<![CDATA[Kotaku: controllers]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: controllers]]> http://kotaku.com/tag/controllers http://kotaku.com/tag/controllers <![CDATA[Deck The Halls With Video Game Ornaments]]> If this Christmas you're feeling sick of seeing Santa, candy canes and wooden cars hanging from your tree, you could always try something different. Laser-cut video game controllers, anyone?

These have been designed by Dave Rollins, are made of acrylic, and are going for the entirely reasonable price of $20. The only downside? No Wavebird.

Anyone interested, you can get 'em from Etsy.

video game controller ornaments are very merry indeed [technabob]

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<![CDATA[Limited Edition Xbox 360 Pad Is Either For Fallout Or Forza]]> The combination of carbon fiber styling and giant red radioactive warning symbol can only mean one thing: GameStop and Microsoft have partnered for a limited edition Xbox 360 controller? Does that sound right?

Well, they have—officially this time—putting a wireless Xbox 360 controller with... unique styling inside an impenetrable plastic shell along with one of those landfill saving Play & Charge kits, then agreeing to sell it for $69.99 USD starting next week.

According to Larry "Major Nelson" Hryb, the controller bundle will be exclusive to "GameStop, EB Games and Micromania retailers in the U.S., Canada, France, Italy, Germany, Portugal, Spain, Ireland, Denmark, Finland, Austria, Switzerland, Norway, Sweden, Australia and New Zealand."

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<![CDATA[New Nyko Wand Colors Only Look Delicious]]> Do not mistake the four new colors of Nyko's Wii remote-alternative Wand controller for candy, as they will likely do horrible things to your teeth.

We've mentioned Nyko's Wand controller several times in the past, somewhat fascinated by the promise of their Trans-Port technology, which allows for digital signals to be passed along the expansion port along with the Wii remote's standard analog ones. Interesting technology, but not the best selling point in the world. Now coming in pink, purple, and blue, on the other hand - that's a selling point. Not only are the candy-colored (licorice is a candy!) controllers pretty, they are safe as well, coming packed with matching controller condoms. Classy!

The four new colors are now showing up at Wal-Mart stores around the country with a suggested retail price of $29.99, with other retailers following suit soon after.

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<![CDATA[Mad Catz Modern Warfare 2 Range In Pictures]]> If you thought Mad Catz line of Modern Warfare 2 accessories sounded impressive in print, wait until you see them in pictures.

Here we get our first look at the Mad Catz Modern Warfare 2 lineup. First announced last month, it consists of custom controllers for the PlayStation 3 and Xbox 360, that lovely Cyborg keyboard and a mouse for the PC, the obligatory decals, and a couple of communicators for the console versions.

Perhaps the most intriguing is the Xbox 360 throat communicator, modeled after the same ones the military uses to facilitate clear communication in combat situations. Now I'll be able to hear other Xbox Live users calling me a dickhead with a clarity I've never before experienced! I can't wait.







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<![CDATA[Mad Catz Reveals Extensive Modern Warfare 2 Lineup]]> When Mad Catz announced a partnership with Activision to develop Modern Warfare 2 accessories, we expected a couple of branded controllers and maybe a console skin or two. They had a bit more in mind.

Yes, there will be console skins and branded controllers from Mad Catz, but that's just a small selection of the merchandise Mad Catz has up its sleeves. Hell, even the branded controllers are something special, with both the Xbox 360 and PlayStation 3 versions sporting two additional buttons on the rear, perfect for shifting melee and sprint away from the analog control sticks.

Both consoles are also getting unique communication options - a Bluetooth headset for the PS3 and a military design throat microphone for the 360, which sounds like an excellent solution for those gaming in high-noise environments.

On the PC side of things, Mad Catz is rolling out a game pad, a mouse, and two keyboards, one of which is built off of the Saitek Cyborg line of gaming keyboards, which is the one I currently use. $99 is a bit steep, but I've been extremely satisfied.

For a full listing of products and prices, simply scroll down. The full line is expected to release in conjunction with the game this November.

