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Bollards.
Why can't you see it's exactly the same as the DualShock 2 but with less features? Let's run through this:
· D-pad - check
· Two analog sticks - check
· Four main buttons - check
· Shoulder buttons - check
· Rumble - nope
· Full analog on ALL buttons - nope
· 4 shoulder buttons - nope
· Analog sticks as sensitive as the DualShock 2 - nope
· Ability to drop for storeys and still work perfectly - nope
Excuse me if I'm wrong but surely if it's the SAME shape with the SAME layout but with less functions, that makes it worse? Oh no, sorry, I'm missing out the facts that it's purple and made by Nintendo, that automatically makes it far superior, I'm terribly sorry.
I dare any of you to prove to me that the GameCube controller is better than the DualShock 2 - and saying that "it's more comfortable" is a cop-out.
Its cool!
> Erm, X-axis is left/right. As in turning in driving games, turning in
> FPSs, turning from third-person, strafing, movin gin beat 'em ups,
> good old platformers which still exist, roll in flight sims, don't
> make me go on...
Okay, racing games... all others (apart from 2D platformers, and 2D fighters) Y-axis is just as important... are you saying you don't need to move forward and backward in a FPS? Or you don't need to control the pitch in a flight sim or space shooter? they are just as important as each other for most game genres, the only ones they aren't are for 2D games (and the D-pad would be just as useful in a 2D game...) or a racer. So unless you think racing games are the most important ever genre, then that argument is pretty irrelevant...
> You have no vocabulary.
>
> (That's how many words you know)
I know what vocabulary is, and I thought you said Ninties were resorting to namecalling...? Anyway, what brought that on? I'm hardly going around spelling half the words I type incorrectly, sorry if I don't use as many big words as you, didn't realise it made my points invalid...
> PS, why in all honesty would you need correllation between the thumbs?
> surely you can't use two sticks and those 4 fire buttons at the same
> time? Unless you have evolved an additional thumb :D
No, that's what we have 4 shoulder buttons for. Jesus it just goes on and on...
> There are some games where use of the 4 fire buttons would not be
> required or only required minimally, but these are exceedingly few. So
> I ask again, why do you need correllation between the two thumbs?
To play the many games than need or make use of 2 analog sticks...
> TBN, where did you get the notion that X-axis movement is more
> important than Y-axis...? Maybe so in 2D platformers, but in case you
> hadn't noticed this is the 3D era...
Erm, X-axis is left/right. As in turning in driving games, turning in FPSs, turning from third-person, strafing, movin gin beat 'em ups, good old platformers which still exist, roll in flight sims, don't make me go on...
> also, I'd prefer my analogue stick to be in a comfortable position,
> not one where my muscles are strongest... it hardly takes much
> strength to move a little stick around does it?
>
> Anyway, I thought you agreed with Tilta and wanted peace...? :D
You have no vocabulary.
(That's how many words you know)
There are some games where use of the 4 fire buttons would not be required or only required minimally, but these are exceedingly few. So I ask again, why do you need correllation between the two thumbs?
also, I'd prefer my analogue stick to be in a comfortable position, not one where my muscles are strongest... it hardly takes much strength to move a little stick around does it?
Anyway, I thought you agreed with Tilta and wanted peace...? :D
B) Has Sony ever heard of imagination?
> Smiles and slaps Sibs on the back, this argument is won and it wasn't
> me that won it.
I'd love to know how you work that out. The PS2 pad is simply better in every single way. Every reason the Nintys havce produced is either niggly or just wrong.
Ergonomically the sticks are perfectly places. Firstly the are symmetrical, this gives creater correlation between the two thumbs and allows them to co-ordinate movements with greater precision. Secondly, the X-axis movements are controlled by the pitching of the thumbs. This has an advantage over the GameCube's method of rotating the thumb, because it requires the thumbs tonot only co-ordinate pitch and rotation, but rotation is less sensitive seeing as the rotational muscles are weaker. Seeing as X-axis movement is often the most important, the PS2 ad is ergonomically better designed.
This is science fact and can't be disproved.
I struggle to see why Nintys ever bother with this. I could write a Theory of Knowledge on Nintendo games players.
You know this argument can't be won.
>
>
>
Heh, Dringo, we have won this battle, but the war is far from over ;-)
Imagine the carnage - the carnage!
;-)