The original Steam Controller is undoubtedly one of the coolest pieces of gear I own—and one of the most innovative, too.

I got mine right when it launched in 2015. I wanted to solve a very real problem: I was trying to turn my PC into a console.

You see, Valve had Big Picture Mode, which truly turned your PC into a console-like experience. The problem was that some of my favorite PC games didn’t support controllers. They were keyboard-and-mouse only.

But then—here comes the Steam Controller. Suddenly, I was able to reprogram all the inputs. I could take basic keys, like the spacebar, and map them to a button on the controller—like the A button. And once you did that, you could share your controller configuration with the Steam community, or reuse a config someone else already made. It was pretty awesome.

And those dual trackpads? They were swank. Incredible for first-person shooters and real-time strategy games. They were the next best thing to a mouse. And because of the angle of the handles, it all felt very comfortable in the hand—probably the most comfortable controller experience I’ve ever had.

It’s funny—just a little over five years ago, gamers hated it. Not because they ever used one, but because it was a failure. And as we all know about gamers, there’s nothing they hate more than a failure. It was dismissed as a novelty—something no one would ever use again.

Well, Valve had the last laugh. A few years ago, they released the Steam Deck. And what do you know? It’s a direct evolution of the Steam Controller. And now everyone loves the Steam Deck.

Just take a look at it—it’s got so many of the same things the Steam Controller had: dual trackpads, back paddles, the ability to remap buttons and customize layouts. Having owned a Steam Deck since launch, I can say this confidently: the most killer features on the Deck originated with the Steam Controller.

That said, it wasn’t perfect. There were a few quirks I wish they had fixed. For one, it would’ve been nice if it had dual analog sticks instead of just one. Using a trackpad in place of a right stick is fine in theory, but let’s be real: a trackpad does not replace an analog stick.

Also, unlike most modern controllers, this one didn’t have a rechargeable battery. You needed AA batteries. Now, to be fair, those batteries lasted a long time—but it still would’ve been nicer to just recharge it and forget about replacements.

Then there’s the back paddles. Only two of them. In hindsight, yeah, Valve knew they needed to evolve. I’ve grown so used to having four back paddles on the Steam Deck. They’re incredibly useful—especially in games with lots of inputs. Just good to have.

Still, this was one of the first mainstream controllers to even have back paddles. So hats off to Valve for that.

Honestly, I really wish there was another Steam Controller on the market. I know Hori makes a licensed controller for the Steam Deck in Japan, but it’s missing a core feature the original had: the dual trackpads.

To me, the dual trackpads make the Steam Deck experience. It’s something almost no other handheld has. My wife has a Legion Go, and it does have a trackpad—but only one. And honestly? That makes all the difference. It’s fine. But man… it would’ve been a better handheld with two.

Definitely one of the most innovative controllers ever made.

And yeah, I still use mine. I use it when I dock my handheld. Or when I’m on my living room PC.

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[–] 1 point 1 year ago

I got a $50 GameStop gift card in 2015 as part of some hackathon I went to— which was cool since as a kid didn’t have a credit card or anything; and bought the steam controller with it, would play CS:GO with it between class. Still my favorite controller and one of the only ones that lets you change the turn on sound too.

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  • [–] 1 point 1 year ago

    Had this one since 2017 and I just wonder when it will die. Will mourn a bit

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  • [–] 1 point 1 year ago

    I think I have my two around somewhere (as well as my original Steam machine thingy, which was really awesome). I still cherish them and love the idea of them. Nice boxes, too. But I honestly thought the controllers were real turds, especially after so many reviews gurting so much pole slaw over them.

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  • Thanks for this! My friend has one and he says it's great as well.

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  • [–] 1 point 1 year ago

    I always wanted one, but by the time I had the personal economy to buy one they weren't available any more.

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  • [–] 1 point 1 year ago

    I also still got mine, love it.

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  • [–] 1 point 1 year ago (6 children)

    The entire industry has agreed on a de-facto standard for controllers, which is pretty much the PS1 controller:

    • Two clickable thumbsticks
    • Four face buttons
    • D-pad
    • Four triggers
    • Two menu buttons
    • The only thing the PS1 didn't have (but games can't use it, so maybe it doesn't count?) - a button for showing the platform's menu

    You can add things on top of that (trackpads, gyros, making some of these digital buttons analog), but if you don't have that - your controller won't work for games that expect these inputs to be available.

