Showing posts with label Controller. Show all posts
Showing posts with label Controller. Show all posts

Saturday, March 30, 2013

Hands-on with Divekick's minimalist two-button controller (video)

DNP Handson with Divekick's minimalist twobutton controller video


Just a couple days after we got our hands on Tenya Wanya Teen's crazy 16-button arcade stick, we were treated to its polar opposite; Divekick's two-button controller. Created by Iron Galaxy Studios just to show off the game at PAX East, the controller consists of two buttons slightly larger than the palms of our hands; the yellow one denotes a jump or dive, while the blue corresponds to a kick. As a parody of the fighting genre, Divekick's gameplay avoids complicated combo moves, is incredibly simple and immensely enjoyable, if we do say so ourselves.


Unlike traditional fighting games, the health bars are essentially meaningless, as a single power hit can take down your rival. Therefore you're focused on just the most basic movements -- a common one involves jumping in the air, tapping the other button for the downward kick, and then tapping it again to fly backwards. As for moving your character about, a jump and kick combo will get you charging towards your foe. Some characters let you fly when jumping, while others reward pressing buttons simultaneously. From our few minutes mashing the controller, it seems that timing and position are more important than ever with such fundamental mechanics, and ones that we picked up pretty quickly. We especially enjoyed kicking our adversary in the head to make them dazed and vulnerable in the early seconds of the next round. Divekick's two-button controllerSee all photoswhen.eng("eng.galleries.init")


You don't really need the special two-button controller to play this game -- Divekick was designed for most anything you already have. For the PS3 and Vita versions, using the left and right trigger buttons is suggested, but even then the controls can be remapped. Dave Lang, president of Iron Galaxy Studios, even told us they were successfully mapped to a Rock Band drum kit so that beating the drums resulted in leaps and strikes.


Even though the box was designed just for PAX, Lang said they might consider creating a mass-produced version because of its popularity. It's a tricky situation, however, because selling a physical controller for a download-only game might be a tough proposition. Either way, Divekick should be heading to the PS3, Vita and PC this summer for an unknown price, with Steam approval waiting in the wings. While we encourage you to take a peek at the video demo below, we recommend just trying it for yourselves when it arrives.


The After Math: a million Z10s, the UnCarrier's new plan and a 16-button controller


Welcome to The After Math, where we attempt to summarize this week's tech news through numbers, decimal places and percentages

The After Math Blackberry ships a million Z10s, more PlayStation 4 details and a 16button controller


This week, there's been a mixed bag of interesting news numbers, from T-Mobile's New York event and the company's new perspective on the phone network business, to San Francisco (again) for the Games Developers Conference. We also got to take a look at BlackBerry's first financial results since the name change and its BB10 launch.

BlackBerry revenue for the last financial quarter: $2.7 billion Profit made by BlackBerry: $94 million BlackBerry revenue for the same period last year: $4.2 billion Loss made by BlackBerry during the same period last year: $125 million Cost of Samsung's latest lawsuit against LG: $45 million Number of BB Z10 handsets shipped so far: 1 million Proportion of Z10s sold, according to CEO Thorsten Heins: Two-thirds to three-quarters iPhone 5 units sold in its first weekend: 5 million iPhone 5 (16GB) handset price from Apple: $649 iPhone 5 (16GB) handset price from T-Mobile: $579 Minimum monthly plan from T-Mobile: $50 The After Math Blackberry ships a million Z10s, more PlayStation 4 details and a 16button arcade controller

Price of the OUYA console at launch: $99 Buttons on OUYA's Bluetooth controller: 11 Buttons on the original NES controller: 4 Buttons on the original PlayStation controller: 10 Buttons on the PlayStation 4's DualShock 4 controller: 14 Buttons on the skunk-evading Tenya Wanya Teens arcade controller: 16 Tags: aftermath, bb10, blackberry, gdc2013, ouya, ps4, sony, t-mobile, uncarrier

Thursday, March 28, 2013

Hands-on with Katamari Damacy creator's crazy 16-button game controller (video)

