<![CDATA[Kotaku: control issues]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: control issues]]> http://kotaku.com/tag/controlissues http://kotaku.com/tag/controlissues <![CDATA[Stix 200 Impressions - Looks Like A Wii Remote, And That's All]]> Back in the beginning of July I wrote up the announcement of GoLive2's Wii remote-aping PC peripheral Stix, a device that would allow PC gamers to play specific web-based games using motion sensing controls, and then just as quickly forgot all about it. Lo and behold, the week before I leave for the Games Convention a package arrives on my doorstep. Well, on my mother's doorstep, addressed to Chris Fahey, but close enough. Inside was the Stix 200 combo pack, which I excitedly ran home with, setting it on my coffee table before leaving for the airport. Now I've finally gotten a chance to crack them open and play through some of their game offerings, and I have to say that this is exactly the sort of Christmas present parents who can't get their hands on a Wii should get their children to make them cry.

As you can see from the packaging, GoLive2 really wanted to emphasize that kids are going to have fun with their Stix product. The boy is obviously having the time of his life, while the girl gets so overwhelmed with emotion on the back of the box she jumps, even though there are no games for the Stix 200 that require it. She's just that damn happy about being on a box cover. It's the little things.

The Nintendo similarities begin right when you open the box. Inside the box is another box, the sort of pleasant light blue you might find inside a Wii package. Opening that box reveals the two Stix 200 units, some batteries, the USB faux charging cradle, and a manual.

Let's look at the Stix compared to the Wii remote, shall we? As you can see, the design aesthetic is essentially the same. The trigger depression is a bit different, but otherwise the shape is pretty similar, if a bit larger than the Wii remote. The real difference is the face of the controller. They call it a touchscreen, but really it's just a touch-sensitive panel with LED lights behind it. Even the strap bears a striking resemblance to the Wii remote strap, going as far as having the fastener at the top sharing the same rectangular shape with the cut-off corner.

Once you have the whole kit out of the package, you connect the USB "dock" to the computer, a driver installs, and you are prompted to download some software from a website, which once again reminds you that you are about to have so much fun you won't know what to do with yourself.

Once the software controller loads you're free to head over to the GoLive2 Stix website, create an account, fire up one of dozens of free online games, and realize you are holding in your hand the most expensive replacement for a set of arrow keys ever.

See, the Stix 200 only features 2D movement. That means up and down, left and right. It is essentially a set of arrow keys with some extra buttons tacked on top. Let me clarify: it is essentially a set of slightly unresponsive, highly inconvenient arrow keys. GoLive2 does make a 3D version of the accessory - the Stix 400 - but seeing as I don't have that one, here we are. As for the games themselves... A truly horrible assortment of shovelware mini-games awaits you on the GoLive2 games page, mainly consisting of clones of already existing web games with the fun sucked out by requiring you to use this silly peripheral. I did manage to enjoy one game on the site for nearly 20 minutes, but that was the excellent flash classic Fancy Pants Adventures, which I could only play after giving up on the Stix controller and using keyboard controls instead.

The Stix 200 is a cheap imitation of the Wii remote that is trying to capitalize on the Nintendo system's popularity by allowing PC gamers to move themselves about the screen with a stick. Perhaps the 3D Stix 400 is a much better product, but after spending time with the cheaper model I'm not sure I would ever even consider giving it a go. I'd say nice try, but frankly it just wasn't.

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<![CDATA[Nintendo Facing Controller Ban Over Patent Lawsuit]]> Getting your hands on a Wavebird, Classic Controller, or Nintendo GameCube could shortly become very difficult as Nintendo faces a ban on all three devices, following a failed attempt to overturn the verdict in a $21-million dollar patent infringement suit brought on by Texas-based Anascape Ltd. U.S. District Judge Ron Clark plans on issuing the ban on these Nintendo products tomorrow, giving the company a chance to avoid the ban by posting bond or placing royalties in an Escrow account. According to Anascape lawyer Doug Cawley, the ban will be placed on hold while Nintendo appears on the Federal level.

"Nintendo was already planning to appeal this case to the Federal Circuit court,'' Nintendo spokesman Charlie Scibetta said in an e-mailed statement. ``The recent ruling by the trial court does not impact that decision.''

Note that the ban does not affect the Wii remote or nunchuck controllers - just the standard controllers that include analog sticks.

