• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

RDR2's controls discussion (the good, bad and ugly)

I'm guessing the touch pad opens the map on the PS4? Between having to push the start button twice to get the map and B button twice to get out along with no Share button, I'm missing the DS4 right now.

Touch pad changes camera angle, unless I'm missing something
 
Last edited:
The controls have a lot of issues.
- Having an item/character centered on camera is not enough to pop up interaction prompts, your position and angle must also be inside an arbitrary set of constraints
- You can't just do fine adjustments to your position, as your input just triggers rotation/movement animations (which can be cancelled but are slow to start); this, combined with the previous point, makes looting some boxes or cupboards, or choosing which object to take from a busy table, unnecessarily hard.
- The same input usually has a multitude of contextual meanings, to the point were the same control could do opposite actions (such as using the right trigger to hold a weapon instead of the left one or shooting when you release the trigger instead of pressing it). There is poor consistency between mappings in general. It takes a lot of time to get used to it and never ends up feeling natural.
- The default walking animation is extremely slow, which makes sense in cramped interiors but it also used outside, even during action sequences.
- The cover system is very unresponsive. Changing from one cover to another, leaving the current cover, or even shooting from cover sometimes just won't register, and others will have some weird delay.
- The menus are just bad, with details such as having to release a button to confirm your selection but having it under a weird timer, so if you happen to release the button slightly too late, the menu closes but your action doesn't register.
- A large number of prompts require you to hold a button to register. You'd expect the button press to launch an animation, which would carry on while you hold the button. Instead, pressing the button does nothing, and holding it for one second or two launches the action after the timer. If you release the button too early, absolutely nothing happens. There is usually no action mapped to the button press, only to hold, which makes the whole thing an unnecessary kludge.
- There is a lot of weird flow issues in the menus. Holding start shows up the map, something you do often specially if you like to play with no radar, but pressing B (labelled as Back) in the map screen doesn't return you to the game, it shows the main menu screen instead. Holding start again in that map screen would have returned you to the game, but if you pressed B by mistake and enter the menu, holding start there does nothing.
- The game is overwhelming with specific mechanics and control systems, and some of them (such as dueling or melee fights) are poorly explained or have their own set of control issues.

I don't think the game's faults are all related to controls, but it is probably were the most glaring ones are.
Oh come on, they are just realistic.
 
Frame pacing is a big problem in this game...

On PS4 pro, we have a lot of fps drop...

Speaking of which, has anyone else seen when the game drops to single digits fps? Once when Arthur was in the brawl in the mud during closeups, and another which I can't recall the exact situation. It was very surprising to see it go into slide show mode. I'm on the X.

Touch pad changes camera perspective, unless I'm missing something

That makes sense now I think about it. I wish there was a damn map button. They could have made the camera a stick click and removed the dumb horse calming thing.
 
Last edited:
I haven't really had much of a problem with them yet. It's a big complicated open world Rockstar game, and the controls are about what they usually are in one of those. Often confusing and poorly explained, but manages to accomplish a lot and be intuitive enough for people who have played the rest of their games.

A few little quirks that annoy me:

-the touch pad should be a map button, and when you hold down on the dpad to adjust the radar, the touch pad should contextually switch to swapping camera angles. You use the map far more often than you switch your preferred camera angles.

-I feel like the cover system is a little wonky but I'm managing

The same input usually has a multitude of contextual meanings, to the point were the same control could do opposite actions (such as using the right trigger to hold a weapon instead of the left one or shooting when you release the trigger instead of pressing it). There is poor consistency between mappings in general. It takes a lot of time to get used to it and never ends up feeling natural.

Yeah this is insane, I can't understand why occasionally I have a prompt to draw my weapon to threaten with R2, what the fuck were they thinking with this one.
 
Last edited:
I guess this game going to have same issue I have with most R* games. They have detailed world but when it comes to actually playing the game I don't think it's going to be very fun for me personally.
 
Last edited:
I'm guessing the touch pad opens the map on the PS4? Between having to push the start button twice to get the map and B button twice to get out along with no Share button, I'm missing the DS4 right now.
No, the touch pad starts the "cinematic camera" or whatever it is called. A rather superfluous addition IMHO.