DNP Special 16button controller gets demoed with Katamari Damacy's creator's new game


You don't often see a video game specifically designed for a 16-button bespoke controller and for a special one-time party, but that's exactly what Keita Takahashi has done with Tenya Wanya Teens. If that name sounds familiar, it's because Takahashi is responsible for the enormously popular game franchise that is Katamari Damacy along with cult favorite Noby Noby Boy. Teens is his first foray as an independent creator under Uvula, a studio he formed with his wife Asuka Sakai, and is a result of a collaboration with event organizers Wild Rumpus and video game website Venus Patrol. As for the party in question, it's one that is being held concurrently with the 2013 Game Developers Conference in San Francisco, which is where we saw the controllers and the game in action.


As you can see above, the controller looks a lot like a modified arcade stick. A hand-made effort by programmer George Buckenham, both boxes were built in about five days for around £200 ($302.50) each. According to Buckenham, the easiest part was assembling the electronics; it was the plywood housing that took him awhile to master. As for the game, Tenya Wanya Teens is a highly whimsical affair that is described as "a coming-of-age tale about love, hygiene, monsters and finding discarded erotic magazines in the woods." Tasks include peeing in the shower, punching monsters and taking on grizzly bears. Tenya Wanya Teens 16-button controllerSee all photoswhen.eng("eng.galleries.init")


As for whether the game and the controller will actually be mass-produced, Buckenham and colleague Richard Hogg were unsure. Obviously they'll have to figure out a more cost-effective controller, but even then the answer remains very much in the air. Still, it looks like the crew had a blast designing and playing the game, and seeing as the party is very much sold out, we'd say it was a rousing success. Have a peek at the gallery to get a closer look at the controller and check out the video below for a demo of this crazy little game.



Source: Venus Patrol

Sunday, March 24, 2013

Ableton Push review: a dedicated controller for the Live faithful

DNP Ableton Push review a dedicated controller for the Live faithful

MIDI might be a little long in the tooth as protocols go, but it's been the prevailing standard for getting music hardware and software to play nice pretty much since its inception. As such, the MIDI controller is a fairly established staple in professional and bedroom studios alike. The problem is they're generic by nature. They come in all shapes and sizes, but to be profitable, they need to appeal to a broad range of applications. Ableton clearly didn't think this arrangement was up to snuff, though, so it created Push -- a software controller built entirely for its popular Live production software. While there have been Live-specific controllers before -- some even officially endorsed by Ableton -- Push is a whole new beast. It's one that hopes to unite hardware and software in a way that an all-purpose controller never could.

Ableton also has lofty musical ambitions for Push: it claims it designed the hardware as an instrument in and of itself; something that lets you close the lid of the laptop and use to make music with, while not looking like you are checking your email. And, given that Ableton makes the software that it's building Push for, integration is understandably expected to be airtight. But how well does it work? Is it an instrument? Will it replace all your other controllers? Do you want one? Is it worth the $599 pre-order price? Will it blend? We've pushed ourselves to explore the device fully in an effort to find out (apart from that last question, of course).

when.eng("eng.galleries.init")

We already alluded to the fact that there are myriad MIDI controllers in all shapes and sizes, but there are two in particular that are worth knowing about before we go on for context -- Novation's Launchpad and Akai's APC40. Both are Ableton-specific controllers, which arguably have at least in some way influenced the Push we're evaluating today. With those fresh in our memories, let's look at Ableton's spin on things.

There aren't many mass-produced controllers that feel and look as well-crafted as this.

Remove Push from the box, and the first thing that strikes you is how dense it is. The square device measures 14.5 x 11.5 x 1 inch, and weighs 6.6 pounds. The weight falls very much into the "reassuringly heavy" category, though if you're a fan of lighter units such as the Launchpad, it might initially feel a little cumbersome. Bar a few connections around the back, all the action can be found along the top surface. A large 8 x 8 grid of white rubber pads takes center stage, flanked on the left and right by smaller black buttons with a different, harder, plastic feel than the central white ones. Above the central grid are another two rows of smaller buttons, an LED display and nine rotary controllers. On the left side, there's also a touch-strip between the center pads and the black control buttons. Overall, the finish of the casing feels great, and is of the soft-touch variety -- similar to that found on many phones and tablets.

