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What is the Best Console Controller of All Time?

Mateo Slovinsky asks: "Is the XBox 360's controller the best controller of all time? CNet seems to think so in its line up of the top five gamepads of all time. If you expected the Wii's controller, you will be dissapointed. It's a brilliant piece of innovation, but there simply aren't enough games to judge it against the best controllers ever." Which controller would you pick? What controllers have not left your hands cramped after a marathon session of gaming?

20 of 373 comments (clear)

  1. I agree by twistedsymphony · · Score: 4, Interesting

    I'd agree that the 360 is the best controller of all time. it's damn comfortable and has pretty much every function you'd ever want. If they included a Dreamcast like VMU screen it would be "perfect" IMO.

    1. Re:I agree by Broken+scope · · Score: 4, Informative

      I'm one of the guys who prefered the original "duke" controler on the xbox, but even with my largeer hands the 360 controler is really comfortable, I think they really spent alot of time on the design of it.

      --
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    2. Re:I agree by Guppy06 · · Score: 3, Informative

      After playing SotN on it, I think it's safe to say the Xbox 360 d-pad sucks.

  2. Original NES by Farrside · · Score: 4, Insightful

    Everything else has too many buttons.

  3. SNES controller by 192939495969798999 · · Score: 4, Insightful

    It's great to see the SNES controller, it provided 6-button, finger-and-thumb controlling in about the most compact design possible. I see it as the bridge to all modern controllers, from the previous controllers like the NES, Atari,etc.

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    stuff |
  4. NES Advantage by Tickenest · · Score: 4, Informative

    Adjustable turbo on A and B, large buttons, comfortable stick, fits on your lap or a tabletop nicely, even a slow-motion hack for those games that could support it. Next question....

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  5. Most comfortable? by Psx29 · · Score: 3, Interesting

    Hmm I would definately have to say the most comfortable is the gamecube controller, it just seems to slide into your hand and is great for everything except games that use the D-Pad really. The dreamcast controller is also pretty nice and the dpad is great for fighting games although hardcore gamers will still prefer a joystick. The original analog controller for the playstation was also damn comfortable as it has a longer handle then the dual shock which honestly feels kind of small to me. Overall I would say the gamecube though, since I never remember my hands ever getting tired from that controller (and it certaintly wasn't from lack of playing!).

  6. Idiots by seebs · · Score: 4, Insightful

    Maybe they should have played some Wii games rather than just dismissing it.

    It does not take a lot of games to notice that:
    1. I no longer have to play games with my hands together as though I'd been cuffed.
    2. Easy to distinguish buttons, not too many of them, with convenient support for things like "thumb+forefinger = grab", making controls easier to remember.
    3. Broad selection of simultaneous actions. I can move and turn at the same time without trying to remember button combos.

    The wiimote is, hands down, the best console controller ever. It's not even close. Can I invent a game that works better on something else? Sure. I can make games that are better on keyboard than mouse, too. Still, the dominant case is pretty clear.

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    1. Re:Idiots by Aladrin · · Score: 3, Interesting

      I disagree. While I like that my hands aren't cuffed together anymore, the majority of the buttons are poorly placed. A and B are the only ones usable during gameplay while holding it as 'intended.' (I use that term lightly.) 1 and 2 are the only ones usable when holding the 'mote sideways, ala Super Paper Mario/Excite Truck.

      When holding it sidewides, it fits my hand so poorly that it's not even funny.

      When holding it like a remote control, the pointing interface is so horrible that I can't believe they bothered. It's fine for menus, but any time that it's used interactively, it's horrid. Red Steel is a great example of horrid pointing.

      My 'best' controller would be the Phoenix Revolution for the PS2. the controls are all placed just where they are comfortable, the analog sticks have adjustable tension, and you can move the sticks/buttons/dpad to any of the 4 positions. Now that I've adjusted it as I like, I rarely change it... But I've always got the option.

      The Wiimote has its uses, and it's GREAT for Tennis and the other sports games... It's just not in the running for 'best controller'.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    2. Re:Idiots by Rallion · · Score: 3, Insightful

      I think people who haven't used the controller at length underestimate how nice the separation of the hands is. It makes it much more comfortable.

      I don't know about the number of buttons, though. Twilight Princess uses each and every button on that controller, including the four D-Pad directions, and it comes out to 12. On the plus side, the buttons ARE all very distinct. I do see people confusing B and Z at times, however.

      My only real problem with the controller is that with my setup, I pretty much have to sit quite close to the TV -- too close for the pointer to function if I'm holding my hands out. Unfortunately there's just not that much I can do about it.

