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Console Control

            The control pad is an integral component of any games console. Being the players “handle” on the games world through which all interaction with the virtual time and space takes place. With that in mind, it astonishes me to discover that many of the major companies’ progression in this area have been slow, to say the least.

            Nintendo, being the only company to employ games designers as well as the usual team of style/ergonomic designers to develop their controllers have been leading the market for some time. Having been the company that brought us the D-Pad, Shoulder Buttons, Analogue control and Force Feedback, it’s no surprise they were also the first to spring up with wireless input. The WaveBird appears to be a normal GameCube controller at first, a little chunkier and without the Force Feedback, however, it’s not until you play with the controller do you really understand it. It’s the sense of freedom allowed – like passing your driving test and learning just how free you can be.    

            spadsmall.JPG (3228 bytes)Microsoft seem to have taken it upon themselves to update they’re pad half way through a generation – similar to Sony’s launch of the Dual Shock system for the PSone. The original Xbox pad was bulky, seemingly cast of the DreamCast mould it features triggers and mounted ports for Memory Paks. The “updated” S-pad unfortunately seems to have been inspired directly by the Dual Shock 2 controllers. With the Xbox requiring more face buttons than the PlayStation2 it feels almost as if the Start, Back, Black and White buttons have been placed aside almost purposefully – rendering beat-‘em-ups practically unplayable on the system.

            The market in the UK is clearly PlayStation2 orientated, which leads to many fans comparing other systems to their favourite console. A gripe I often hear from PlayStation2 owners is that the GameCube and Xbox controllers are too weird or bulky, but when they experience the distancing between face buttons on the GameCube controllers it becomes hard to adjust back to the minimal spacing and symmetrical layout.

            With these being only a small comparison of major elements of the pads I’m never going to convince anyone through reading this article, however I urge to pick up a copy of Soul Calibur II on all three formats, and discover for yourself how the analogue precision, button placement and freedom experienced at the hand of the WaveBird just cannot be beaten.

 

TDog

09/03/05

 

Return to the Articles Archive 2005 here.

 

 Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

If you wish to inquire about pricing of any titles for these formats not listed on this site, drop me a line at kjoyce@electronictheatre.co.ukTop

 
Xbox
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PlayStation 2
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GameCube
© Electronic Theatre 2003-2005 - email: kjoyce@electronictheatre.co.uk