Ableton Push review

The pads in the central grid are pressure-sensitive (how hard you push affects the sound) and feel extremely firm / mashable, with only a small amount of travel. The black buttons on either side, however, are slightly looser and have more of a "clicking" action. All the rotaries are endless (you can twist them forever), and are entirely smooth in their motion, bar one, which has a notched action to allow easy setting of fixed values. None of them are clickable, as is sometimes the case, but they're touch-sensitive up top, which adds extra functionality. Those other ports we mentioned earlier all sit along the rear of the device, and include a brushed-metal power button, a 6V DC input (adapter included), a USB port and two 1/4-inch jacks for pedals.

We have to say that we've handled more than our fair share of MIDI gear, and there aren't many mass-produced controllers that feel and look as well-crafted as this. The design is very much in keeping with Ableton's approach in the software realm, and has a very strong sense of minimalist aesthetic simplicity. This, combined with the quality of the build, really does make it an object to behold. It gets as close to some of the more bespoke or niche controllers (anything from Livid, or Monome) as we've ever seen in a mainstream device. It's worth noting, too, that the hardware has been produced in partnership with Akai, so not only is there some heritage in those pads, but it's been built by the company that effectively makes a competing (albeit older) option.


The launch of Push coincides with the long-awaited arrival of Ableton Live 9. While we're not going to go too far into the software side of things from a review standpoint, it's important to explore how well Push does its job -- which ultimately is letting you control the software. There will be some assumption of basic knowledge of Live, as most people interested in buying are probably using it already. We'll start with the two main views in Live -- Arrange and Session. Push is almost entirely interested in Session view. Within this part of Ableton Live, there are broadly two things you will want to do: create new clips of music, and play / trigger these clips in a musical, ordered fashion. Push lets you do both of these tasks, and we'll approach both separately.

Connect Push to your computer (via USB, no drivers, etc. required), open Ableton Live and the device springs to life. The previously unlit pads display vibrant colors, and the LED screen lets you know that Ableton is asking you a question. That question is "Would you like to start a new song?" Clicking "Yes" will automatically drop Push into drum-machine mode, having loaded up some default instruments in the software automatically.

In this state, the 8 x 8 grid divides itself in three. The bottom-left 4 x 4 pads represent drum sounds (touch the slider to scroll up and down through even more sounds), while the bottom-right quarter of the grid serves as a clip-length control (press and hold the first pad, tap the fourth for a four-bar loop, etc.). The remaining 8 x 4 pads above now function as a step-sequencer -- with a sound selected, tapping these adds drum hits in the respective position in the drum loop.

This is intended to serve as your starting point for a new song, letting you lay down a rhythm straight away. Push lets you add drum hits by tapping the pads on and off as the loop plays, but you can also record a pattern in live if you're a bit of a finger-drummer. This is where we break out onto the outer black buttons, which (among other things) contain controls for quantize, delete and -- thankfully for us -- undo.

So, you've got a little drum beat going and you'd like to spice it up with a melody. No problem, says Push. The top-right cluster of black buttons lets you change focus between clips, devices, tracks and so on. Ableton will have automatically loaded a pitched instrument in the software, and making this the center of Push's attention is just a button click (or two) away. It will depend on what you were doing last, but the black controls helpfully light up when they are useful, and remain dim when they are not. The LED display also shows the current function of the buttons directly below it, which, in the current state, means switching between tracks in our project. With our pitched instrument selected, the grid on Push changes from the step-sequencer view into its method of notational input.

So, you've got a little drum beat going and you'd like to spice it up with a melody. No problem, says Push.