However, holding down "options" (which I'm guessing is the equivalent of "start" on the One controller) brings up the map directly. I don't think this is told anywhere in-game, but yay for the Internet.
 
No, the touch pad starts the "cinematic camera" or whatever it is called. A rather superfluous addition IMHO.

However, holding down "options" (which I'm guessing is the equivalent of "start" on the One controller) brings up the map directly. I don't think this is told anywhere in-game, but yay for the Internet.

Thanks, I'll try that. It seems lots of things are kind of hidden. I could not figure out melee and even the button layout did not make it more clear. Don't get me started on quick draw...
 
Last edited:
I had no idea about this. Makes me wonder what else I have missed
Tapping L1(/LB) will sheath your current weapon. However, if you're holding a pistol/revolver, double-tapping it will make Arthur spin it first. Is there any point to it? No, but it's cool.
 
It does not prevent me from playing the game - at all - and I like it in theory, but in practice the heaviness is too much, yeah. I would love it if RDR2 had Mafia 3's responsiveness.

Also, whoever decided that analog is only for walking, and we cannot jog at all and can only walk/run, should be demoted.
 
Last edited:
I'm guessing the touch pad opens the map on the PS4? Between having to push the start button twice to get the map and B button twice to get out along with no Share button, I'm missing the DS4 right now.
Hold the start button to open the map right away.

Edit: Beaten
 
Last edited:
I honestly don't have an idea what you mean. I don't have any problems with the camera. Can you explain?

If you hit one of the buttons (it's the one with two interlocking boxes on Xbox) the camera goes into cinematic mode. It was disconcerting to use while walking as you use the right stick to place the camera.

This might be what people are referring to. Or maybe not.
 
I love realism in games (hell tactical shooters are one of my fav genres)

But a game like Killzone 2 is not realistic and just makes you feel like you're moving around in molasses.

There's a difference between realistic and just sloppy/clunky.
 
I love realism in games (hell tactical shooters are one of my fav genres)

But a game like Killzone 2 is not realistic and just makes you feel like you're moving around in molasses.

There's a difference between realistic and just sloppy/clunky.

What are the FPS's you would recognise as "realistic" in terms of gunplay and movement then? I personally found Killzone 2 enjoyable and pretty grounded all in all (they did some patches to improve the handling a bit more too).
 
I've found the camera to be great so far and generally enjoying the shootouts a lot too

the 'accidental bad guy' shit is annoying though...

usually revolves around Mount Horse (Triangle) and it accidentally either mounting dismounting when you're trying to lead a horse and hitch it, stow wild game, or simply turning you into a horse thief because you mount the wrong horse, or to tackle (also Triangle) an NPC...

or L2 being Interact NPC but also Aim Weapon if its equipped... I've killed 2 people now where I meant to greet them but because I had my weapon equiped, I pointed my gun and was forced to kill them after they attacked me lol

saw this on a subreddit that sums it up well haha



you can see the exact moments he meant to mount his horse but he kept tackling... or where he wanted to Interact NPC to Defuse but instead aimed his gun lol
 
The game is great but reading that there are no cool finds while exploring is disheartening. Controls are still meh but I'm getting used to them. I like the game more than I thought I would.
 
The game is great but reading that there are no cool finds while exploring is disheartening. Controls are still meh but I'm getting used to them. I like the game more than I thought I would.
Is it not cool that you find randomly on the meadows two guys who are trying to crack open a safe? You get closer and they start threatening you. What happens next is on you... or you are just going on your way and seeing a murderer looting a body. You ask him what he is doing... of course he dies, than a person comes there who saw it from afar and starts to ride to the sheriff to tell him about what he heard/saw. You catch him and makes sure he won't talk, one way or another. Then you go on your way and find a (seemingly) abandoned fisher house. You go in, rob it. Then walk out to continue your way. Oh but the owner is just coming home and asks what the hell did you do there... All this and more while exploring. So those who complain, what do they exactly wanted to find during exploring? Hidden labs where they are making zombies or what?
 
Yup, I've had much the same feeling playing the game. There's no much point "exploring" the world, which sucks because it's so beautiful. What's the point in exploring to loot places, when I takes another 10 minutes to loot a small room? Walk up, hold x, and watch as it takes me 10 seconds to put a piece of corn in my bag, repeat about 20 times.