• Modern Warfare™ 2 Combat Controller – Xbox 360

Complete with a host of features designed to customize the in-game experience, the Modern Warfare 2 Combat Controller has Rubber Grips and a soft-touch finish for extended gaming sessions. Featuring two unique buttons located on the rear of the Controller, players can re-map Action Button or Thumbstick commands empowering players to shift melee or sprint to the rear buttons in order to maintain full motion control on the analog sticks. Immersive Analog ThumbStick Backlighting enhances the in-game atmosphere while Dual Vibration Feedback allows the user to experience every shot and explosion. Lastly, the fully braided connection cable provides a robust and latency free connection with the console.

MSRP: $49.99

• Modern Warfare™ 2 Throat Communicator – Xbox 360

Based on authentic military design, the Modern Warfare 2 Throat Communicator allows gamers to comfortably communicate with teammates and other Xbox LIVE® players. Fashioned in authentic graphics, the unique microphone design reduces background noise and allows gamers to clearly communicate with each other, bringing them closer to the field ops experience. The Throat Communicator is fully compatible with the official Microsoft® controller as well as the Mad Catz Modern Warfare 2 Combat Controller.

MSRP: $29.99

• Modern Warfare™ 2 Faceplate and Console Skinz – Xbox 360

Featuring custom Modern Warfare 2 artwork, both the highly collectible Controller Faceplate and Console Skinz allow gamers to customize their Xbox 360 and official controller. Depicting official in-game art, the Console Faceplate attaches simply and safely, transforming your console in seconds and the removable Console Skinz wrap around the sides of the Xbox 360, providing a fully immersive themed landscape.

MSRP: $29.99

• Modern Warfare™ 2 Wireless Combat Controller – PS3™

Modern Warfare 2 Wireless Combat Controller for PLAYSTATION 3 utilizes a secure 2.4 GHz wireless link to connect with the console for accurate wire-free action. Featuring two unique buttons located on the rear of the Controller, players can re-map Action Button or Thumbstick commands empowering players to shift melee or sprint to the rear buttons in order to maintain full motion control on the analog sticks. The Controller features Immersive Analog ThumbStick Backlighting and an internal Rechargeable Battery that allows for charging directly from the console's USB port and provides up to 60 hours of game play from a single charge.

MSRP: $49.99

• Modern Warfare™ 2 Wireless Headset with Bluetooth® Technology – PS3

Sophisticated, discrete and fashioned with Modern Warfare 2 graphics, the Headset for PLAYSTATION 3 allows for wire-free communication with teammates and PlayStation Network™ (PSN™) users. Featuring a high-quality, noise-reducing microphone, ideal for frantic game play, the Headset utilizes Bluetooth 2.0 wireless technology, and operates at a range of up to 30 feet from the console.

MSRP: $39.99

• Modern Warfare™ 2 Controller Faceplates – Xbox 360 & PLAYSTATION 3

Depicting official artwork from Modern Warfare 2, the highly collectible Controller Faceplate allows gamers to customize their official Xbox 360 and PLAYSTATION 3 controllers in style. Highly durable and featuring a high-gloss finish, the safe and removable Controller Faceplate attaches in seconds to the official controller and features authentic artwork to support the game (Xbox 360 and PLAYSTATION 3 Controller Faceplate sold separately).

MSRP: $14.99

• Modern Warfare™ 2 Combat GamePad – PC

For those who enjoy gaming on their PC but prefer the feel of a gamepad over a keyboard and mouse, the Modern Warfare 2 Combat GamePad provides a comfortable and highly ergonomic method of play. Featuring full analog control, the Combat GamePad is fashioned in authentic Modern Warfare 2 artwork and comes complete with a complement of four Action Buttons and four Trigger Buttons as well as a stable eight-way D-Pad delivering precision and accuracy where fast response is crucial to survival. Pre-programmed for Modern Warfare 2, the Combat GamePad ships with software that allows gamers to reprogram the four Action Buttons to suit their personal preferences or for use with other software titles. The Combat GamePad is compatible with Windows™ 7, Vista™ and XP™.