    If I had to put a date on when this became the established standard, I'd say 2005 or 2006 - the years when the XBox 360 and the PS3 were released, since both consoles had these capabilities (Nintendo kept doing its own thing, and only supported this standard starting with the Wii U). So when the Steam controller was released in 2015 - this standard was already established, controllers for PC made sure to support it - and even PC games stuck to it.

    This is why I think the Steam Controller failed - you had to map it. You couldn't use it like you would a standard controller even if the game was made for standard controllers.

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  • [–] 3 points 1 year ago* (5 children)

    PS1 controller

    The original PS1 controller didn't have joysticks, and when it did, the position sucked for larger hands. I have always preferred the XBox layout.

    you had to map it

    Did you? I thought most games worked fine, though admittedly I only played a couple because I never got used to the trackpads.

    I think it wasn't very post all popular because it was so different. Even if it worked as expected out of the box, a lot of people dismissed it at first glance. It was also only available through steam, so there was less reach.

    But even then, I still don't think it failed on its own merits. I think there wasn't a compelling reason to get it without a Steam Machine, which flopped because Valve didn't commit to it.

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  • [–] 1 point 1 year ago (4 children)

    The original PS1 controller didn’t have joysticks, and when it did, the position sucked for larger hands. I have always preferred the XBox layout.

    Right. I meant the second PS1 controller, not the original one. The design changed over the years, but the general specs stayed as the baseline of controllers.

    The XBox layout with its six face buttons did not stick, and the XBox 360 conformed with Sony's design of four face buttons and two triggers. Which makes more sense for shooters (since you have more buttons while keeping your thumb on the right thumbstick)

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  • [–] 2 points 1 year ago (3 children)

    Sure.

    It's important to note that the PS1 also borrowed from previous designs, namely the Super Nintendo with 4 face buttons and N64 (the controller with joysticks came out a year after).

    Xbox's main innovation was the offset joysticks, which may have been due to patents more than anything, but I preferred it. I also didn't mind the two extra buttons, and was a little sad when they went away, because they were largely replaced by the joystick buttons, which I think are hard to use properly.

    But yeah, design stagnated a bit after the PS1 controller.

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  • [–] 1 point 1 year ago (1 child)

    I also didn’t mind the two extra buttons, and was a little sad when they went away, because they were largely replaced by the joystick buttons, which I think are hard to use properly.

    Weren't the black and white buttons replaced by triggers? The joystick buttons already existed in the first XBox.

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  • Sort of, but the functions changed a bit. For example, in Halo, the black button changed the type of grenade and the white button triggered the flashlight, both of which weren't really needed frequently. On the XBox 360, it changed to:

    • throw grenades - B - used to be melee attack (which switched to a bumper button)
    • flashlight - D-pad - replaced the "lower weapon" action, which was no longer available (was moved to a bumper button in one other game, and removed from others)

    Both control schemes are fine, but I honestly thought the black/white buttons were decent. Having some buttons you rarely push but can is nice.

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  • [–] 2 points 1 year ago*

    I find I keep accidentally clicking the thumbstick buttons, and I have the same problem with clicking the trackpads on the stream controllers. When the game gets tense I tend to increase my grip causing the clicks.

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  • [–] 57 points 1 year ago (16 children)

    Then there's the back paddles. Only two of them.

    Speak for yourself. Mine has 14 lol

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  • [–] 7 points 1 year ago (2 children)

    Pretty sweet. Original back shell, and battery cover?

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  • [–] 12 points 1 year ago (1 child)

    You can download an stl for the battery cover. I modified it to allow the backpack controller to attach to/detach from the main controller. The original is in a box somewhere safe and well.

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  • [–] 4 points 1 year ago (2 children)

    whole new buttons or just remap face button functions?

