The control setup on this game is just plain
awkward. It almost seems more like a real-time RPG control setup than an action game control. The major problem with the character interaction, however, is “lag time.” Unfortunately, this tends to separate the player from the action, leaving you screaming “Run, RUN!” or “Hit him, dammit!” As if THAT might actually help character response. In truth, the controls respond as if you were telling the character what to do, instead of playing the part of the character.
Typically, if you need to attack a foe, the best course of action is to simply hold down the (one) Attack button while facing the opponent, and wait for the outcome. To run? Just hold down the Run button. If no direction is indicated, forward is assumed. This is a strange quirk that takes a lot of getting used to, since the Run button used with most games only has an effect if the character is already moving in some fashion.
Inventory is handled in a very RPG-style, as well... with several different areas, grouped by type, i.e., hand weapons, distance weapons, spells, potions, etc. This means that when you want to switch from your normal sword to a venom sword, for instance, you have to stop the action, and wade through the different tiers of your inventory to select the correct item. This is only marginally acceptable in strategy heavy RPGs, where “real-time” action is not expected, and has NO place in a ACTION game.
The manner in which JUMPS are handled, however, is a nice feature. As your character runs, a power meter increases... the style as well as the distance of your jumps is based on the “run-up” distance you have managed to achieve before your jump.