It’s hard to talk about “controls” in games. At its most reductive, the word is meant to be a description of movement and the ease with which you can “control” your character. But describing “controls” is about more than describing movement. It’s actually a word that describes a myriad of interacting systems and aesthetics. Controls are affected by art style, animation, sound effects, enemy AI, level design—things that change our physical movement and our perception of that physical movement.
It’s such a vast concept that it’s no wonder that we’ve settled into certain standards. It’s easy to say a game has bad or good controls when you’re just comparing those controls to a predefined standard. I’ve played a lot of games that the act of playing them has become second nature, and many of them have become so standardized in their style of play that I can’t actually remember the last time that I had to learn how to control a game. I don’t just mean learning what button does what or learning the timing of new attack animations, but learning an entirely new scheme of movement.