I will have to get such a controller for my Saturn, and the PS2 controller kicks arse...
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I will have to get such a controller for my Saturn, and the PS2 controller kicks arse...
The four shoulder buttons on the Dual Shock can all be put to good use (case in point, switching weapons and different shooting options in Contra: Shattered Soldier).
The L3 and R3 buttons (pushing in the analog stick) was a great idea (see Ape Escape and Halo) and it almost sucks that the Gamecube pad doesn't have that option.
I don't think the number of buttons on an upcoming next-gen controller will have that many more buttons. It will most likely have four shoulder buttons (two of them being analog triggers), six face buttons, two analog sticks with the option to push them in, and a (hopefully good) D-Pad. Anything more would be unnecessary.
I will agree with that. Adding the buttons there was a nice extra. To the same effect it was a nice idea that the Gamecube controller added a digital button at the end of the trigger. I am not sure how many games use that though.Quote:
Originally posted by Cowdisease
The L3 and R3 buttons (pushing in the analog stick) was a great idea (see Ape Escape and Halo) and it almost sucks that the Gamecube pad doesn't have that option.
i think the DC controller has the best overall setup. The actual controller may not be the most comfortable, but the tried & true four button diamond works very well.
I also like how the analog stick it set above the D-pad, which lets you use the d-pad like four other buttons. This worked very well in MDK2 and Sodier of Fortune, when the controller wouldn't have had enough buttons without it
I think it's more important how the developer implements the controls than the actual number of physical buttons on the controller. Aside from the screen, a good deal of criticism has been levied against the GBA because of the lack of four face buttons. After playing Metroid Fusion and seeing what can be done with a limited amount buttons, having separate buttons for each command as in Super Metroid seems almost superfluous. Granted this doesn't apply to every game, but creative control interfaces can overcome some of the shortcomings of limited control buttons. Now ergonomics is another matter entirely, and the GBA is desperately in need of help in this area.
Most are stiff, cannot be broken in, and make anything with diagionals twice as hard as it should be. Especially evident in any game that requires quick precise movement, like fighting games.Quote:
Originally posted by Tsubaki
And Mech, what's wrong with a + pad anyway?
Then you haven't been reading my posts, because I think the Dual Shock is a plague upon conrollers. And the Dual Shock 2 is that pad but with added useless analog functions that don't work right.Quote:
I don't see people dissing the dual shocks, which are far worse.
Yes, if for nothing else the circular pad which allows the entire pad to roll easier, quicker, and be more responsive to angles.Quote:
But are + pads somehow more inferior than say the Saturn pad?
Having a plus pad is horrible, considering that you're often trying to use 8-way control with only four directions. Does that sound right to you? It may be a crappy pad, but I'd rather use my Microsoft Sidewinder with SNES roms then I would my actual SNES. The level of control is easily twice as good, just because it's a circular pad.
This can be circumvented through other measures - as Sggg pointed out - that the DC pad did quite beautifully. Despite being a cross pad it could be broken in and thanks to its height there was no problem rolling the pad even without diagonals. Shame the other companies don't seem to realize this. Or care, whichever.
Maybe it's just the old Sidewinder model I have but I hate its d-pad. It feels nice and smooth to touch but I don't think it controls as well as most console controllers.
I probably have the same one as you, an older model with six face buttons, two triggers, and a mode, start, and "M" button going down the middle?
I don't like the d-pad much (double-tapping is a pain), but it makes rolling easy as hell and is better then the SNES pack-in. I was never able to do Sabin's special attacks in FFVI, but I could them in my sleep with that Sidewinder once I grabbed a rom.
I liked the original American pad better. It was more comfortable in my hands, but it was really awful for fighting games. Of course, I didn't like either Saturn controller for fighting games.Quote:
Originally posted by remotec
The original standard US saturn pad was pretty bad, the second US pad and the Japanese pad are really nice.
As far a analog controllers go, I like Gamecube's the best. Everything about it feel right: placement of the buttons, size and placement of the analog sticks, the weight and shape of the controller itself, etc. It's just a wicked controller.
The general love for sidewinders most people seem to have is lost on me. I think they're generally bad controllers, and I've used/owned every variation. The dpads are terrible.Quote:
Originally posted by NeoZeedeater
Maybe it's just the old Sidewinder model I have but I hate its d-pad.
I agree. It's surprising how many games benefit from a "second d-pad", from fps-ers on consoles to stuff like chu chu rocket.Quote:
i think the DC controller has the best overall setup. The actual controller may not be the most comfortable, but the tried & true four button diamond works very well.