like food palettes, there’s definitely a difference in how characters move that makes things nicer if not functionally different.
An obvious example is FPS aiming on consoles; there’s 4 or 5 different tricks to make auto-aim feel nice that have been built since Goldeneye (here’s a good rundown).
Character movement has similarly been improved but it’s not like you couldn’t move characters through spaces in PS1 games. I can say I was, at the time, frustrated by how slow Japanese developers were to implement analog move speeds and even analog orientation, as though they assumed everyone still used DPads for 3D space.

