I remember playing smash TV in the arcade. I was like “where are the buttons? Why do I need two joysticks?” Awkward as hell but I got lucky spinning the stick around like a madman.
I was never good at keyboard/mouse controls. Goldeneye spoiled me when it came to shooters; I could walk, turn and shoot with one hand, aim with the other, and still move around while aiming with the c-buttons. Turok also had a good FPS control scheme. Xbox, GC and PS3 pads are very awkward to use for FPS, and my hand-to-hand coordination with the keys and mouse is beyond awful. It’s hard enough trying to run away without making sure I wasn’t staring at the ceiling or the floor.
Yie Air Kung Fu is still pretty awkward to me. Hold a button and press a direction to attack. Would be cool if someone made a fighting game character based on the YAKF control scheme.
I still haven’t got the hang of those old Double Dragon NES games.
RE4 was kinda weird at first with not being able to shoot/wield the knife while walking/running for your life. I remember I was stuck in a pitted area with a chainsaw wielding lady. We kept running around in circles for half an hour cause I wasn’t able to grab the ladder or shoot her without stopping. Sure enough, I got tired of running and deciding to take some shots, then she took my head off. That’s when I decided to go take the giant monster path instead. It was much easier.
Sonic and the Black Knight. You couldn’t turn around to collect stuff you missed, and the motion controls were awful.
Mortal Kombat 9. I like the fighting system, but I’ve been playing it too long to still be getting blown up by blockstrings and dropped combos due to the weird buffering system. You gotta press each input once(and only once), and buffer the input(s) before the active frames of the move that’s taken place. Mashing will make you drop every combo. Blocking is weird not because it has its own button, but because there’s no pushback and no indication of when the blockstuns ends since everything has the same blocking animation.