MSRP: $24.99

• Modern Warfare™ 2 Sniper Mouse – PC

Fine-tuned for razor-sharp assault, the Modern Warfare 2 Sniper Mouse allows for precision in-game control. Instantly adjustable DPI (‘Dot Per Inch') allows gamers to adjust the speed of the mouse cursor at any time, ideal for a multitude of missions and varying styles of play. A built-in weight cartridge allows gamers to add or subtract weights from the Mouse tailoring the feel for personal preference. Fashioned in fully authentic graphics, the Sniper Mouse is certain to be the weapon of choice for PC enthusiasts. Pre-programmed for Modern Warfare 2, the Mouse ships with software that allows gamers to reprogram the Mouse Buttons to suit their personal preference or for use with other software titles. The Sniper Mouse is compatible with Windows 7, Vista and XP.

MSRP: $49.99

• Modern Warfare™ 2 Combat Keyboard – PC

The Modern Warfare 2 Combat Keyboard features ‘Anti-Ghosting' in key action areas and a Windows Key Lock to prevent accidental disruption to game play. Easily accessible Media Keys provide instant access to volume control, play/pause and other essential media-related functions and a weighted base with strategically placed large rubber feet that prevent the keyboard from slipping off the desk. Pre-programmed for Modern Warfare 2, the Combat Keyboard ships with software that allows gamers to reprogram Function Buttons to suit their personal preference or for use with other software titles. The Combat Keyboard is compatible with Windows 7, Vista and XP.

MSRP: $49.99

• Modern Warfare™ 2 Elite Keyboard – PC

Built on the successful ‘Cyborg™' Keyboard platform, the Modern Warfare 2 Elite Keyboard is ideal for those who take their gaming seriously and will prove to be an essential ally in the field. Multi-Color backlighting, including adjustable brightness and ‘Tru-Vu™' illumination, provides gamers with the ability to set ambient lighting, ranging from red through to amber and green. Touch-Sensitive Back-Lit Dashboard controls provide access to keyboard lighting and media functions. Further aiding in the custom nature of the keyboard, the WASD, cursor, ‘Cyborg™' and NumPad keys can all be lit independently from the rest of the keyboard, allowing players to highlight keys commonly used in-game. One-touch ‘Cyborg' mode instantly disables the Windows™ keys and adjusts the keyboard illumination to desired settings for simple set-up and no fewer than twelve Cyborg keys can be programmed to replicate any sequence of keyboard presses in a single button. Durable Metal-Plated key caps provide reinforced strength on the most commonly used gaming keys and gold-plated connectors for USB and microphone inputs allow other accessories to be passed through the keyboard without accessing the PC. Pre-programmed for Modern Warfare 2, the Elite Keyboard ships with software that allows gamers to reprogram Keyboard Buttons to suit their personal preference or for use with other software titles. The Elite Keyboard is compatible with Windows 7, Vista and XP.

MSRP: $99.99

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<![CDATA[Mad Catz Does Modern Warfare 2]]> Where there is a potential multi-million selling video game, Mad Catz is there, having signed a deal with Activision to produce branded controllers and accessories for Modern Warfare 2.

Mad Catz loves branding accessories, especially when it comes to big titles, and there most likely won't be a title bigger than Modern Warfare 2 this year, so they've got a full range of accessories being prepared across all major platforms. No specifics were given regarding what was coming when, but it's easy enough to imagine the sorts of things the company will come up with.

"We are excited to partner with Activision and Infinity Ward to create branded controllers and accessories based on what is one of the videogame industry's preeminent franchises," said Darren Richardson, President and Chief Executive Officer of Mad Catz. "We look forward to offering unique and exciting accessories to fans of the newest release in the Call of Duty: Modern Warfare series, as we continue to grow and diversify what we believe to be the industry's leading portfolio of branded videogame accessories."

I've got my fingers crossed for night vision goggle skins. Look for more info on the new Mad Catz line as we get closer to the game's November release.

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<![CDATA[In Defense Of The Classic Controller]]> By Leigh Alexander.

At the E3 debut of Project Natal, Microsoft's Don Mattrick called the controllers we've known and loved "a barrier separating video game players from everyone else." Wait. Isn't that the point? Should video game controllers really disappear?

We've heard a million times about how the cultural presence of games is growing exponentially thanks to the watershed of Nintendo's motion control, burgeoning casual audiences and IP that now more neatly spans the world of film, games and books than it has in the past.