To achieve this, the pads essentially become piano keys, the arrangement of which can be heavily configured to your preference. A scale button lets you change the musical key and whether it's minor or major (or a host of other exotic scales). You can also change the grid to represent either only those notes in the key you have selected (never play a wrong note!), or to offer all the notes chromatically. This is where it tackles a significant challenge: allowing experienced musicians and one-finger wonders alike to "play" it as an instrument. Again, without drifting off into theory too much, the way the pads represent notes has been arranged so that you can rattle off scales, chords, etc. if you so wish. It can also provide gentle guidance to those who are perhaps a little more used to drawing in their MIDI notes one by one with a mouse.

While there's much more to explore for each of the above two instrument styles, the other main mode of operation is as a clip launcher. This is akin to the most basic function of Novation's Launchpad, whereby the 8 x 8 grid represents a corresponding section of your project. In this mode, one pad represents a MIDI or audio clip, which will start to play when pressed. Again, like the Launchpad, you can set off whole "scenes" (or rows) of clips easily with the corresponding black button to the left. There is a four-way navigational pad in the lower-right corner of Push, and this can be used to move the 8 x 8 grid's focus around your session. If you have a really large project, with hundreds of clips, pressing (and holding) shift will present a zoomed-out view, where each pad now represents an 8 x 8 section of a project, letting you quickly jump about to different parts of the session. Feature-wise in this mode, things are pretty straightforward, and a well-constructed project can be navigated and performed with ease. So, while you might be more interested in performance or production with Push, in reality, the two tasks can also be combined somewhat seamlessly, which is quite the exciting prospect if you've so far been using multiple devices to achieve something similar.

Ableton Push review

In general, and if you know the software, most of the controls feel intuitive. But, if like us, you want to explore what everything does right now without reading the manual, it can be a little frustrating on the first go. We'll admit that our first five minutes with Push weren't quite as straightforward as we'd hoped. Creating clips of drums and melodies was simple enough, but figuring out only slightly more advanced actions -- such as duplicating a clip, or trying to add a plug-in / third-party instrument -- had us jumping back and forth between modes looking for the right button. This is likely more down to our enthusiasm, wanting to be experts right off the bat. The second session with Push felt a lot more natural, and intuitive. Fortunately, it doesn't matter how much you know about Live, as there is adequate documentation to get you going no matter how patient you are (or in our case... not).

Rhythms and melodies can be played expressively, and experimental ideas (and happy accidents) suddenly become easier and more frequent.

Once the workflow clicks, however, the fun really begins. The difference a MIDI controller makes to your creative workflow is already significant. So having one that's purposely built for the software it is controlling only serves to ramp up that sense of using a hardware instrument, rather than a virtual one. Rhythms and melodies can be played expressively, and experimental ideas (and happy accidents) suddenly become easier and more frequent. Ableton Live already had a reputation for allowing you to get ideas down quickly, and Push really does expedite that process even more. This, for us, is its strongest suit. There are small concessions being made. For example, keyboard players might prefer a regular piano interface, and drummers may like bigger pads, etc., but Push still manages to deliver all of that functionality in just one device, and does an honorable job, at that. But it's definitely the sparking of new ideas that really makes this worth a look. If you regularly find yourself wheeling out the same patterns, Push might be just the creative kick you need.

Ableton Push review

It's also worth noting that you have to commit to a certain amount of preparation first. If, like a great number of users, you're interested in using Ableton Live with third-party plug-ins, things understandably aren't as native as they are with Live's built-in instruments. You can work around this by creating instrument racks, and allocating macro controls to the most important features of your instrument. Live will even display whatever you choose to label it on Push's readout. This is great, but it means when you are creating a new MIDI track, and browsing for instruments, that you can only add those from Live's suite, or instrument racks you've created as described above. Given that Ableton has no control over third-party instruments, it seems a little unfair to mark it down for this. But on the flip side, you'll likely find yourself organizing your library, instrument and sounds in a new way to accommodate Push, and the side effect is that your whole workflow will benefit, even if you might be doing it reluctantly.

As we've established, asking Push to be able to do everything for everyone right out of the box is a big request. But, with a user mode that lets you map your own configuration and Max for Live, there's a very good chance that the community at large might fill in many of the blanks in short order. Perhaps this is something Ableton considered when deciding where Push's competencies should lie.

