Open
Skies, Road and Track
Which
One Is The Best Controller Of Them All
When you walk into any well-stocked computer store, you often come across
dozens of game controllers. There are an infinite variety of mice, gamepads,
joysticks, and steering wheels out there. But only a few of these stores have
demo units available so it's virtually impossible to decide which are the
best ones to buy. More than handfuls are sold at bargain prices, some have
reasonable price tags while others cost an arm and a leg. The budget-priced
models are very tempting indeed, but they don't hold up well to the abuse
and furious gameplay of today's games.
We decided to pick out a bunch that works with games and installs effortlessly.
You can take our word for it -- our choice will no doubt stand out as the
best in terms of durability and usefulness. Most of the controllers in this
review are available in good computer shops as well as esoteric types which
occasionally come in limited quantities.
While all of these controllers work well with most of the games, some are
definitely designed for a specific genre. Gamepads work well for sports, adventure
and role-playing, but are lousy with driving games and flight sims (simulators).
Steering wheels are, of course, for driving, while joysticks are the all-around
performers. In fact, we found out while playing Nascar 3 that a skilled joystick
player can out-race someone using a steering wheel. You'll learn more about
this as we go deeper into the topic.
The Basics
A good decision is often a result of being informed and knowledgeable on the
subject, and in this case, the game controller. When pondering on a purchase,
you need to grapple with a lot of geekspeak on the specifications or the basic
components of the controller that define its capabilities.
Here's a list of the most common specifications and what they refer to. You'll
find it useful as some of the terms are found on the box. Some apply to all
controllers, and others are specific to certain types of controllers.
Axis:
An axis is an imaginary (theoretical) line "drawn" through the center of a
joystick or a gamepad's D-pad, which defines a direction that a controller
can move. Nearly all controllers have two axes: an x-axis (left and right
movement) and a y-axis (forward and backward movement). Some controllers have
one or two additional axes in the form of throttle and yaw control.
Buttons: Every controller has buttons. The buttons are used to fire
a weapon, change weapons, perform various stunts (jumping or crouching), or
any other on-off function that doesn't require movement along an axis. Most
games give you the choice to define which button on a controller is used for
each function within a game. Windows-based games using the DirectInput API
allowed designers to put in more buttons and other controls that are programmable
through a user-friendly interface.
Force Feedback: Controllers with force feedback is the current rave in
joysticks and steering wheels. All these and even one mouse specie contains
a motor of some sort which respond to program calls within game code. Some
controllers create more convincing force effects than others; it depends on
the fidelity and strength of the motors, the logic within the controller,
and the overall construction of the controller.
This relatively new technology was designed to add realism (immersiveness)
and tactile feedback to games. Unfortunately, very few developers try to make
the best use of it. The best force-feedback games use the technology to assist
the user in controlling a vehicle, for example, the feel of a car's grip on
the road or the wind shear acting upon an airplane. Most games, though, simply
cause the wheel to shudder and jerk whenever there's an appropriate sound
effect -- which is just distracting, or worse, annoying (especially to newbie
gamers).
POV
Hat: A POV (Point of View) hat, sometimes referred to as a hat switch,
is a mini directional controller which usually resides on the top of a joystick's
handle and is manipulated by the user's thumb. Most POV hats register four
directions (left, right, forward, and backward), but some include diagonals,
registering eight directions in all. In flight sims and some other vehicle-oriented
games the POV hat is used to turn the player's "head" to look around or beyond
the cockpit (that is, to look to the left, right and rear of a plane).
Programmability: All current controllers either come with DirectInput
drivers or are fully compatible with drivers included with Windows 95/98.
DirectInput compliant controllers to be programmed within any game that implements
the DirectInput API correctly. In a perfect world, that would be all there
was to it, but some controllers and games don't make full use of DirectInput.
For that reason, many controllers come with their own programming software
that allows the user to assign keystrokes, or series of keystrokes, to buttons
on the controller. The best examples of such software allow gamers to create
a separate set of key mappings (called a macro) for each game. Some software
runs in the background, detects which game is launched, and applies the appropriate
macro; others require the user to launch the game through the programming
interface.
Throttle: A throttle function is usually assigned its own axis, while
the throttle control takes the form of a wheel, slider, or knob situated on
the base of a joystick. Some gamepads have throttles, too; they're often mounted
in a trigger position for index-finger manipulation. The throttle is used
in most games to control the speed of a vehicle. There are also dedicated
throttle controllers, which are used primarily for realistic military flight
sims.
Yaw Axis: It is most commonly known as a rudder control, as it describes
its most common function: to control the rudder of an aircraft. There are
stand-alone pedals intended for yaw control, but in joystick with rudders,
it's controlled by the twisting of the stick handle.
Now that we got the controller jargon squared away, let's round 'em up!