At that same E3 event, renowned film director Steven Spielberg referred to the controller as the last hurdle to overcome in the quest to make video games approachable to everyone. With all this talk about new audiences and the tech designed to serve them it's easy to get excited.

It's also easy to feel a little lost in the shuffle. For gamers who've been there since before anyone cared about making games "for everyone," having that object in our hands was more than a way to access the game world – it was half the appeal. Anyone who's ever pulled off a chain of combos in a console fighter can tell you about the joy of expertise and control.

More than that, the controller is a cultural object that has for decades defined a pastime – there are those who know how to use it and those who don't, and being one of the skilled has always been a way for gamers to self-identify. Who would we be without it?

What's So Wrong With Some Barriers?

As creative director and co-founder of New York game development studio Area/Code (best known for Parking Wars), Frank Lantz's work focuses on using social media and connectivity to bring games and game-like entertainment to entirely new audiences. But he still sees the value in keeping some barriers intact.

"Sorry to sound elitist, but I like that not everybody understands how to play games, and I doubt that I'm alone," says Lantz, who's also director of New York University's Game Center. "That games require effort and a particular kind of tricky literacy is one of the things that makes them cool. Would pianos be better if everyone could play them? Would punk rock sound better if your grandparents liked it?"

Gamers may suffer some kind of identity crisis as the familiar markers of their beloved niche evolve – or disappear entirely. The solution to that one's easy: Get over it. Like it or not, it's clear that gaming's not a "niche" anymore, and its shape will change.

The more pressing issue is whether or not controller-less gaming will truly make the medium richer. Making something "more accessible" doesn't necessarily make it better.
"It's not about reinventing the wheel," Spielberg said of Natal at E3. "It's about no wheel at all." But the wheel remains an object essential to mobility no matter how transportation advances – even airplanes have them.

Objects In Hand Can Help Gameplay

Designer and Savannah College of Art and Design professor Brenda Brathwaite's been said to have more continuous years working in the game industry than almost any other developer, and her concept of game design has evolved to encompass both digital and non-digital play. In addition to designing games and teaching others to do the same, Brathwaite works on tabletop and board game projects, where physical game pieces are a crucial component.

For her, it's all part of the same world. "Baseball, the Olympics, Ticket to Ride and Bionic Commando are all games, and they share certain core characteristics, one of which is the ‘controller,' the way in which the players interact with the rules to produce the play," she says.

Her latest project, Train, is aimed at provoking players to think about the Holocaust. Players lead grim, gray boxcars full of little yellow pawns. The draw cards along the way that release some of the figurines or slow the train ride.

Only when the first train reaches the "goal" do players learn that their final destination has been the Auschwitz concentration camp. When Brathwaite unveiled it at this year's Triangle Game Conference, audiences were awed, and some were even moved to tears.

The train's tracks are laid out on glass panes that intentionally recall Krystallnacht, and the game's rules are written on an SS typewriter — the interactions between player and objects are part of what inspire Brathwaite as a designer, and part of what makes Train so impactful to players, she says. Brathwaite meticulously and thoughtfully considered each and every object in Train, and how each could support the game experience.
"We often talk as game developers about creating situations where the player has to make truly meaningful choices," she says. "I wondered: What would happen if I put that much attention into each component of the games themselves?"

Reducing the physical interface, then, might mean less immersion for games.

Is The ‘Invisible Controller' A Fantasy?

The argument in favor of controlling a game with your body is that it'll make the experience more like interacting in a lifelike way – but Lantz suggests this idea might be as much of a fantasy as "total" virtual reality.

"Games are experiences that are stylized, constrained, constructed," says Lantz. "They'll always be some aspect of the interaction that needs to be learned that the player needs to become literate with." For example, the experience of playing Wii Tennis may be just enough like real tennis that the player is more aware they're playing a video game – not less.

The idea of a perfect, "invisible" controller, then, is just as much a fantasy as the "seamless" simulation – and Lantz believes these two fantasies are interrelated, potential components of the same unrealistic goal.

"People associate these two things because of the power of the fantasy of some perfect, seamless, idealized game that's ‘just like life' — as if there could be such a thing, as if it would even be useful if there were," says Lantz. "By the way, something that no one mentions is that one of the reasons that the Wiimote is so intuitive is that people know how to play tennis!"