Ableton Push review

If you want something that will bring every function, option and submenu of Ableton Live within physical reach, then you're likely asking far too much of any software controller. If, however, you want a device that makes Live feel more like dedicated hardware, then this goes a long way to achieving that. But, is it for everyone? Well, that's a hard question. Making music -- especially in the digital realm -- is a very personal affair. There aren't any best practices as far as workflows go. What Push does, though, is bring Live out from the screen and under your fingers in a way that not many other controllers can match (in terms of 1:1 function mapping).

As always, there are trade-offs, with one of the biggest being that there aren't nearly as many controls for audio as there are for MIDI. If you were perhaps thinking about using this to record audio on the fly, loop things up and build a track that way, then you might want to try one out for yourself first, or adapt your workflow to make this fit. There's no doubt you would be able to configure it with the User mode to do all of those things, but it's not really part of the native workflow a device like this sells itself upon. The User mode is a great catchall feature, but it's there to make up for all the functions that Ableton didn't give a fixed amount of hardware resources to.

Above and beyond all of that, Push is immense fun, and will likely provide a creative jab in the arm to almost any Live user no matter what their usual workflow is. And, to be fair, whether you're a jobbing, aspiring or recovering musician, that's pretty much the best "feature" you can ask for. If you're completely new to Ableton Live, the $1,198 asking price for Push and Live 9 Suite ($948 for Live standard) might be a big chunk of change. Existing users can pre-order the hardware by itself for $599, which, while not unreasonable, is a price that would get you both its nearest competitors with change leftover. This will no doubt be the biggest source of user debate, but we're pretty sure once you actually laid hands on it, there's a good chance you might find yourself justifying the cost. After all, you can't put a price on creativity, can you?


Source

Wednesday, February 13, 2013

Controller designer, hardware lead Jeri Ellsworth out at Valve

Controller designer, hardware lead Jeri Ellsworth out at Valve


We're still eagerly awaiting Steambox-spec'd hardware in our living rooms but Valve's endeavor into hardware will move on minus one party member, noted inventor / hacker Jeri Ellsworth. She reported the firing in a tweet earlier today, however any reasons, future plans or possible link to the project itself were not mentioned. When we spoke to Ellsworth last fall, she was working on controller prototypes to address mouse/keyboard use from the couch. At the time she also happily noted the Valve corporate culture's acceptance of risk-taking and failure on the way to new product development. We've attempted to contact both parties and will report back if we hear any other details -- especially if they include any more fashion / Commodore 64 mashups.




Source: Jeri Ellsworth (Twitter)


More Coverage: Jeri Ellsworth (YouTube)

Thursday, February 7, 2013

UK's God of War: Ascension PS3 bundle to include game themed controller, Kratos' wrath

DNP UK's God of War Ascension PS3 bundle to include golden bespoke controller


If PS3 gamers across the pond were envious of the garnet red console North Americans were getting as part of a God of War bundle, they can feel a little more chuffed today. According to a Sony press release, British fans will be able to score their very own God of War: Ascension PS3 bundle, which includes a sparkling "Classic White" super slim console along with a lovely gold and custom-designed controller specially made for UK-dwelling Kratos lovers. It comes with the largest HDD available, 500GB, as well as a special edition copy of God of War: Ascension that contains a steelbook case, the audio soundtrack, a double XP unlock code for multiplayer gaming, avatars and a special PS3 theme. The release below didn't reveal pricing, but Joystiq pointed out an Amazon UK search result of £249.99 ($391) for the lot. So if you're a die-hard GoW fan, or just someone who loves golden game controllers, get ready to head to the shops (or click on that cart symbol) on March 15th.

Show full PR text

God of War Special Edition available with bespoke Dualshock and Limited Edition Classic White PS3


London, 6th February 2013: Sony Computer Entertainment UK has today announced a brand new Classic White version of the new model PlayStation®3 (dubbed the 'super slim' which went on sale in November 2012) to be bundled with the special edition of the gamer's favourite, God of War: Ascension.