Likewise yes the controls are stiff and just bad. No, it's not a weight issue. Many games have had this problem before where they attempt to simulate real world weighting and timing but two issues arise:

1) it's not accurate anyway.

2) it's actually not much fun.

Let's say for example you're in a room, and you need to pick up a few things. In the real world, you would pick one up and likely stay down while you pick up the other. In the game, you pick up something and then repeat the whole animation again. Is it accurate? Yes, sort of. Is it fun? No.

I mentioned in the other thread it feels like the whole player animation system is running at half speed. It's like, it takes too long for anything to happen. 10 whole seconds to bend down, grab a body, search it, and drop it back down? Is it realistic? Yes, kinda (let's forgive the whole search through pockets etc in real life), but is it FUN? I would happily take a quick bend down, tap the body and back up. A seconds worth of animation, tips.

In towns, it's even worse. You battle the controls to such a poor degree it's just not fun. I try turning my horse, which then turns in a huuuuuuge circle. At which point I've now knocked down an innocent person, who then takes a whole getting up, and then... shoots at me. To which point "I" then become wanted? This makes no sense, at all?

Then you have the actual input issues. The controller bonds are really strange, and hell sometimes don't even work. I've actually pressed a button, watched the circle go around (which btw is one of the worst things ever) and then... nothing. So I have to do it again. I go out and find somebody to shoot at and then... nothing. Then I notice that my weapon isn't even out, so I get it out. And by that point I'm dead? And don't get me started on cover. The number of times I've ran over to cover, only for my player to either stand there or jump on top of it?

It's like... the foundations are there. But man, it's such a poor contrast to this beautiful world the devs have created. I want to explore, but I feel like im being stopped every second.

Oh and forced walking sections...? Good lord... i actually make a point to NOT go to my camp because I walk slower than anybody. Ever. And that's holding A.

So many issues but can be fixed, quite easily. But rockstar don't tend to fix these sorts of things, as this is their vision. So sadly it's very much a like it or leave it type deal I fear :(
 
The more I play, the more the slow looting process is bothering me. It sounds like a small thing that shouldn't matter but it adds up. A "loot all" or just quick press to loot would help a lot.
 
Remember how imthe Witcher 3 came out and there was this grand vision about how this is how people move! Feel the weight! It's reaaaaaaal!

Then they patched it because real is just not fun.

That's what we could do with here, an option. Don't destroy their vision, but do offer the chance for people to enjoy their game who want to actually play it and not be battling the controls :(
 
Watching DSP's playthrough and he hasn't mentioned any problems with the controls, and he ALWAYS moans if a game has bad controls. The only thing he's moaned about is the duels, that he says are clunky.
 
7 hours so far, i have done some side quests and it's really fun, it has an amazing attention to detail as to a cinematic western experience, and the graphics are amazing.

Seems like the side quests are "better" designed than GTA or RDR1, not by a big margin, but R * has hided those "fech quest" that plagued their games adding cutscenes or other details, even they have decisions in some quests, the result is the same whatever you do anyway, but eh...it's something.

However, and i'm sorry if i'm being irritating, the gameplay department is still clunky...even really awfull sometimes, specially when I try to do an specific action and the character does a different one due to shitty button prompts, i'm enjoying the game but this is serious bussiness, i don't understand why this aspect hasn't been covered in ANY review, it makes me think ...
 
They are clunky, dead zones with free aim are excessive, as usual with Rockstar games.

It blows my mind how really few reviewers mention these things.
 
What are the FPS's you would recognise as "realistic" in terms of gunplay and movement then? I personally found Killzone 2 enjoyable and pretty grounded all in all (they did some patches to improve the handling a bit more too).
Older tactical shooters like R6 Raven Shield/Rogue Spear, Ghost Recon 1, SWAT 3/4, Operation Flashpoint: Cold War Crisis, Hidden & Dangerous series, Vietcong...
 
Shit is sluggish as fuck reminds me of gta 4 which in my opinion controlled terrible im only about 3 hours in but still i thought i was gonna have longer sessions but its turning in to 30 mins here and there because the controls are such a chore. Just seems like aruther is heavy.
 
Shit is sluggish as fuck reminds me of gta 4 which in my opinion controlled terrible im only about 3 hours in but still i thought i was gonna have longer sessions but its turning in to 30 mins here and there because the controls are such a chore. Just seems like aruther is heavy.

this is my experience too.

