I didn’t say it would be easier. My claim is that the difficulty level is essentially the same to a very large extent, even without engine adjustments for a few edge cases here and there.
I haven’t felt it either I don’t think. Rise of the Tomb Raider supports it, except it doesn’t. (Because Microsoft is a bunch of @#$@# so that non-Windows Store games basically can’t support it. Although it occurs to me that RotTR on Linux might now support it.)
It did take me a while to learn how to hold the Xbox One controller correctly, though that really only affects more complex games that use shoulder buttons as well as triggers. I don’t recall having any such issues with the Dual Shock 2, Xbox 1 (not One), and GameCube controllers.
I suppose I learned to use a controller with THPS 3, which was very intuitive because I could already play the game quite well on PC. But the pressure sensitivity on the PS2’s d-pad coupled with its force feedback opened up a whole new dimension of gameplay.
However, I didn’t own a controller until just a few years ago. We bought my wife’s Xbox One controller on… Wed, Sep 16, 2015 (hah!), which is the one I’m currently using. We got my wife’s current v2 on Mar 29, 2017. So for a while there I borrowed hers occasionally and I’ve only really had one for a year and a half.
The arrangement I’m used to on all controllers is A jump, X attack, B something else (wall run, dodge/block, etc.). Which I mean from an Xbox perspective, which on Dual Shock maps to X jump, square attack, circle dodge/block/etc.
That Xbox X is actually the B on Nintendo controllers. All very confusing to talk about.
Yeah, colors and shapes aren’t nearly as clear as simple letters. But letters plus colors does help.
In my mind the GameCube controller was the easiest to get used to, while the Xbox Controller S is the one I liked best overall. The Xbox One controller is a very satisfactory evolution of that one. And I guess the Xbox controller was basically just a Sidewinder.