Launching on March 15th, The God of War: Ascension PS3® bundle will include the Classic White 500Gb PlayStation 3 'Super Slim' plus a bespoke God of War: Ascension Dualshock®3 controller, and a copy of the Special Edition of God of War: Ascension.


The God of War Special Edition itself features the latest iteration of the award winning God of War franchise (Metacritic score of 90%!) in a premium Steelbook package, also containing the audio soundtrack, MultiPlayer Double XP Unlock, an exclusive PS3 dynamic theme and PS3 avatar.


This year, PlayStation 3 continues to grow from strength to strength with a huge line up of exclusive AAA titles and brand new franchises including The Last of Us, Beyond and Puppeteer. Add to this Blu-rayTM player functionality, a world of online services from catch up TV like BBC iPlayer and 4oD, through music video services like VidZone, movie download services like Netflix and Lovefilm plus PlayStation's very own Sony Entertainment Network offering movie and music downloads via PlayStation®Network and now with the exclusive God of War: Ascension Classic White PlayStation 3 bundle, there has never been a better time to discover the power of PS3.


For more information and assets, please visit www.scee-press.com.


Via: Joystiq


Source: Sony Playstation UK, Amazon UK

Tuesday, February 5, 2013

Local web server trick allows Wii U Gamepad to moonlight as a PC controller

Local web server trick allows Wii U Gamepad to moonlight as a PC controller


It may not be as easy to crack as the Bluetooth powered Wiimote, but the Wii U Gamepad is finally getting a little hacker's limelight -- one clever modder has figured out how to use it as a PC controller. By pointing the Wii U web browser at a local web server running a custom script, Chris Manning is able to read the Gamepad's input and map it to keyboard functions -- giving gamers with time and patience a complicated way to use the Wii U tablet as a simple PC gamepad. Manning told Kotaku that a future update will include touch-screen input, and he's also trying to crack Gamepad streaming, for PC gamers who can't quite wait for NVIDIA's Project Shield. The Wii U is still a long way from being properly hacked, of course, but we certainly won't shake a Wiimote at clever workarounds like this. If it works, it works. Skip on past the break to see the trick in action, or read Manning's video description at the source link to grab the necessary files.


Via: Kotaku


Source: YouTube

Friday, January 25, 2013

Numark iDJ Live II DJ controller hands-on

Numark iDJ Live II DJ controller hands-on


If there's one company that comprehensively caters to the entry-level and intermediate DJ, there's a good chance it's Numark. While the firm has released a whole bunch of stuff at NAMM this year, perhaps its most mainstream offering is the iDJ Live II. If you remember the original, it was a lightweight controller (both physically, and metaphorically) designed for use with Djay on iOS. This time around the little fella gets a redesign, and a few functionality tweaks. Most notable, is that while the first iteration only gave you the option of iOS connectivity -- via the 30-pin adaptor -- this time you have the choice of Lightning, 30-pin, or straight up USB. Thus, you can now bring the iDJ Live II out to work with your Mac or PC, too. Once again, it's built with Algoriddim's Djay in mind, be it the desktop or iOS version, and we got our hands on it to take it for a spin. Head past the break for the lowdown.Numark iDJ Live II hands-onSee all photoswhen.eng("eng.galleries.init")


First things first. This is very much a fun, consumer product. It would be unfair to call it an accessory, but it's definitely meant for casual use at parties etc. The unit itself is very light, made entirely of plastic, and feels very different to the heavier DJ controllers you might be used to. The iDJ Live II, however, does look much better than the first iteration, with the slightly squared design and the lower-profile platters at least making it look a little less toy-like than before. The plastic finish still feels the same, as does the action and resistance of the platters, knobs and faders (which is serviceable). The controls available give you everything you need to perform all the mixing basics, with high and low-frequency EQ, channel volume control, a crossfader, and even rudimentary scratching (though it really is more of a novelty). If you've ever used Djay for any amount of time though, you'll know that this is plenty enough to get a set going, and having the physical controller there just makes it all that more enjoyable / easy. While purists and old hands might see products such as these as over simplified, the ease of use, and broad appeal makes them ideal for the curious, and that can only be a good thing. Sadly there is no word on price or availability at this time, but we'd be surprised if it wasn't comfortably under $100 when it does finally make its way onto shelves. Check the video below for the hardware tour.