At some point, a Wii Tennis player must have had someone show them how to hold a real racket, or have had the experience of viewing tennis matches in order to understand the way racket and ball are intended to interact. A tennis racket is already a perfect controller for an existing game – without it, Wii Tennis wouldn't be "intuitive" at all, Lantz says. Does that mean motion controls are limited to only translating things people already have an idea of how to do? If so, that's quite a limitation.

The ‘Immersive Fallacy'

Lantz and a community of professors, veteran designers and authors like Eric Zimmerman and Katie Salen have defined this principle as the "immersive fallacy" – it may seem like the logical next step toward immersion to make the controller first more like a real object, and then to make it disappear, but that progression actually restricts games, not expands them.

Maxis' Chris Hecker agrees with the immersive fallacy principle –a game controller as "abstract interface" can act as a proxy for almost any kind of action. "Our brains do an amazing job of mapping the abstract degrees of freedom of the controller to the verbs in the game," Hecker says. "By contrast, if you make a plastic guitar controller, it will only ever be used for guitar games." (Note: Although it is true that non-music applications for guitar peripherals are rare, an exception is 2008 IGF finalist Fret Nice, which was recently picked up for XBLA and PSN by Tecmo and is a 2D platformer playable with a guitar controller.)

With no controller at all, the game designer has two choices: simulate the exact actions, or represent complex verbs through short-cut, symbolic motions that will by nature become complex enough a language that it would have been simpler to use a controller to begin with, says Hecker.

"Would ICO be better if you had to stand up and yell and hold out your arm all the time?" he asks. "Going the other direction… is raise-your-left-hand-and-shake-it any more meaningful or accessible than push-the-triangle-button?"

Lots To Gain

Despite a need to be wary of hype, developers still have good reason to be excited about the possibilities in new control schemes. Lantz hopes that the physical interaction will help the game experience itself come to the forefront, instead of being overshadowed by talk about hardware and devices.

"If you think about the quintessential image of GTA IV, it's basically a screenshot," says Lantz. "But if you think about the quintessential image of Rock Band or Wii Sports, it's an image of people in a room doing something. The real human bodies of the players are part of the game! It's wonderful!"

And new technology always means exciting new ways to look at game design and player behavior. Designers like Brathwaite who value the tangible, like Hecker who's pleased with the possibilities in the abstract, and like Lantz, who loves modern controllers, can enjoy what Lantz calls "new opportunities to solve interesting problems and experiment with new game structures and new kinds of experiences."

That means that, for the moment, a big appeal for developers in controller-less input schemes might be their novelty. Gesture-based gaming, living room peripherals and other non-traditional control developments may have done a great deal to expand the audience and introduce new types of gaming experiences – but perhaps a "novelty" won't supplant our familiar controllers in the end.

After all, the wheel is not in need of reinvention. And if it ain't broke, why fix it – or throw it away?

[Image of Brenda Brathwaite's Train with credit to Geoffrey on Flickr.]

[Leigh Alexander is news director for Gamasutra, author of the Sexy Videogameland blog, and freelances reviews and criticism to a variety of outlets. Her monthly column at Kotaku deals with cultural issues surrounding games and gamers. She can be reached at leighalexander1 AT gmail DOT com.]

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<![CDATA[Logitech's $200 Guitar Controller Is Not Kidding Around]]> People can be critical of Guitar Hero and Rock Band's plastic guitars. That they're small, cheap, plastic. None of those accusations can be levelled against Logitech's wireless guitar for the PS2 and PS3.

It's got a wooden neck, metal frets and, luxuriously, a rosewood fingerboard. The strum bar and fret buttons are, apparently, silent. It's compatible with both Rock Band and Guitar Hero, and willl give you "hundreds of hours of battery life" and is, yes, $200.

Consider this the "budget" option for those of you who couldn't afford the $250 version from last year.

Logitech Wireless Guitar Controller For PS3/PS2 Hands On [Gizmodo]

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<![CDATA[The Beatles: Rock Band Gets The Beatles Guitars]]> Harmonix and MTV today announce two new Beatles-themed guitar controllers going on sale when The Beatles: Rock Band hits stores in September - the Rickenbacker 325 and Gretsch Duo Jet.

