The Dark Souls Control Scheme Has Ruined Modern Action Games

A shift toward bumper-based light attacks has removed the tactile satisfaction of traditional button presses, according to one critic.

Jul 6, 2026
Culture & Opinion
The Dark Souls Control Scheme Has Ruined Modern Action Games

The ubiquitous implementation of a control scheme popularized by FromSoftware's Dark Souls series, which places the light attack on the R1/RB bumper, has become a point of contention for some action game enthusiasts. This design choice, adopted by numerous developers in the years since Dark Souls' debut, is seen by some as detrimental to the fundamental feel and accessibility of the genre.

The trend gained noticeable traction at the beginning of the current console generation. Games like the looter-slasher Godfall featured a control layout where R1 served as the light attack button, R2 as the heavy attack, and X as the dodge control. This configuration was also retained in Ubisoft's Assassin's Creed Valhalla, which continued the precedent set by its predecessor, Assassin's Creed Origins, by mapping light attacks to R1/RB and heavy attacks to R2/RT.

Immortals Fenyx Rising, another Ubisoft title, further exemplified this control scheme, even defaulting the sprint function to the X/Square button. While Ubisoft games often include robust accessibility options that allow for full control remapping, this process can be complex, requiring players to solve a puzzle of assigning disparate actions to unique inputs. Many players eventually settle on schemes where X/Square functions as the light attack button.

Beyond personal preference, a practical argument exists for re-evaluating this control scheme. In genres like first-person shooters, where melee attacks are often mapped to the RB button, repeated use can lead to wear and tear on the controller's bumpers, potentially causing them to become sticky or unresponsive. This degradation can necessitate costly hardware repairs or replacements over time.

The core of the argument, however, often comes down to the tactile experience. The hypothesis that using bumpers and triggers for attacks allows thumbs to remain on analog sticks for enhanced reaction speed is questioned for its marginal benefits in non-professional play. Critics argue that the simple, satisfying feel of pressing traditional face buttons is lost, and that the very act of "button mashing" is diminished when bumpers and triggers are used for primary combat actions. Ultimately, the sentiment is that the design could better utilize the innate capabilities of the player's thumbs on the face buttons.

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