Billy Steele contributed to this report.


Sourse

Sunday, January 6, 2013

Razer Sabertooth Xbox 360 controller ups the ante on tourney gaming, we go hands-on

Razer Sabertooth Xbox 360 controller ups the ante on tourney gaming, we go handson


Razer's Onza Xbox 360 controller is very, very nice. Sure, it's got an unbelievably long, non-detachable wire sticking out of it, but its build quality is top notch and its ultra-clicky face buttons are a pleasure to use. In the company's second Xbox 360 controller -- the Sabertooth -- Razer's focusing on the tournament gaming crowd rather than simply outfitting its Onza with "Tournament Edition" specs. That aside, the Sabertooth retains the quality we've come to expect from Razer products. Oh, and that crazy long wire is thankfully detachable!


It's apparent from first glance that the Sabertooth is intended as such, given the six extra (programmable) buttons found on the shoulders and back of the controller, and the tiny OLED screen found along the bottom (allowing for the programming of said buttons). Considering that a regular Xbox 360 controller comprises 12 (!!) buttons not counting the d-pad, adding another six and an OLED screen is ... intense, to say the least. While we didn't have occasion to test the programmability, we can definitively say that the Sabertooth's other functions are just as solid as with the Onza. The analog sticks are as good or better than a standard Xbox 360 controller, the d-pad is an improvement over the Onza (which was already an improvement over the dismal d-pad included on most Xbox 360 controllers), and the triggers / shoulder buttons are appropriately springy and responsive. There's even a silly backlight for several face buttons, should you be playing video games in a cave (you can opt to turn off the backlight, too -- we certainly did).Razer Sabertooth hands-onSee all photoswhen.eng("eng.galleries.init")




Jokes aside, between the extra bells / whistles and an $80 asking price, the Sabertooth is squarely aimed at the tourney crowd -- this certainly isn't meant as a replacement for little Sally's standard issue Xbox 360 controller. Whether it holds up in that community is a question for time (and, uh, that community), but the stuff that it needs to do right is all more than accounted for, and that's what we care about most.


View the original article here

Wednesday, January 2, 2013

Here is another iPhone game controller case, but does not need batteries or Bluetooth

This controller sets itself apart from the pack with no batteries and no Bluetooth. It is a really neat concept that utilizes the capacitive connection that most on-screen games rely on when playing games and your fingers get in the way of the action.

It is called the WynCASE, and we have to say it is one of the more interesting and practical ideas for a game-controller case we have seen. The case’s buttons make use of the capacitive touch functions of the screen which enables the case to operate without the need for a battery or Bluetooth connectivity. The screen responds as if your fingers are touching the screen.

This case will not cost a lot either, early backers that help out WynLABS with as little as $30 will get a case when it becomes available this coming spring. They will ship internationally for only $10 more. At the point of ringing in the New Year, they were at about $17,000 toward an $80,000 goal with 11 days to go. Check out the pictures and video below, then click the Kickstarter source link if you would like to get your hand on one of these.

sources: WynCASE (Kickstarter) via CNET






View the original article here

GameStick brings a new Android game console to your TV, fits inside its own controller (video)

GAMESTICK, THE WORLDS MOST PORTABLE TV GAMES CONSOLE CAMPAIGNS FOR CONSUMER SUPPORT ON KICKSTARTER

Portable Games Console To Bring Affordable Gaming Directly To Your TV Screen

London & San Francisco;January 2nd, 2013; PlayJam,the global platform for casual and social games on Smart TV, launched its Kickstarter campaign today in a bid to bring its dedicated games console - GameStick - to life.

The team behind GameStick hope to accelerate the race to change the face of big screen gaming with the launch of the most portable, affordable, dedicated TV gaming device on the market priced at just $79.