The Rickenbacker 325 and Gretsch Duo Jet are a pair of full-bodied, classic guitars used extensively by John Lennon and George Harrison throughout their careers. The Rickenbacker was actually one of my suggestions for a Beatles guitar controller back when the box set was first announced, while I figured the Gretsch Duo Jet was a bit too obscure a name to appeal to the more mainstream fans. Goes to show what I know.

Both guitars should be available for purchase when The Beatles: Rock Band launches on September 9th, retailing for $99, €99.99, or £89.99 depending on where your store is located. This brings the price tag for the true Beatles Rock Band experience up to $450, and that's not counting extra microphones. I'll probably just use the instruments I've already purchased plus Rickenbacker for flavor.

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<![CDATA[Sega Looking Into Virtual On Twinsticks For Xbox 360?]]> The dream of playing Virtual On: Oratorio Tangram for the Xbox 360 as it was intended, with arcade-style twin sticks, may become a reality. While it still sounds unlikely, someone at Sega is exploring it.

That's according to a post from the developers of the Xbox Live Arcade version of Virtual On: Oratorio Tangram, by way of Siliconera, who indicate that a prototype version of the twin stick controller compatible with the Xbox 360 exists. Will it come to market? We really don't know, but we're going to bug Sega about it.

Sega had previously released twin stick controllers for the Sega Saturn and Dreamcast alongside Virtual On games for each console. It did not ship a controller for the PlayStation 2 release of Virtual On Marz.

We'd think that voicing your support of such a thing in the comments, also noting how you'd pay almost any price to get such an accessory, would be worth your valuable commenting time. You never know who's listening...

Sega Examining Xbox 360 Virtual On Twin Sticks [Siliconera]

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<![CDATA[Ten Strange Wii Controllers]]> PC Mag has a fun rundown of the ten coolest Wii controllers, from scalpels to pom poms and rifles, over on their site. Here's a look:

Thrustmaster Glow Sabre Duo Pack NW
What it does: Two 17-inch LED light sabers that house Wii remotes.
Price: $25

CTA Digital Maracas for Wii
What it does: Colorful, plastic maracas for Samba De Amigo.
Price: $13

Gene Simmons AXE Game Controller for Wii
What it does: Wireless Gene Simmons signature axe, axe.
Price: $80

CTA Digital Crossbow for Wii
What it does: Laser-sited crossbow for use with shooters.
Price: $25

Nintendo Wii Zapper
What it does: For those of us who don't want to shoot bad buys with a plastic crossbow.
Price: $25

CTA Digital Trauma Center Surgical Kit
What it does: Absolutely absurd collection of plastic surgical equipment for Trauma Center: Second Opinion.
Price: $19

DreamGear Wii Play Poms
What it does: Pom poms that attach to your controllers.
Price: $30

CTA Digital Sure Shot Rifle for Wii
What it does: A rifle length controller.
Price: $40

ezGear Wii Boxing Gloves
What it does: Boxing gloves that hold your controllers for Wii boxing.
Price: $25

CTA Digital Airplane Controller Stand
What it does: A yoke for holding controllers while playing airplane games.
Price: $17

The 10 Coolest Wii Controllers

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<![CDATA[CES 09: Hands On With Mad Catz's SFIV FightStick & FightPad]]> If a $150 arcade stick is too rich for your blood, accessory maker Mad Catz has a few other options for the fighting game fan not content with the standard Xbox 360 or PS3 controller.

Frankly, neither option is as quite as magical as the Street Fighter IV-branded Tournament Edition Arcade FightStick controller, but for those with shallower pockets, they'll get the job done.

The standard Arcade FightStick controller, seen above, inherits nearly all of the smart design decisions featured on the Tournament Edition version — buttons on the back, turbo functions, an Xbox 360 guide button lock switch — minus the cord cozy that lets the player store the USB cord within.

It's not easy stepping down from the Tournament Edition stick, which just radiates quality, but the standard version — much cheaper at $69.99 USD — isn't too shabby. It has a much smaller footprint than its big brother, weighing considerably less but still feeling sturdy.

The standard edition doesn't carry over the same Sanwa parts that make the Tournament Edition feel so arcade accurate. The joystick itself feels chunkier, less elegant, but still serviceable. Same for the eight face buttons. All in all, not a bad stick for the money.