I haven't been able to play for more than 45mins in one sitting. I had numerous on release day - didn't touch it at all yesterday.. which I guess is a bad sign, and had two goes on it today.

The controls, the general feeling of sluggishness of the game, I just can't get immersed at all, and I must have put nearly 1,000 hours combined into Witcher 3 and similar games.
 
My biggest gripe with the controls is that tap "A"/"X" to sprint exists. It was annoying in GTA but not that much of an issue as the main form of movement over large areas was done in vehicles which didn't require you to mash one button in order to go at the top speed. In RDR2 it's both annoying and an issue as every form of movement requires you to mash a button in order to cover a bit of ground.
I quit gta because of that lol... i dont understand why they do this..U spend so many hours on a great game but u add this stupid mecanic that wil never make me replay the game or get onto online. I hate free roaming and doing side stuff because of this and it really annoys me :(
 
2 hours in so still only scratching the surface. but I've experienced plenty of the controls.

Some problems right off the bat;

-character controls are worse and less responsive than GTA4 with its euphoria physics spam.

-combat is worse than in The Last of Us.

-Inconsistent context sensitivity and hold button to open. Context/time sensitive controls can be annoying in their own right, but here they can change unpredictably too. I keep things manageable by paying close attention to the on screen prompts (which use tiny font so sit close to your tv...)

-Clunky inventory and weapon interface. It works, but oh boy.

-Animation and physics spam, add to realism, hurt gameplay. Good gameplay is dependent on consistent, precise controls or at least they need to be precise enough. Here, you're never consistently moving at the same speed, you're never turning the same or navigating obstacles in the same way. Then throw in environmental physics interactions with your horse/character (eg snow) and things get inconsistent and sometimes outright random. This can be very pronounced when dealing with your horse. It leads us right back to the days of tank controls in RE. Awkward is the best way to describe all this. Awkward tank controls.

It helps that there is a cinematic auto-travel on-rails mode. I use it whenever I can when traversing environments. Bit of a lifesaver. BUT it is not perfect. You still have to pay attention:

TinyBiodegradableKoodoo.gif


1st person mode is 100% useless.

Gunplay is mediocre to ok, weapons management can be iffy but once it's out and loaded it does what you need it to do most of the time in terms of the aiming system and positioning. Cover system works most of the time. I haven't looked into the weapons maintenance system.

I don't care about the slow deliberate movement. Actually that's when I have most control over the character and the game is so pretty I don't mind that you have to work (by tapping button, keeping up stamina by eating) for your temporary running or movement boosts. The fact picking up different items from different places takes varying lengths of time is fine, I'm patient.

Gameplay overall so far is an easy 7/10 for me. Works, but it's kind of clunky (controls are biggest problem) and slow (this will torture some people). Keep in mind I'm patient otherwise this would be a 6 or a 5 as the gameplay mechanics and controls are straight out of ~2008.

The rest (visuals, story, atmosphere, characters, script, sound design, etc) are all 10/10 so far.

At worst this game has some core problems that don't ruin the experience, but they do get in the way in frustrating ways. Patience will alleviate some of that frustration, but not all. I know I'm only 2 hours in but gameplay in a game is fairly fundamental and apparent from the outset. At the moment it's sitting at a a solid 8/10. This game is not a 10/10, no matter how amazing the story or world is. Games journalists need to be nuked from orbit. Lying, corrupt fucks. I will venture to guess that most of the them DID NOT play this game.
 
Last edited:
I think the controls in these Rockstar games are tuned to force you to make decisions in-game. Do you loot all 10 corpses or do you just loot 4 of them before the law shows up? Do you try to make a break for your horse or do you stay in cover and try to take a couple more people out first? Do you run through a saloon and risk starting a fight and getting reported for a crime, or do you take your time and walk like a normal person?

With these games I come into them with a different mentality. These are not meant to be played as fast action games like DMC. These are really more sim-like and your movements and actions should be handled with care. Going 100% speed on everything you do in this game is going to get you in trouble.
 