Nintendo Faces Ban on Some Wii, GameCube Controllers [Bloomberg - Thanks Shannon]

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<![CDATA[EA Developing Line Of Sports Controllers]]> Guitar Hero and Rock Band have shown us that video games using giant plastic peripherals can succeed in the marketplace, so why not plastic sports peripherals? At the Paris GDC, EA Sports exec producer and VP David McCarthy revealed that EA plans to release a line of sports-related specialty peripherals over the course of the next year. Next Generation contacted McCarthy for more details on the new products, which could very well debut at this year's E3.

"Anything we put out for sports would enhance the experience. I can tease you a little bit. One of the things we're doing is looking at just playing with the Wii remote in a different way, using a whole new peripheral that's out there, kind of thing. So, basically enabling control for the user in a much different way."

He teased some more: "We are prototyping stuff that really does allow us to play with the Wii remote differently."

So far it seems like the main focus here is the Wii, as no other consoles are mentioned in the story, though with both Microsoft and Sony rumored to be working on motion-controllers I certainly wouldn't rule them out.

I will be extremely disappointed if this doesn't result in a tether ball controller for the Wii.

EA Sports Peripherals May Debut at E3 [Next-Generation]

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<![CDATA[Ben Heck's One-Handed Controller Now On Sale]]> First announced back in October of last year, the Access Game Controller designed by technical wizard Ben Heckendorn for disabled gamers is finally ready for sale via eDimensional's website. The device, listed for use with the PlayStation 2, PS3, and PC, allows one-handed gamers modify the controller as they see fit via a series of circular modules containing face buttons, shoulder buttons, analog sticks and a d-pad.

The controller can be preordered right now for $129.95, with a shipping target of 8-10 weeks. A portion of all proceeds goes towards Children’s Hospital and Veterans Affairs Medical Centers.

New Access Controller Designed by Ben Heck
[eDimensional's Product Page]

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<![CDATA[A More Sensible Wii Racing Wheel]]> Tired of putting your hands in the air and waving them like you care only about getting to the finishing line? Too lazy to craft your own stable Wii racing wheel out of everyday household items for us in Mario Kart Wii? Well then head over to Success-HK, where they have recently released the Blazepro Realistic Racing Wheel for the Wii. Using the magical power of suction cups, the Realistic Racing Wheel attaches to any smooth surface for that not-nearly-flailing-as-much feel, with the added benefit of giving your tired arms something to rest on. As a special added bonus, the wheel detaches from the base for air-driving action.

Of course it might not be the best quality product on the market, but you can't beat the price. The Realistic Racing Wheel can be yours now for only $5.87, plus shipping. Quick! Someone buy one and let us know how it is so we don't all make the same mistake!

Nintendo Wii Realistic Racing Wheel [Success-HK via Wii News - Thanks Wraggy!]

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<![CDATA[Which Controller Do You Brawl With?]]> The first thing that struck me as I started digging into Super Smash Bros. Brawl for my review, was the fact that this wasn't a game designed with the standard Wiimote controls in mind. The only time the motion sensing comes into play is when you shake the controller to activate your Smash Attack, and even then it's easier done with the control stick and a button. Me? I tried all the configurations, and finally settled with my trusty old GameCube controller. What's your weapon of choice?

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<![CDATA[Harrison, Molyneux Agree - Controllers Are Too Complicated]]> Both soon-to-be-ex Sony Worldwide Studios head Phil Harrison and Fable creator Peter Molyneux agree - our game controllers are too complicated. To a person who has grown up playing video games they might seem second nature, but if you've ever put a PS3 controller into the hands of a non-gamer and watched them try to figure out where their fingers should go, you might agree.

""We don't use half the buttons on the 360 controller," admitted Molyneux, "simply because the whole dream I've got is that someone will sit down to play Fable 2 who has never played a game before and they can play with someone who's played games the whole of their lives.
What a lovely way to put it. Harrison, on the other hand? A bit more colorful.
"You hand somebody a game controller and it's like you've handed them a live gun or a hand grenade with the pin taken out"

I believe Harrison is exaggerating, but then again I make it a point never to carry around live hand grenades on my person so who knows? They both make a very good point. Back when games consoles first started there was a joystick and a button, but since then controllers have evolved to the point where you can find a complicated looking map within the first two pages of most game manuals.

