![]() ![]() But it's there - and all of the buttons are reassignable duringevents. Interestingly, the auto/manual transmission selection is tucked away in the pause menu, which is odd. there's even a 'restart via service area' option in races for those times when you want to change a couple of options but still restart swiftly. It's like Codies want to give you everything they didn't in DiRT 2. The games Valve had on display weren't flattering uses of the controller, and it's disappointing to know that I would've played better with an Xbox 360 pad in every case.Above: After a while, you unlockthis free roam area to practise in, complete with hidden packages to find From a gameplay perspective, though, I'm completely unsold on the Steam Controller as a viable way of playing PC games at this time. At this prototype stage, Valve is actually still 3D printing the body of the controller itself, and the rigid, low-quality plastic doesn't quite feel comfortable. It's evident that the Steam Controller is still in development. ![]() At the very least, I think it's a configuration that's going to require you to un-learn some of your muscle memory, which is unfortunate. Even as I was navigating menus, I kept hitting B (cancel) when I meant to hit A (confirm). I have pretty big hands, and the X button felt too distant to me. It's an odd placement for them, and they're maybe 80 percent the size of an Xbox 360 pad's buttons. How is that even possible? It was a fight just to put the cursor exactly where I wanted, and overshooting static objects made me feel completely silly.Īt least at the outset of using this prototype, the new ABXY buttons feel shoehorned into the architecture of the pad. I thought that Broken Age would be a safe, easy context, but it was just as frustrating as Dirt 3 and Portal 2. The Steam Controller didn't strike me as either a good fit for casual, undemanding games as an upgrade to the Xbox 360 pad in first-person, 3D games. I watched a lot of other players use the controller for the first time, and almost all of them echoed some version of “The pads are way too sensitive.” Valve employees scattered around the kiosks emphasized that you'll be able to adjust the sensitivity to a greater degree once the controller is fully released, but it's curious that Valve would showcase the controller in such a clearly unpolished stage-everyone I saw using it at GDC seemed to be having a tough time. I didn't once feel comfortable, in control, or that Valve's hardware configuration was in any way an upgrade over a controller with analog sticks. I'm glad to chalk some of my errors up to my inexperience with the device, but it's surprising how unwieldy the trackpads were in every situation. It was a struggle to simply pan the camera downward, toward my feet, so that I could check that I was making impact with the blue gel. I gave up after dying twice in the following room, where I needed to use orange (acceleration) and blue (bounce) gels to advance. I felt like a loading crane, moving along one axis at a time, picking up an item, rotating, and then moving again. And as I did that, the vertical alignment of my aim would shift a little, and I'd have to correct it. If I wanted to make a 90 or 180-degree turn, I had to swipe the pad right-to-left or left-to-right. ![]() When I put my thumb at the edge of the right pad, which controls your aim with the portal gun, it doesn't perpetually rotate your character. I was able to clumsily and inelegantly solve a room in the first couple hours of the game, one where you're moving reflector cubes to change the direction of lasers emanating from the wall. Portal 2, one of the games using native support of the pad (as opposed to mouse and keyboard emulation) wasn't much better. ![]()
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