Had some really glitchy bugs on the ps4 due to some stutters and lag...particularly when your getting ambushed and trying to fight off people on horseback
but in saying that i found it much easier popping heads on ps4 than the Xbox....that pump action shotgun vs a head is one of the most satisfying things i have had in a long time
 
The reason that's a problem (according to most people who are well into the game) is because the controls aren't responsive or predictable enough to ensure you're always doing what you want to do. So it results in many accidental actions.
 
Still in the prologue but aside from the standard clunky rockstar controls, which is expected, itd be nice to speed up the looting as well as taking items. So frustrating having to hold square multiple times in a row to collect each item individually.. why not a "take all" button? Etc.

This game doesnt respect the players time, or atleast wasnt developed with it in mind, so it seems to me so far.

Its a great game. Im loving it, but yes, it does feel clunky controlwise. Shocked rockstar hasnt chosen to improve those at all. Just doesnt feel very smooth. Lota of snapping actions. and im already sick of tapping X to run. If i hear that clicking of the button taps....one. more. time.
 
This mostly my own personal opinion and I didn't play the game so take my opinion with grain of salt but the way some people describing the gameplay it seems R* went little too far with trying go realism for immersion. I like what one of the animators in NieR Automata said in developer blog.

As an animator first and foremost, there's a lot you can't help but want to leave in. But you're not making a movie here – you're making a game, and it has to be tight and responsive. The truest sign of a skilled game animator is their ability to make something great with the number of frames they're given.

At end of the day they are games and the controls needs be responsive and feel good if not then it just gets in your of the actual game and it will have opposite effect of breaking your immersion.
 
Last edited:
Biggest problem I have with the controls is that to talk to people you have to press L2 and sometimes that aims your weapon (even if you don't have it out) and then your fucked. I had one where it was sneaking up on a group and it says R2 to aim weapon, I press it and it shoots the damn gun alerting everyone. I had to reload that checkpoint.

Just find the button layout bad.
 
Biggest problem I have with the controls is that to talk to people you have to press L2 and sometimes that aims your weapon (even if you don't have it out) and then your fucked. I had one where it was sneaking up on a group and it says R2 to aim weapon, I press it and it shoots the damn gun alerting everyone. I had to reload that checkpoint.

Just find the button layout bad.
That's odd, I've never had L2 bring up my gun unless it was out of the holster, and R2 shouldn't say "Aim Weapon" unless you're highlighting someone with L2. I can see how that would be frustrating, but it's the first I've heard of it happening.
 
I finally got some time with the game. Only a few hours in still but most everyone's criticisms are justified.

Although the controls aren't very intuitive I'm pretty good at picking such things up so I haven't actually run into accidental button presses yet.

Cover mechanic is inconsistent and feels broken half the time. Arthur lazily sits behind most objects instead of pressing against them and staying low as Marston did which means enemies get free shots too often.. Clambering and climbing objects seems to be extremely limited in this game cleared to past ones, which surprised me.

A couple things the controls are missing... The ability to snap to different things of focus within the scene using the camera stick. It literally does nothing while in focus mode and could have been used to easily scan across objects and people on screen. full Button remapping. I would love to see what I could do for intuitive controls if I could set my own buttons for each action.

Otherwise I am very sensitive to input lag. I noticed immediately something strange with the game:
1. Input lag is definitely present but slightly better than GTAV in the outdoors areas. Something strange happens when you go indoors. Not sure if it's ones with npcs or if they change to some better lighting or something but it appears to slow the game down and add additional input lag. This makes it seem to be a technical problem with the game.
2. The Standard FPS control method works fine in first person but if you use the same control scheme in 3rd you can't go into a full sprint from the L3 click for some reason.
3. The acceleration curve feels better than GTAV's slightly. Unfortunately the default settings plus input lag kill it but here is what I've done to make things feel better:
-Drop dead zones to 0
-Bump look sensitivity up several notches.
-Bump aim sensitivity up about 5 notches
-Bump aim acceleration up 3 or more notches. Haven't tried full acceleration because I think there should be a little bit to aid in finite movements
Set tap help to hold
-Lower the camera chase to minimal - This made inside areas slightly less disorienting imo.

Unfortunately aim assist strength doesn't seem to do anything for free aim mode. The game could also use a slight bit of sticky aim for free aim.
Also still haven't figured out if the multi tap assist works or what tap to hold delay input is supposed to do.
 
