Controllers. They come in
many different shapes, and sizes, and more buttons than you can
shake a stick at, but they weren't always so complicated. There was
a time where they were so simple you had to be brain dead not to
understand them.
Of course, the more
technology grew, the more complicated games became to play, the more
complicated the controllers became to use. Today, I'm going to go
through the controls I had the pleasure of using.
It doesn't get any
simpler than the NES controller. Well, I suppose it does, but this as
far back as I go.
Two buttons and a D-Pad.
Traditionally, the A button was always reserved for jumping while the
B button was running or shooting. Except when they reversed the two,
but we don't talk about that.
Start was for pausing
your game and that would become the industry's standard, though I
can't for the life of me remember what select did outside of the Komani
code...
Then there's the Sega
Genesis controller. This console came with two different types: the
three button controller you see above, and a special six button
controller sold separately.
The six button one was
preferred for fighting games, but I never had much trouble with the
former. Either way Sega gave us more buttons than Nintendo at the
time and the D-Pad could go in eight different directions! That was
crazy!
Despite having three
buttons they weren't always the most effective. There are several
games for the Genesis where the third button just repeated what
another button does.
When that happens you
may as well not have three buttons at all, but some time it does come
in handy. Like the Genesis version of the 1989 Batman movie. The
third button gives you a new move you can do that isn't there in
the NES version.
Looking back, it's weird
to think there was a time the PlayStation controller didn't have the
analog sticks, but this plain look right here was their very first
controller.
PlayStation hasn't
changed their look since first coming into the market. There have
been some special controllers here and there – my brother had a
longer blue controller he used to use, but the appearance have
always been the same.
Four directional
buttons, and the four button combo, that the Super Nintendo started,
were shapes instead of letters. A good way to have them stand out
while sticking with a design that's familiar.
Later on PlayStation
would introduce the dual shock controls which would be what everybody
knows. Two analog sticks and a rumble feature that created a new
dimension to playing games.
When you took a hit you
felt it. Some games were pretty creative with this feature, like
Metal Gear Solid which used the vibration to demonstrate Psycho
Mantis' abilities and when Naomi was trying to heal Snake's arm.
At the launch of the PS2
they switched to a black color scheme and the PS3 gave us our first
wireless controller for the PlayStation. To this day I still feel
like I'm going to break the damn thing. I know it's mainly because
of all the new tech inside the controller, but still. When I'm
afraid to even hold the thing something's wrong.
I already went over this
(and the GameCube controller) during my A Child's First Console article, so let's focus
on something else. The compensating. Nintendo is always constantly
updating their technology in order to keep up with the competition.
If you want to save
certain games you have to buy a Memory Pak. Want to play certain
games? You need an Expansion Pak. Want your controller to vibrate?
Rumble Pak. You get the idea. You needed to buy additions for things
that came easier on the PlayStation.
You can't have both
vibrating and saving on the N64 since both paks need to be placed in
the back of the controller. N64 balanced this out by having plenty
of games with save files.
Xbox 360 gave me my first
wireless controller. Unlike the PS3 controller which you have to
recharge, here you need to change batteries when it's running low on
power. Still less of a hassle than having to untie a cord if you ask
me.
Here we've returned to
the A, B, X, Y, combination that debuted with the SNES, but with the
four main colors you see all the time, and two control sticks for
moving around. One dedicated to moving your character, and the other
for moving the camera.
The Xbox controller also
has two L and R buttons like the PlayStation controller. Only
separated by abbreviation for bumper and trigger buttons rather than
just numbers. The X button in the center is a lot more distinguish
than the power button on the PS3's controller.
I'm going to
pun hell.
Wiimote.
Get it? Because it sounds like remote? I don't have a Wii, but I was
able to play with this controller on a demo at GameStop one day and
came to despise it.
I was
playing a racing game and because of the damn controls I ended up
running straight into a wall. You want anything close to a
responsive control scheme you have to turn it sideways, but then the
A button is so freaking close to the D-Pad, and look at the volume
controls and the numbers. They really did want this to be like a TV
remote.
I get what
they were trying to do with motion controls and all, but it's just
not for me. If I ever get my hands on a Wii I'd rather have the
regular Wii controllers they made for it. And just when I thought it
couldn't any worse out came the Wii U.
Look at this thing! It's
so big it may as well be a handheld system. If you found it separate
from the system would you think this was intended as a controller?
The marketing strategy
for this is that you can continue to play games uninterrupted by
switching it with the gamepad so it does double as a handheld
device. You're better off that way.
I had so much trouble
just trying to line up my shot because the game in question required
you to use both screens to do so that it wasn't worth the time or
the hassle. I would've loved this as a kid, but now? Not so much, and fair enough if that's what they're going for. That's what they always went for.
And that's all I have to
say about controllers. I honestly can't believe I wrote this much on
the subject. Until next time this is ToriJ signing off.
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