If you'd like to go even cheaper, the Mad Catz FightPad might be what you're looking for. It too features a programmable turbo function as seen in the arcade sticks, but, as you can see for yourself, keeps the button layout to a pad-sensible six.

The FightPad's d-pad is sort of a hybrid between an analog stick and digital pad, with the cross floating in a circular space. That makes it much easier to pull of fireball or dragon punch motions than it would be on a DualShock or Xbox 360 controller d-pad. It feels mostly accurate, much easier on the thumb, even if jumping diagonally with the pad felt more difficult because of its positioning. That may just require some getting used to, but the trade-off of upgrading from a standard pad makes it worth it.

It's worth noting that the Xbox 360 version of the FightPad controller will be wired, with the PlayStation 3 version wireless.

Overall, we were pretty pleased with the Mad Catz offerings at CES and look forward to spending more time with them for proper hardware reviews.

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<![CDATA[Ben Heck's New Mod: The "Atari 3600" Stick]]> Everyone's first big complaint with this — a 360 controller stuffed into a 2600's casing — is the lack of a second analog joystick. So it's not your new Halo stick. But Braid? Sure.

Heck also admits he cheated a little on this, gutting a Guitar Hero III guitar for the stick's circuitry. Other fun facts: Ben measures a project's time in length of "Law & Order" episodes, which he watches while modding (in the daytime, he watches "Charmed.")

You can check out this video of Heck playing Braid with it, set to "If I Had a Firm Backside" "If I Could Turn Back Time" by Cher.

3600 Controller [Benheck.com]

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<![CDATA[Valve Wants To Look At Your Brains]]> Let's clear this up - the creatures in Left 4 Dead are NOT after your brains. They aren't zombies, they are the infected. Valve Software though? They totally want to have a root around inside your gray cells.

In piece written for Edge magazine, Valve's Gabe Newell spoke about how Left 4 Dead's AI Director analyses a player's actions to gauge how well they are faring and adjusts the game to suit. The kind of user input data that can be captured from a mouse or gamepad doesn't give the level of detail that Newell would like to see, though, so Valve are researching ways of using biometrics and even EEG's to examine a gamer's inner state.

"There are new technologies where we can wire players up with EEGs and actually have direct exposure to their physical reactions to the games," writes Newell.

"We can know for sure of something is actually frightening the player - their heart rate is going up, their respiration stats are peaking, appropriate parts of their brains are being activated. Direct measurement of players’ arousal states and responses to the things we’re doing is super exciting. It just will allow us to be much more analytical about the decisions that we’re making and the roller coaster ride we’re trying to create for the player."

What kind of kit this will require you to buy remains a mystery, of course. I can just about stomach having a fake drum kit in my living room - having a brain scanner lurking next to the sofa might be a gadget too far.

Gabe Newell Writes for Edge [Edge]

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<![CDATA[Frets On Fire For The Blind]]>
Although you might expect music based games like Guitar Hero to appeal to visually impaired gamers, they do tend to rely on on-screen cues which makes following a tune difficult/impossible.

Open-source Guitar Hero clone Frets On Fire lends itself to experimentation, so Eelke Folmer - a usability Professor at Nevada Reno University - has mashed it up with a wireless controller and a 'haptic feedback' glove to create the first Guitar Hero clone designed to be played by touch and sound alone.

Sure, it's a niche idea now, but I wouldn't bet against Mad Catz giving it a whirl if they see a buck or two to be made.

Blind Hero, Guitar Hero for the blind [Eelke Folmer]

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<![CDATA[Classic Atari Joystick Goes USB]]> The standard Atari joystick was not designed for comfort. Or for gaming, really, if we are being honest. Retro cool aside, looking at it now it resembles something you would expect to find on a Soyuz mission control console.

It is strange to think that there is now an entire generation of gamers who never had to suffer the pain/thrill of holding on to one of these during a marathon gaming session. But now, thanks to retrogaming pushers Legacy - you may remember them from the Atari Flashback 2 - the Classic USB Joystick Controller can wreck current-gen wrists as well.