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  • [–] 4 points 1 year ago (6 children)

    I assume you've been mass reported in whatever game you made this for

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  • [–] 11 points 1 year ago* (last edited 1 year ago) (5 children)

    I actually made it because I got banned because I couldn't use my lights in euro truck simulator 2 multiplayer mod. I'm not sure I'd want to use it in any competitive games as it'd likely break off if I got mad.

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  • [–] 6 points 1 year ago (4 children)

    wtf

    If traffic rules were that strictly punished in real life there'd be like max 7 cars on road globally

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  • [–] 6 points 1 year ago (2 children)

    Sounds like a good thing, honestly.

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  • [–] 3 points 1 year ago (1 child)

    Real life: yes

    Game: harsh

    Like, they could have put him in the naughty corner or something. I don't like the idea of banning as a game mechanic.

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  • [–] 4 points 1 year ago

    I think it was only like 24 hours. It's all automated though. So you get a thirty second countdown mashing buttons to try and work out how to get your headlights on if you spawn at night.

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  • [–] 164 points 1 year ago* (last edited 1 year ago) (41 children)

    No d-pad is an instant dealbreaker.

    Edit: Y'know what I'll properly expand on this. The Steam Controller failed because it tried to replace vital functionality people expect from a controller. The Steam Deck learned from this mistake and just supplemented that functionality.

    TBH, the way I see it, the Steam Controller was designed for games I don't want to play on controller, while being bad for games I do want to play on controller.

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  • [–] 1 point 1 year ago

    Agreed on it being a bad replacement for controller games. I got one around the time one of the FROMSOFT games came out (I think it was Sekiro?) and I tried using for that and it was just not usable for something like that. I haven’t really tried it for anything else since then because I don’t really play games away from my PC, so I don’t have a need for a worse but acceptable way to play M+KB games.

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  • [–] [S] 35 points 1 year ago (5 children)

    That's the key. If you're wanting to play something like Street Fighter VI, the Steam controller probably won't fly.

    But because I wanted to play Dungeon Siege on my TV, it works far better than a traditional controller ever could.

    For the Steam controller to work for you, you have to come in with the mentality of it replacing a keyboard-and-mouse.

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  • [–] 12 points 1 year ago (4 children)

    They’ve made it too niche, basically just fps and rts pad. I loved mine for Rocket league but was really missing the right stick. And the shoulder buttons were super stiff. And you also absolutely had to set up controls because it was so different and the pads were atrocious replacements for dpad or sticks

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  • [–] 3 points 1 year ago (1 child)

    For me it mostly excels in games that were designed exclusively for mouse and keyboard. Ime it's pretty bad for fps games though, maybe if you used the gyro, but I haven't tried that much personally. I love it for Rimworld, Dwarf Fortress, and lots of little indie games that don't have gamepad support ootb.

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  • [–] 10 points 1 year ago

    That last paragraph is on point. That's why I have two controllers at my desk, one regular and one Steam Controller! I love playing casual Civilization or XCOM on it and it's surprisingly great with some FromSoftware games, especially Sekiro (for no reason in particular, it just felt good and the touchpad worked without any issues).

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  • [–] 7 points 1 year ago

    Yea the only target audience for the Steam Controller seems to be people who want to play kbm games with a controller if they're playing on a TV or something. But I reckon most PC gamers who get a controller use it to play on their usual PC setup for games that play better on a controller, they'll just use kbm for their kbm games.

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  • [–] 5 points 1 year ago (1 child)

    Honestly, IMO the lack of D-pad was less of an issue than the lack of a second analog stick. The lack of a second stick made the controller almost impossible to use in any game that was designed with 2 sticks in mind. For example Nier Automata 9S hacking minigame was a horrible experience with the Steam controller.

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  • [–] 4 points 1 year ago (3 children)

    I agree that not including the D-Pad was a bad move, but if you play games that use the d-pad just for functions like map or switching of equipment, there was the option to use the trackpad like a weapon wheel where you could define i think 8 functions with OSD, and using one of the back buttons made that 16 functions you could define freely - you could replace the hotkeys of a game that used half the keyboard with this thing lol

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  • [–] 1 point 1 year ago (2 children)

    The touch zone is the d-pad, it's pressable and you don't need to do anything, just use it regularly

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  • [–] 2 points 1 year ago* (1 child)

    i know that it's configured as a D-pad by default, but it's missing haptic feedback - there's not enough of an indicator where on the touchpad your finger rests, and if you lose the central position, have fun finding it again without looking. i often tried it. but it's simply inadequate as a D-pad.