Harrison went on to praise two innovators in the realm of control...Nintendo for the Wiimote, which gives non-gamers something more familiar to work with, and Apple's iPhone, which he says appeals to the user's natural instincts.

"I saw this first hand a few weeks ago where a two year old was playing with an iPhone and he knows how to get the pictures up of mum and dad. The two year-old then intuitively thought that all electronic devices worked like that," said Harrison. "He's pressing the TV to change channels."

"He's right and the rest of us are wrong - that should be applied universally. Apple should be applauded for that innovation," he added.

Harrison: Non-gamers see controllers as live guns [GamesIndustry.biz]

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<![CDATA[Introducing The Snakebyte Riimote]]> There's really not much a third party company can do with the Nintendo Wiimote controller. Since so many peripherals (GH Controller, Zapper, Shark Gun) are designed specifically to accommodate the shape of the standard Wiimote, you can't except to see any wild variations as you might with a third party Xbox 360 or PS3 controller. This fact has kept many peripheral makers away from the Wii, but not Sunflex. The German controller company fiddled with the button shapes, slapped a shiny new coat of paint and a rubberized grip and voila! The Snakebyte Riimote. Get it? Riimote! Like remote, only spelled like Wii! HA! Ahem. The controller comes in two colors, Glossy Black and Lipstick Pink (for the girls - their words), and should be available February 8th across Europe for 39,99€. The company plans on complimenting the Riimote with the Snakebyte Nunchaku, wireless Nunchaku, and Retro Controller this spring, along with new colors of the Riimote itself.

Sunflex Product Gallery
[Sunflex Europe]

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<![CDATA[Dragon Releases Cheap 3rd Party Dual Shock 3]]> Don't want to wait until next year or pay completely hideous import prices to get your PlayStation 3 rumble on? Well over at Success HK they've just put up Dragon Electronics' Duo Shock 4 controller for sale. It's a 3rd party Dual Shock controller that works with the PS3, PC, PS2, and the PSone, all thanks to a USB to PS2 port wireless adapter. Sure, you'll have a dongle hanging off the front of your PS3, but it will make your controller vibrate pleasantly, and isn't that all you really need? The biggest plus? It's only $16.77 to order one! The downside? How much controller can you actually get for only $16.77? I don't think I have to say buy at your own risk here, because I believe in you people.

Playstation 3 Wireless Controller (Dragon) DuoShock 3 [Success HK via PS3 Revolution]

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<![CDATA[On MGS: Portable Ops Driving Me Nuts]]>

Am I nuts or is Metal Gear Solid: Portable Ops impossible to control? I guess I'm exaggerating a bit, if you had three hands, two on the left side of your body and one on the right, it wouldn't be a problem. Come to think of it I guess you'd need to arms too, and either two shoulders or some sort of bizarre shoulder mod...

Anyway, I'm really enjoying the game, the plot is fairly interesting, the cut-scene art is downright captivating, but WTF didn't someone point out to Kojima that you can't play this game properly with the current control lay-out?

There are several ways to play, all of which just don't work. The way I have it set up, I move Snake and crew around with the thumbstick and control the camera with the four buttons on the right side of the PSP. That's all fine and dandy, but as soon as I want to execute a move, like kick someone onto their head, I have to used the D-pad. The problem is I want to actually move around while trying to kick people in the head, because sometimes the person about to receive the back of Snake's foot to his cranium isn't fully cooperative and actually tries to get out of the way.

So this leaves me playing the game with my left hand on the thumbpad and my right reaching over the screen, using the D-pad. But then I sometimes can't see what's going on because I can't control the camera.

They should have come up with a better control system or, perhaps, included a spare person in the box as a control peripheral. The extra body could take control of the camera, which could then be mapped to the D-pad, while I concentrate on delivering those mighty head-kicks.

Reading through the plentiful, and mostly glowing reviews, it appears that most people have their controls set up this way, minus the extra gamer. I just don't see how they're playing the game, because it's nearly impossible to creep by someone when you don't see them because the damn camera is looking straight ahead.

What ends up happening to me is that I have Snake like have way across what I thought is an empty room when that damn sound, you know the one, goes off and someone shouts hey. I quickly scramble to turn Snake's point of view and realize that for the past minute I'd been craftily sneaking right in front of a guard in slow motion.

Oh Snake, why do they mock you so?

Please, fellow gamers, tell me I've missed some little tickable option or set-up. Tell me that in fact this is an issue easily fixed.

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