    3. Re:Idiots by Verteiron · · Score: 4, Interesting

      When holding it like a remote control, the pointing interface is so horrible that I can't believe they bothered. It's fine for menus, but any time that it's used interactively, it's horrid. Red Steel is a great example of horrid pointing.

      I can't help wondering if this is something software-specific. Case-in-point: Zelda's pointer interface is smoother and more responsive than the actual Wii menus. When it comes to firing the bow in Zelda, it's easy to snipe even tiny targets from a tremendous distance using the pointer interface.

      I haven't played Red Steel so I'll take your word that the pointing interface sucks in that game, but I don't think it's a problem with the controller.

      --
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    4. Re:Idiots by Fozzyuw · · Score: 3, Informative

      When holding it sidewides, it fits my hand so poorly that it's not even funny.

      I agree with you on this. The box design is no Cadillac when holding it sideways for VC games or games like Paper Mario. But I give them props for designing a multi-functioning controller that CAN be used in two different positions. In this game, the functionality is more important than the perfect comfort.

      Red Steel is a great example of horrid pointing.

      Red Steel is the the prefect example of how to screw up the pointer detection at the game level. I picked up this game at release and traded it back in a week later. Never bothered to play it very long. This wasn't due to how crappy the pointer is, but how the game interacted with the pointer. Often, it would jump around the room 'locking on' to things.

      Also, as I've been finding out, a 'bright' room causes havoc with pointer detection. Trying to play Paper Mario when it's sunny out and the curtains are open is just painful. You need a good game interface and a darker room and the point works like magic. Just play Wii Play to see how well it can work. Not perfect, sure, but far from being obtuse.

      I might rent Red Steel again (being a Blockbuster online member, I get a free game rental a month) to see how much was the remote sensitivity on a bright day and how much was the game interface. Since that time, I've learned to adjust the pointer sensitivity and room brightness.

      Cheers,
      Fozzy

      --
      "The past was erased, the erasure was forgotten, the lie became truth." ~1984 George Orwell
  7. Atari 2600 by travdaddy · · Score: 3, Funny

    Atari 2600: One Joystick, one button. What more do you need?

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    Adidas To Bring Back Sneakernet
  8. N64? Seriously? by Daverd · · Score: 4, Insightful

    I started reading the article, and got through XBox360, PS2, and then N64 at 3rd place. That's when I stopped reading it. There's a general concensus among my friends that the N64 controller is among the worst ever designed, and possibly is the worst. Whose idea was it to make a controller that you needed 3 hands to properly use?

  9. I love the Power Glove. by Rob+T+Firefly · · Score: 5, Funny

    It's so... bad.

  10. Dreamcast.....but then 360 by Pojut · · Score: 4, Insightful

    Am I the only one that cannot STAND the Dual Shock controller? In fact, the controller is one of the reasons I never finished many PS2 games...I just couldn't stand using the friggin' thing

    For a while, I thought it was the Dreamcast controller...it fits perfectly in my hands, has a good weight to it, and the D-pad felt solid.

    Overall, I would have to agree with C-Net...the 360 controller is AWESOME. The buttons and triggers have a nice solid feel, the thing just cradles in your hands, and it has a decent weight to it. My only gripe would be with the D-Pad...other then that though, the 360 controller is at the top of the list.

    Nothing beats a good keyboard/mouse combo though;-)

  11. WTF?! by Soiden · · Score: 3, Funny

    Come on! That list totally sucks. The GC controller is much better than the N64 one, and there's nothing better than the SNES controller. Ever. Why is the Wiimote out of the list? Not too many games? Pff. I call a fanboyism ranking.

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  12. The good, the bad and the wtf by RogueyWon · · Score: 3, Informative

    Ok, at the top end of the scale, I've got to agree with assessment the 360 controller is the best ever made. Prior to the 360's launch, I'd have pointed to the Xbox S-controller, which was well ahead of anything else in terms of shape, quality of build and buttons, weight balance and overall ergonomics. The only downside with the S-Controller was that the black and white face buttons were awkward and uncomfortable to use. The 360 controller corrects this flaw, essentially by converting those buttons into bumpers and also improves the weight balance still further. Range, reliability and ability to survive being thrown on the floor after Dead or Alive 4 drives me to my snapping point are all excellent.

    The Dualshock 2 was also an excellent controller in its own way, despite being a little too small for comfort. It did a good job of doing absolutely everything a modern controller needs to with a minimum of fuss and bother. However, the pressure-sensitive function of the buttons could be extremely finnicky and was hard to use properly in games that demanded it (such as the Gran Turismo series). The Sixaxis is a big improvement in this respect, but... well... I'll come to the Sixaxis later.