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  • [–] 6 points 1 year ago (8 children)

    It didn't fail because of a lack of a dpad but because of lack of two joysticks, but I'm glad the controller exists because I came to absolutely love the dual touchpads. And I wouldn't trade the left touchpad a dpad, since I like using it for movement.

    I wouldn't trade the right touchpad for a joystick either, since I like using it to do quick 180s, quick swap between 5-10 inputs to bypass reloading in games like Doom Eternal by setting a dpad modeshift on a click, and touch activate gyro all on one touchpad.

    Will probably be the last controller of its kind but I'm glad at least one did get made, since otherwise I'd still just be using a xbox or playstation controller like I did before getting Steam Controller.

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  • [–] 4 points 1 year ago (5 children)

    Exactly, I'd rather lose a D-Pad than a joystick, and the Steam Controller lost both. That's why my Steam Controller sits on my desk largely unused, while my PS4 controller gets all the love (I prefer XBox controllers, but PS4 has better Linux support).

    I'd love to see the Steam Deck controller be made standalone, it's super comfy and preserves both joysticks and the d-pad while having useful trackpads.

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  • [–] 1 point 1 year ago* (4 children)

    Sad thing is for me I don't find the touchpads on the Deck useful, since unlike most users of the Deck I want to use them for movement and camera and quick input switching. And I haven't found the Deck touchpads good for primary use in place of joysticks, so I end up ignoring the touchpads on the Deck for the joysticks despite using my Steam Controller for most games on the desktop.

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  • [–] 3 points 1 year ago (3 children)

    I use them for point and click games and other games where a mouse is better.

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  • [–] 3 points 1 year ago* (2 children)

    I'm a controller player so it might be why I warmed up to it when it first came out, since I went from using Xbox controller on the PC to being blown away by touchpads moving as fast as a mouse without joystick speed limitation while being able to aim precisely with gyro without having to use aim assist.

    So maybe an outlier as a PC gamer who preferred gamepads to mouse and keyboard, but wanted to find an improved method of using controller without reliance on aim assist.

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  • [–] 1 point 1 year ago (1 child)

    I also prefer controllers (grew up playing Halo on controller), and gyro aim is sweet, but touchpads never felt good to me. I like physical buttons for d-pad style input (even a joystick is fine), and the right touchpad felt too much like a mouse to the point where I'd rather just use a mouse.

    The Steam Deck strikes the right balance for me. The touchpads work when the mouse really is preferable, and they stay out of the way when I use the joysticks.

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  • [–] 2 points 1 year ago

    I like touchpads because I like being able to turn the camera as fast as I can swipe like a mouse while retaining X and Y axis control unlike stuff like the flick stick approach. And I like that I can also click up, down, left, right, center and also hold the left grip to set up chords for an additional 5 inputs for a total of 10 I can quickly change to without having to reach down to the facebuttons.

    And that's where the Deck fell short for me because I didn't find it good for that type of functionality I want to use the trackpads for compared to users who primarily use the sticks.

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  • [–] 2 points 1 year ago (1 child)

    since I like using it for movement.

    At least the basic movement from that video could easily be done with a regular joystick, it's just the developer chose to not implement it.

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  • [–] 1 point 1 year ago

    It could but I prefer it over joystick because large touchpad makes it so its easier to not accidentally activate sprint on the outer edge.

    But, the biggest part is being able to use the touchpad clicks for added move sets like dash, slide, crouch. Which lot of people wouldn't even enjoy doing with joystick click.

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  • [–] 3 points 1 year ago*

    If the Steam Controller was designed the way lot of people wanted it than it wouldn't have been a Steam Controller and just another Xbox or Playstation controller and added nothing new. Would have been more successful but in the end another generic twin joystick controller. So even if it didn't succeed it brought new things to the table like touch activated gyro and touch pads that could be considered for other controllers in the future.