Well how about the NPCs wouldn't keep yelling at you to get going when you are trying to loot the people you just killed? Realism or not, that's just annoying and/or bad design.

Besides, if realism is the target, then we wouldn't have the time of the day/weather changing in an instant. Or the fact that your clothing can be changed immediately. Or dead eye. Or any number of other things. It's still fundamentally a game, not a simulator (and even those can be far from realism).
Here is a crazy idea, don't loot everyone.

It makes sense in the context of the game that acting like a vulture , in public, is kinda dumb
 
While I personally don't have much of a problem with the controls, I'm wondering how all this is going to transfer over to the online portion once it releases.

GTAV is what it is. Many of the controls are poor to many people, but for the sake of argument, let's just accept them for what they are. The controls and gunplay in GTAV seems fluid and the animations a bit more complex compared to GTAO. In GTAO, everything is simplified down.

I'm wondering of they do the same for RDR2 online, would people find that more preferable?
 
It's been so satisfying to read people's negative impressions with the controls. I had the same thing happen to me with GTA IV, and RDR. Fell for the hype and got both day one, and just couldn't do it. I've felt like an alien for 10 years, and my opinion never seemed to get any kind of traction until now.

I'll probably try the game at some point though if it's ever cheap (probably wont be).
 
It's been so satisfying to read people's negative impressions with the controls. I had the same thing happen to me with GTA IV, and RDR. Fell for the hype and got both day one, and just couldn't do it. I've felt like an alien for 10 years, and my opinion never seemed to get any kind of traction until now.

I'll probably try the game at some point though if it's ever cheap (probably wont be).
I've alwayd seen people shit on them for years xD

It's more often than not the main issue people seem to have with them.

Although I do have to admit, feeling "satisfied" over negative impressions is a bit strange. No offence of course.
 
Last edited:
That's odd, I've never had L2 bring up my gun unless it was out of the holster, and R2 shouldn't say "Aim Weapon" unless you're highlighting someone with L2. I can see how that would be frustrating, but it's the first I've heard of it happening.

I've had it many times before. Both L2 and R2 work as drawing your weapon depending on the mission instructions and sometimes they write it incorrectly as R2 instead of L2 which both draws and fires your gun.
 
I've had it many times before. Both L2 and R2 work as drawing your weapon depending on the mission instructions and sometimes they write it incorrectly as R2 instead of L2 which both draws and fires your gun.
Fuck that sounds annoying. Hope I never run into that.
 
Ive been googling about rdr2 controls just recently, because I was thinking that maybe I was the only one not enjoying enough the game because of the controls.

Im glad to discover this thread. Reviewers seem to be a little bit influenced by the hype to write about it. A real shame.
 
I've found the camera to be great so far and generally enjoying the shootouts a lot too

the 'accidental bad guy' shit is annoying though...

usually revolves around Mount Horse (Triangle) and it accidentally either mounting dismounting when you're trying to lead a horse and hitch it, stow wild game, or simply turning you into a horse thief because you mount the wrong horse, or to tackle (also Triangle) an NPC...

or L2 being Interact NPC but also Aim Weapon if its equipped... I've killed 2 people now where I meant to greet them but because I had my weapon equiped, I pointed my gun and was forced to kill them after they attacked me lol

saw this on a subreddit that sums it up well haha



you can see the exact moments he meant to mount his horse but he kept tackling... or where he wanted to Interact NPC to Defuse but instead aimed his gun lol


Rofl...that clip reminds me of a duel some random challenged me to....instead of shooting the duel person I shot a horse in the head and the carriage ran into and killed the aggressor plus 2 randoms putting the whole town on my ass......$480 bounty getting away
 
Setting the movement and unintuitive control issues aside (because it's been covered pretty well by now), I also want to speak about the inventory.

Because it's been a while since I've seen inventory design this bad. Keeping triggers depressed while juggling other triggers and then releasing triggers to use items is just straight up bad inventory design. "Release L2 to use" is fine for the weapons wheel. It's not fine for using consumables, especially when they randomly just don't work and your players have to enter the inventory a second time to use them. Map consumable use to the X/A button and get it over with.

The fact that drawing weapons is also so unpredictable that you're better off just opening the weapons wheel every time you want to use a gun, is terrible. It got old the 5th time I accidentally shot someone.
 
Last edited:
Top Bottom