GameStick is a small yet powerful, dedicated games console that plugs directly into a TV's HDMI slot and comes with a fully featured Bluetooth controller - ready to go right out of the box. When on the move, the two combine into a single unit, putting big screen gaming right into the pocket. The device will be compatible with other Bluetooth controllers enabling true multi-player functionality.

"We wanted to create a games console that helped further our overriding mission to bring affordable gaming to the big screen". Says Jasper Smith, CEO PlayJam. "Not only that, we wanted to push the boundaries of what has been achieved up to now bypacking sufficient power into the most portable of devices, enabling users to carry that experience with them wherever they go."

The 30 day Kickstarter campaign launched today with the team at PlayJam looking to raise a minimum of $100,000 to help make GameStick a reality. Supporters of the project can get involved by pledging as little as $10.

"We are currently in a closed Beta phase of development with a working prototype that our guys are using to test some great games. Next comes the final design stage and live testing of both the controller and the games," continues Smith. "We are fortunate to have been able to utilize our existing technology to get us to this point and have preferred manufacturers in place and an existing developer network ready to go. However, to get this project over the line and into full production, we need the support of the backers on Kickstarter."

GameStick will feature a purpose-built game store through which users will be able to browse and download content. The proposition will be powered by PlayJam's existing Games Network for Smart TV which currently supports developers such as Relentless Software, First Star Software, and Disney.

To date, the team has been focused on bringing GameStick to its pre-production phase by finalising hardware design and integrating the back end technology to power the service. They have worked with a small beta group of developers to announce the following initial line-up.


MYFC Manager

Hungry Shark, Grabatron and Pool Bar

Quiz Climber and Blue Toad Murder Files

Now that the project is public, the team hopes to work with all Android developers looking to get their games onto the big screen. GameStick's Bluetooth controller uses different modes to allow the gamer to access and play 100's of compatible games directly onto their TV.

"To date, the most accessible route to TV gaming for the consumer has been the traditional games console – this is changing. GameStick gives the thousands of Android developers out there an additional route to bring an affordable big-screen gaming experience direct to their fans. What's more, we wanted to do this via a unique, highly portable device that will enable pure social gaming – by that we mean people sharing great experiences in the same room!" Smith concluded.

To visit the Kickstarter page and pledge your support, please visit: http://kck.st/12SSvMO


View the original article here

Tuesday, December 25, 2012

Kickstarter project integrates game controller into Bluetooth iPhone case

Kickstarter project integrates game controller into Bluetooth iPhone caseBluetooth solar-powered gaming case his Kickstarter (credit: John C.)

An iPhone case which transforms into to a video game controller has hit the popular crowd-sourcing site Kickstarter this weekend.

The concept case is only 3mm thin, but contains the traditional directional pad and button configurations seen on many classic handheld games consoles.

To the naked eye, it looks like a regular iPhone case, but snapping it from the centre reveals the controls and alters the shape of the case to make it easier to grip for gamers.

The case connects to the iPhone via Bluetooth 4.0 and is charged by Solar power and indoor light sources.

The creator Justice Frangipane has been working on the controller for over a year and has now teamed up with the iDevices company to help make the project a reality.

Most importantly, Frangipane says the project also has Apple's support.

He said: "iDevices contacted Apple on my behalf and we are happy to announce that Apple is not only going to support us, but willing to devote a team to making sure that this controller works perfectly with Apple iOS devices!"

The project requires a $135,000 (UK£83,490, AUD$129,772) bounty to officially go ahead and you can see the latest prototype in the video below.

Via TechCrunch

Monday, November 5, 2012

MAG II Gun Controller reports for FPS duty on PS3 and PC from Nov 20th

MAG II Gun Controller – Your Mission starts November 20th on the PlayStation®3 entertainment system and PC.
Sydney, Australia – 1 November, 2012 – All Interactive Entertainment (AIE) announced today the MAG II Gun Controller will be available in stores from November 20th.
Fully compatible with the PlayStation®3 computer entertainment system and PC, the MAG II is the immersive and realistic new way to play First-Person-Shooter (FPS) games.

 

© 2013 PC Tech World. All rights resevered. Designed by Templateism

Back To Top