Ideal for MAME usage, this should work out of the box on Windows, OS X and Linux 'puters. Your tendons may not thank you, but for just $14.99 semi-authentic 1970s gameplay can be yours.

Man's Necessities: Air, Water, and USB Atari 2600 Joysticks [Gizmodo]

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<![CDATA[UK Military Investigating Smelly Games]]> You know who likes the smell of victory in the morning? The British Army, that's who - and now the Ministry Of Defence is pumping research pounds into creating a Virtual Battlefield complete with Virtual Smells so soldiers can sample that smell - alongside the bouquet of bullets, the whiff of weaponry and the perfume of the paramilitary - without having to step into harm's way.

The MOD already uses modified videogames to train ground troops but researcher have just invested £20,000 to investigate whether adding the sense of smell to a game experience can significantly enhance its realism and hence its value as a training aid.

"Smell is so closely linked to emotion and memory," says Professor Bob Jones of Birmingham University, "it's something that we need to take seriously."

If the research proves effective, it may not be long before games consoles adopt the technology.

"There is no doubt in my mind that the games companies are looking for an inexpensive version for the domestic market," said Jones.

"I think it could be translated into the computer games market in two-and-a-half years."

Just imagine - by 2011 you could be playing Gears of War 4 with two little Microsoft-branded plugs up your nostrils. I bet that armor really starts to stink after a couple of hours out in the field.

British soldiers could be trained on a computer game with smell [Daily Telegraph]

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<![CDATA[Xbox 360 "Dragon" Controller Goes Exclusively To Walmart]]> Red and green Xbox 360 controllers may be appropriate for the Christmas season, but once the Chinese New Year rolls around, you're going to look pretty clueless struggling with the D-pad on that red jobbie. Thanks to Walmart (and Sam's Clubs!) exclusive "dragon" controller, you can stay fashionably in control.

The controller bundle, which is packed with a wired headset fancier than the one we have at Kotaku Towers West, is available now for just shy of fifty bucks. Jump, if you're feeling froggy, just don't ask us to explain why it has an antique candlestick-style telephone screened on there.

Microsoft Wireless Controller - Dragon w/ Headset (Xbox 360) [Walmart]

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<![CDATA[Next Tony Hawk's Game Will Have Skateboard Controller - Analyst]]> Stodgily-named market analyst Dough Creutz has been taking a look at the Tony Hawk's franchise and is convinced, convinced that the next game in the series will come with a skateboard peripheral.

"We also view it as highly likely that the game will include some sort of skateboard peripheral with all SKUs when it ships, given the massive success (and higher price points and profitability) of Activision Blizzard's Guitar Hero franchise," said Creutz in a report for Cowan and Company.

Hmm. That's great and all but it does ignore the fact that the reason people use the existing game's simple - yet reasonably deep - button based combo system to perform insane mid air grabs and death-defying grinds is that they don't know how to do it on a real board.

A bit of motion control is no bad thing, but the first time someone tries an ollie on a rebadged Wii Fit things might start to seem a bit counter-intuitive.

We are happy to be proven wrong, of course. All Activision would say is that the next iteration "won't be your father's Tony Hawk."

My Dad prefers Zoo Keeper on the DS, to be honest.

Analyst Talks Tony Hawk Skateboard Peripheral [Shacknews]

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<![CDATA[A Brief History of Controllers: A and B]]> I meant to post this interesting little history lesson on controller mapping since the NES a few weeks ago, but an ill-fated department camping trip to the wilds of SoCal got in the way; Matthew Gallant of the aptly named 'Quixotic Engineer' takes us down memory lane and on a flying tour of the evolution of various controllers:

There’s always been a minor niggle at the back of my mind when I played the Nintendo DS. “They’ve got it backwards,” I thought, “The A button should be on the left and B on the right. That’s how it’s always been… I think.” A speedy investigation showed that my memory was a little foggy, and that the answer was significantly more interesting than that. Therefore, I present to you a brief history of gamepad button mapping.

It's a short and sweet look at how our controllers have evolved (or not) over the years — including issues of localization. Some questions are still unanswered (like where the 'A' and 'B' designations originated from, though it would appear that the NES was the first), but an interesting little wrap-up nonetheless.

A Brief History of A & B [The Quixotic Engineer via GameSetWatch]

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