    Leaving the consoles aside for one moment, I'm going to get a bit retro for my final pick of "great" controllers and go back to the PC's Thrustmaster F-16. I had one of these eating up half my desk-space for many years and never found anything more fun to play flight-sims with. Sure, the customisation software was all DOS based and didn't work properly under Win 95 or later, but I still have very fond memories of this stick.

    Now... the bad.

    Top pick here... the Gamecube controller. Not in terms of sheer, outright awfulness - you can certainly find worse examples of that. But rather because this controller managed to be the only controller to "get it wrong" so badly in a generation where everybody else (including PC accessory manufacturers) seemed more or less able to agree on roughly how many buttons a controller should have and where they should be. One huge, stand-out flaw was the pathetic cable length, particularly unforgivable on a system so heavily geared towards party games. Shelling out extra for wireless controllers became effectively essential for anybody with a living room larger than a small cupboard. The right analogue stick wasn't even a proper stick - it was a stumped and malformed nub, which was no use whatsoever for gaming and made fpses on the cube a truly nasty proposition. The mis-shaped buttons, with the huge green blob and the tiny little kidney-beans around the edge meant that you were forever hitting A when you didn't mean to. All in all, the official Cube controller felt like a nasty, $5 third party accessory.

    Also high on the list... the PSP's analogue stick. Gums up with dust far too easily and is not pleasant to use even after cleaning. The rest of the PSP interface is fine and many games avoid using the little stick, but this is definitely something for Sony to tackle in the next revision.

    And now the "why weren't they includeds"

    Basically, because while allegedly revolutionary (although the results of this "revolution" remain to be seen), the Wii-mote at best represents a very early and unpolished attempt at a new type of controller. Accuracy is questionable at best, especially during rapid movements. Less understandable, and harder to forgive, is the positioning of the buttons. If you want to use more than 2 buttons, then you are going to get sore fingers. Using the Wii-Mote for anything other than a "wave the wand around manically" game for any protracted period is deeply uncomfortable and cramps up my hand like nothing else I've ever tried. The 360 controller is a massively polished traditional product - as good as it's going to get for regular controllers for the forseeable future. That the Wii-mote fails to measure up is perhaps inevitable given how novel it is, but it still doesn't mean that it's as good as the 360 controller.

    And the Sixaxis? Well..

  13. Definitely software-specific by Moryath · · Score: 4, Insightful

    This is one thing the Nintendorks software writers need to fix for the next Wii software update: include a goddamn calibration routine.

    I have a 50" screen. I was getting really annoyed at how twitchy Zelda was, how twitchy the general Wii response for visuals were. If I pointed to the edge of my screen, the mouse zoomed WAY off to the side.

    Then, inside Zelda, I found this awesome feature. It let you select your screen type (4:3 or 16:9), then it displayed a yellow bar. You lined up your IR bar ("sensor bar" my ass, it's a bar of plastic with a set of IR LEDs in it) with the center of it, sized up the yellow bar so it matched the IR bar, and the Zelda interface adjusted itself. Now, in my Zelda games, if I point to a spot, the little cursor goes right where I'm pointing.

    NO other Wii game has implemented this yet. Red Steel, had they had this in, would have actually been playable. Trauma Center: Second Opinion would be playable. Wii Play would make a lot more sense in Duck Hunt mode.

    Nor have they done us the simple courtesy of pushing a simple recalibration routine out over the system software, which would stop any other software company from having to do so.

    Bad Nintendorks. No Cookie.

    1. Re:Definitely software-specific by me_lucky_charms · · Score: 3, Informative

      Wow. I cannot believe you got modded to +4, Insightful. Not by people who actually own a Wii, I'm sure.

      The size of your TV does not really matter. All movements are read relative to the "sensor bar". So it doesn't matter where you are pointing on your screen. I'm sure there are others who know a lot more than I do that could explain it better.

      And they do have a built-in sensitivity tool. I have it and I have not been online with my Wii yet.

      Go to your Wii menu -> Wii Settings -> Wii Systems Settings 2 -> Sensor Bar -> Sensitivity

      Make sure you cover the entire area given with the pair of dots. Particularly the edges. If not set properly, a third dot will often show when you get near or on an edge.

      You can also set your screen type (4:3 or 16:9) and sensor bar position (top or bottom of TV). I wonder if you've even browsed through those settings.

      As for the 'Nintendorks' reference, very juvenile.

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