What do you mean reversed? The NES already assigned letters right-to-left: B A!
Controllers typically used sets of A-B(-C) X-Y(-Z) face buttons, A/B intuitively meaning ok/back however they were laid out, usually in straight or angled rows assigned left-to-right (e.g. Sega) or right-to-left (e.g. Nintendo). The angled layouts are the modern Xbox and Nintendo layouts (which Nintendo used since forever and Xbox I guess inherited from their Windows CE involvement with Sega).
But Sony came up with the symbols instead, so Japanese devs followed the maru/batsu metaphor with circle/X, whereas early western games used X/triangle until they switched to X/circle, and those became official regional layouts until the PS5 switched Japan to X/circle.
I'm fine with different controllers displaying different symbols for the same button, but random-button QTEs and games based around entirely contextual prompts are the bottom of the barrel of gaming. I've seen so many people fail at games by Quantic Dream and Supermassive simply because they were playing with an unfamilar controller.
The labels exist to help the game teach its control scheme, not to make players memorise the layout itself. But of course, games without consistent game mechanics don't have any control scheme to teach.
Controllers typically used sets of A-B(-C) X-Y(-Z) face buttons, A/B intuitively meaning ok/back however they were laid out, usually in straight or angled rows assigned left-to-right (e.g. Sega) or right-to-left (e.g. Nintendo). The angled layouts are the modern Xbox and Nintendo layouts (which Nintendo used since forever and Xbox I guess inherited from their Windows CE involvement with Sega).
But Sony came up with the symbols instead, so Japanese devs followed the maru/batsu metaphor with circle/X, whereas early western games used X/triangle until they switched to X/circle, and those became official regional layouts until the PS5 switched Japan to X/circle.