyrm Dec 4, 2021 @ 8:48am 
Originally posted by EleventhStar:
Originally posted by the.lovewyrm:
Is the double roll/dodge the result of queued inputs then?
If so then I guess I have to be more mindful, if not, then I still have to be mindful, I suppose.

never had any issues with that in DS1. but i think the only time i mash the roll button is when i know i want to do 2-3 in a row.
I see, I think it might be a sort of muscle memory now from me being new at the game and my main character always fatrolling.
The combination of new dangers + rolling like a sack of potatoes while trying not to get wrecked immediately must have trained me to mash.
EleventhStar Dec 4, 2021 @ 8:50am 
take of some armor until you don't fat roll anymore. massive difference in how it feels.
Vinyltavia Dec 4, 2021 @ 8:56am 
Use a controller lmao
Senki Dec 4, 2021 @ 11:41am 
The controls are good overall except for the kick. Don't know why they refused to give us the option to rebind the kick in every single souls game. It's like they want it to be clunky and unreliable on purpose. It's especially annoying when you just want to do a normal attack but you kick instead because you were pressing forward, it's stupid.

I pray to god elden ring will have a rebindable kick
Last edited by Senki; Dec 4, 2021 @ 11:43am
Apathy Dec 4, 2021 @ 2:10pm 
Imagine trying to play a console port that has notoriously bad k&m support with k&m and saying how bad the controls are while mashing in a game designed to punish that.

Maybe spend $20 on a controller and git gud.
Last edited by Apathy; Dec 4, 2021 @ 2:11pm
yds Dec 4, 2021 @ 2:37pm 
I'm pretty sure that "Dark Souls controls are designed to punish button mashing" is a fan theory. Much more likely that input queue was just an easier system for developers to implement.

I got used to DS controls after many hours of play, and they are quite well suited for this game, but other games certainly do it much better. Dragon's Dogma for example. Disagree all you want, but the character actually moving the way you want when you want is a good thing.
Apathy Dec 4, 2021 @ 2:40pm 
Originally posted by yds:
I'm pretty sure that "Dark Souls controls are designed to punish button mashing" is a fan theory. Much more likely that input queue was just an easier system for developers to implement.

I got used to DS controls after many hours of play, and they are quite well suited for this game, but other games certainly do it much better. Dragon's Dogma for example. Disagree all you want, but the character actually moving the way you want when you want is a good thing.

This isn't DS3 where mashing is a playstyle. DS 1&2 punish mashing.
yds Dec 4, 2021 @ 2:46pm 
Originally posted by Apathy:
Originally posted by yds:
I'm pretty sure that "Dark Souls controls are designed to punish button mashing" is a fan theory. Much more likely that input queue was just an easier system for developers to implement.

I got used to DS controls after many hours of play, and they are quite well suited for this game, but other games certainly do it much better. Dragon's Dogma for example. Disagree all you want, but the character actually moving the way you want when you want is a good thing.

This isn't DS3 where mashing is a playstyle. DS 1&2 punish mashing.

Have you played a lot of DS3? Input queue is even more apparent there. If you press roll and then get staggered, you actually roll right after recovering, which could take 2-3 seconds.

In DS1 and DS2 it's not that bad, although the timing is different. Take it from someone who never blocks and always (tries to) roll in DS games.

Also my original point still stands. "Punish button mashing" is a fan interpretation. Unless there's a proof somewhere of this being a deliberate and purposeful decision.
Apathy Dec 4, 2021 @ 2:52pm 
Originally posted by yds:
Originally posted by Apathy:

This isn't DS3 where mashing is a playstyle. DS 1&2 punish mashing.

Have you played a lot of DS3? Input queue is even more apparent there. If you press roll and then get staggered, you actually roll right after recovering, which could take 2-3 seconds.

In DS1 and DS2 it's not that bad, although the timing is different. Take it from someone who never blocks and always (tries to) roll in DS games.

Also my original point still stands. "Punish button mashing" is a fan interpretation. Unless there's a proof somewhere of this being a deliberate and purposeful decision.

DS3 rewards mashing and brainless play. DS 1&2 don't.
EleventhStar Dec 4, 2021 @ 3:15pm 
Originally posted by yds:
I'm pretty sure that "Dark Souls controls are designed to punish button mashing" is a fan theory. Much more likely that input queue was just an easier system for developers to implement.

I got used to DS controls after many hours of play, and they are quite well suited for this game, but other games certainly do it much better. Dragon's Dogma for example. Disagree all you want, but the character actually moving the way you want when you want is a good thing.

honestly sounds like its harder to develop, since you have to remember inputs while animations are happening instead of just ignoring them.

I'm willing to buy that the remembering/queuing inputs during animations was done as part of network code to deal with lag.

but not being able to cancel animations is definitely done on purpose to punish mistakes.
Last edited by EleventhStar; Dec 4, 2021 @ 3:15pm
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Date Posted: Dec 4, 2021 @ 8:23am
Posts: 53