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  • [–] 2 points 1 year ago (6 children)
  • [–] 3 points 1 year ago (5 children)
  • [–] 3 points 1 year ago (4 children)

    The left touch zone is pressable, and four zones are four separate buttons. It's a bit less convenient to use than a regular d-pad, it's bigger and you need to reach slightly further, but other than that it works.

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  • [–] 3 points 1 year ago (3 children)

    That is not a d-pad. That is a touchpad with a plus drawn on it.

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  • [–] 4 points 1 year ago (2 children)

    It's actually the other way around, it's a big d-pad with touchpad capabilities plastered over it. It's the same physical mechanism as a d-pad, 4-way button, it's just big.

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  • [–] 1 point 1 year ago (1 child)

    If you don't count arbitrary clusters of buttons as a d-pad, I think this is an invalid comparison.

    Do you count, e.g., the A/B/X/Y buttons as a d-pad?

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  • [–] 1 point 1 year ago

    D-pad for me, functionally, is a 4 directional buttons clustered together, oriented along the X-Y axis. To conserve parts, it's quite often made not as 4 buttons but as a combined shifter, because you realistically wouldn't be pressing the opposite buttons at the same time.
    The left track area on the steam controller is that. The buttons are fuzed together (which is normal for D-pad) and big and harder to tell apart (which is less normal)

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  • [+] 1 point 1 year ago (5 children)
  • [–] 6 points 1 year ago (4 children)
  • Yeah, I consider them "better guys," since they're better than their competitors. I say this because:

    • they firmly support Linux, which was my platform of choice before Steam came to it
    • they have useful Greeks features like Steam input
    • they have a good refund policy
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  • [–] 0 points 1 year ago

    It actually has d-pad, it's just combined with one of the touch areas, you can press it like a button, and 4 zones behave like a d-pad. Granted, it's a bit inconvenient so if you need it often, it's not the best. But it's there.

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    [–] 21 points 1 year ago (3 children)

    I still cry when I remember that they were clearing them out at $5 a pop. I'll cling to mine until the day it dies.

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  • [–] 36 points 1 year ago (8 children)

    I prefer AA for controllers actually. Rechargeable AAs are good these days and you can just swap them out. I actually really hate this trend of integrated batteries in things where it isnt necessary. Yeah we need new form factors of replaceable batteries, but the switch from replaceable and standardized to neither is definitely causing problems and costing us money.

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  • [–] 9 points 1 year ago (3 children)

    Trying to find replacement batteries for integrated batteries is a pain too, since might not be able to find an OEM replacement or battery from a reputable brand. So you end up having to go with whatever random no name battery that could be worse than the OEM battery and end up dying after less than a year.

    My preference is rechargeable AA or AAA. And even better if the controller itself can recharge the battery like drone controllers.

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  • [–] 2 points 1 year ago (2 children)

    I got some good rechargeable AA for my controllers about three years ago and will never go back. I have one pair more than controllers and I always have a charged pair read to switch out if needed.

    I got 2500mAh batteries from duracell and the charge lasts for days of activity on my xbox controllers. Longer than my PS4 controllers with integrated battery for sure.

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  • [–] 2 points 1 year ago (1 child)

    I'm still using the same AA eneloops I used since I picked up my Steam Controller all the way back in 2015-2016. And I also used it with my 360 controller too. Just keeps chugging along being good for a month before I need to swap.

    Yeah the PS4 battery life has been crap and I don't know why. Was finally able to replace Sony controllers with 8bitdo now that Steam provides support for the extra buttons to be mapped to unique keys and use analog triggers and gyro together. So been nice not having to spend money on the dualsense, which doesn't even have hall effects/TMR sticks.

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  • [–] 5 points 1 year ago

    8Bitdo controllers are pretty hit and miss, but this is a big hit for them. The Pro series (and maybe others) comes with a rechargeable battery but the slot also fits 2 AA batteries.

    If only they could get their software more feature rich and consistent.

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  • [–] 3 points 1 year ago

    Took me a long time but I settled on Xbox one controllers. I use rechargable batteries but can run the AAs if u want. AA batteries have longer shelf life if u let the controller sit long periods vs rechargeables always seem to discharge. Support in just about every game. Can be had reasonable price on sale now and then and lots of parts available for them. Id never buy a controller with a non replaceable battery!

