I sold off a bunch of my TF2 weapons and Steam trading cards and used the money to buy a Steam Controller ($49.99 + $7.99 for shipping). I received it in the mail yesterday, and I've had a little chance to play around with it:
Front of the Box
Back of the Box
Opening the box
Underneath the controller
Bottom of the box.
Just enough in there to get started.
- Controller
- AA batteries
- USB dongle for wireless
- USB A to micro-B cable (standard connectors)
- USB micro-B to A adapter lump. (Allows the cable to act as an extension cable for the dongle, I don't know if this lump has any electronics in it, or if it's just dumb wires, but it's heavily weighted so it'll probably hold itself down pretty well.)
You can plug in the controller with any micro USB cable, and it will work without the wireless dongle (and appears to work without the batteries, as well, despite reports to the contrary I've read online. YMMV) I've heard the dongle supports up to 4 controllers.
I've been using Eneloop batteries, and they're a very tight fit in the battery compartments. They do work fine, they're just a pain to get back out. (If you've used rechargeable batteries, you know this problem is far from unique to the Steam Controller.)
Most of my time has been spent in Red Faction Guerrilla (more on that later), with a short hop into Saints Row: Gat out of Hell. I'll update more as I play other games.
The bullet points.
Pros:
- Fantastic shape. This fits my hand even better than the 360 controller.
- Feels solid
- Haptic feedback is good.
- Tons of customization. It's almost intimidating how much you can tweak in the software.
- Tons of buttons*
Cons:
- The analog stick is very roughly textured, I'm starting to get a blister. (This may be a pro for people who think the 360 pads are too slick.)
- The analog stick and buttons are in the secondary position.**
- Triggers don't have a lot of travel
Not sure:
- The touchpad is taking a lot to get used to.***
- Don't know if the controller supports rumble or not. I expected it would, because of the haptic feedback, but it doesn't seem to.
* A, B, X, Y
L & R shoulder buttons
L & R analog triggers (with button press at the end of travel, like the Gamecube)
L & R underside buttons (hit with the ring/pinky fingers)
Analog stick clicks
Each trackpack clicks
Forward & Back (Start & Select)
- plus the Steam button which turns the controller on, and brings up the Steam overlay
- plus you can configure one of the trackpads to bring up a virtual menu, with up to 9 (I think) regions to click on, complete with graphic representations (at least in some games, have not tested this yet).
** I realize this is necessary to get good positioning for the track pads, but I can tell it's not going to be as nice as a 360 pad when playing games that focus on stick and button controls. A minor thing, but a point in favor of a 360 controller, if you play a lot of platformers, or Batman: Arkham style games.
*** Sometimes the touchpad feels a lot better than a stick, and other times I'm fumbling around like a complete noob. There's definitely a lot of promise there, especially with how customizable the software is, but it's going to take a while to master, and YMMV.
As for my specific experiences with RF:G, I'm not really sure yet. My first time through the game was mostly with mouse and keyboard, switching to gamepad for some of the driving sections. I really didn't like the way shooting feels with a gamepad, and that's from someone who has played through Saints Row 2, 3, 4, & GooH with a gamepad, and found the shooting there to work just fine. I don't know if this game controls better on console with a gamepad, but M&K is the way to go on PC. The trackpad shows promise of making things enough better than an analog stick that I might stick with it, especially how much better driving controls with an analog stick, but I don't know.
There are multiple ways to configure the input from the trackpad. The two that apply to RF:G are "Mouse-like Joystick" and a more straightforward joystick emulation. The first tries to make the controls like you're using a trackball, even while feeding the game joystick movement. You can flick the pad, and then virtual momentum will continue to spin the camera as if you were holding the stick to the edge, and you can put your thumb back down to stop the spin (or let "friction" slow you to a stop). This actually works pretty well for quick turns and large movements. Fine movement, especially aiming, takes more getting used to. And I'm not sure how much is RF:G, how much is a need to tweak controller settings, and how much is my own need to get used to things.
The more direct joystick emulation is pretty good. Having the haptic feedback instead of an actual joystick is taking some getting used to, but I do like the ability to control the dead zone and sensitivity as much as the software allows. It's possible to set the center to be less responsive than the rim, so that you can fine aim while near the center, with a heavy ramp up in sensitivity as you move outwards, so that you can spin fast near the outside, while still having tight controls near the center. The disadvantage is that moving from one side of the trackpad to the other is a larger movement than it takes to move all the way across an analog stick's range of motion. It's not too big to be covered, but it's different.
I'm not sure which of these two I'll end up using more for RFG.
Games I plan on playing in the near future to test out the controller:
- Portal 2
- Brothers - A Tale of Two Sons
- L4D2
- LEGO The Hobbit
- Scribblenauts Unlimited
Possibly:
- Torchlight 2
- Bastion
- Pixeljunk Shooter
- Psychonauts
- Some driving game to test the gyro as a wheel? (I have Burnout Paradise)
Any questions?