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  • [–] 1 point 1 year ago

    I mocked Xbox controllers for years due to them using AA batteries… until I actually started using one with my PC. Now, I wish all controllers used them. It’s vastly more convenient than charging via USB cable.

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  • [–] 17 points 1 year ago (1 child)

    The touchpads always made my thumbs feel weird after a short time. It was a functional marvel, but I couldn't use it for long.

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  • [–] 31 points 1 year ago (3 children)

    It’s funny—just a little over five years ago, gamers hated it. Not because they ever used one, but because it was a failure. And as we all know about gamers, there’s nothing they hate more than a failure.

    Nice try, but that's not why I hated it.

    This smug revisionism triggers me hard. As a hard core steam fan I loved the idea of the SC, I bought it and really tried to use it, but the reality was just too clunky for primary use. It has no dpad, a single crappy convex analog stick, terribly placed ABXY buttons, horrible shoulder buttons, and just a bit too much input lag on the trackpads. On top all that was (actually, still is) a remapping system that's way too convoluted to use regularly. There's also the sad fact that alarmingly many games don't allow simultaneous gamepad and mouse inputs, and simulating the mouse through right stick inputs feels like shit. I really didn't find any use case where it's ergonomically superior to a regular gamepad beside the always cited Civ on the Couch, and I've tried with sooo many games.

    The deck's control layout fixes most of the issues -- the placement is better (except maybe the Salvador Dali inspired B button but I digress), there is a great d pad, two pretty good analog sticks and the input is snappier. Surprise surprise, the deck is a success.

    Was the SC innovative, bold and ahead of its time in many ways? Sure. Was it a good controller to play games with? Hell no.

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  • [–] 6 points 1 year ago

    Fully agree. I tried to make the SC work and wrote off a lot of it as "I'm just not used to it", but it really is asking a lot. In its defence, it was a first run product. The fact that it's still ass usable and as weird is impressive enough to me. But it's better as a piece of gaming history than a good product. It was just a good try.

    I also agree with the Steam deck controls being actually good. I want the SC2 that's just a steam deck without the screen or computer.

    So I guess the opposite of the steam brick.

    I'd gladly pay $100 to have a steam deck like control scheme for my desktop. Rechargeable batteries and a Linux first design would be awesome. I don't mind just using cables all the time, but I would like better wireless options for Linux gamepads (though to be fair, I haven't tried connecting a wireless controller to a Linux box in 5 years).

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  • [–] 2 points 1 year ago (1 child)

    I bought it and really tried to use it, but the reality was just too clunky for primary use. It has no dpad, a single crappy convex analog stick, terribly placed ABXY buttons, horrible shoulder buttons, and just a bit too much input lag on the trackpads.

    Hard truths.

    Why did they feel the need to replace analog controls with these weird, inconsistently responsive, difficult to map touch controls when every other console platform had already demonstrated why that's a bad idea?

    Was the SC innovative, bold and ahead of its time in many ways?

    NO. It was kitsch and poorly engineered and obviously not play tested sufficiently before release. It was a hobbyist's attempt at reinventing the mousetrap that got shoved into a major distribution pipeline when Playstation and Nintendo and XBox had already demonstrated why you don't build controllers this way ten years earlier.

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  • [–] 0 points 1 year ago

    Why did they feel the need to replace analog controls with these weird, inconsistently responsive, difficult to map touch controls when every other console platform had already demonstrated why that's a bad idea?

    I have no idea what you're talking about. The DS4 had a trackpad that was clearly positioned and intended for menu navigation. Nobody used trackpads as a primary game control input before the SC. That's not because sticks are some god-given pinnacle of technology but because potentiometer-based sticks are cheap and people are used to them. Analog sticks were always, and still are, a crappy way to control a camera. Building a 1:1 thumb based input source into a controller absolutely was innovative and, like it or hate it, I don't see how you can contest that. The Steam Deck's pads are actually pretty great to use.

    Playstation and Nintendo and XBox had already demonstrated why you don't build controllers this way ten years earlier.

    Again, what are you talking about? The SC was released in 2015.

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