I loved it, but I rarely use it anymore these days. Often enough, trying to remap the inputs on it errors out in the Steam Input interface, and I’ve gotten tired of fighting with it. I also never used the left pad for anything and would have preferred an actual D-pad. The right trackpad, especially when paired with gyro controls, is so much better than a right stick for every function you could use a right stick for, and I’ve put it through its paces; but that only works when you can map an actual mouse. Often times, the game will explicitly switch between “controller mode” and “mouse and keyboard” mode, and I hate playing with a controller but seeing keyboard glyphs. Also, due to my preferences, and where the market has headed lately, there have been very few games coming out where I need to “aim”, which is where the Steam controller beat a traditional Xbox controller by the widest margin. So unfortunately, between the software being a pain and there not being a compelling reason to bother putting up with it, I haven’t been using my Steam controller lately.
I feel a right stick is more useful for games deliberately designed as twin stick shooters. Geometry Wars is a good example of this. Using a trackpad for aiming is fine, but that doesn’t really feel like an arcade experience.
The steam controller wasn’t for me (the lack of a 2nd stick and a d-pad to a lesser extent were dealbreakers for me), but I do hope valve releases a standalone steamdeck style controller :3 we had those leaks and whatnot a while back, and it certainly has everything I’d want
I love the touchpad as an auxiliary input, and in that regard it does a lot more than a d-pad, but for any games where you want it as a primary input it wasn’t optimal, yeah… currently I use a ds4 controller and having a touchbar on that is great with steam input tho, cause it can just do so much (looks at my 500 minecraft mods with all the keybinds), it can be annoying sometimes accidentally hitting the sticks cause of how it’s positioned tho (and also no paddles) so it would still be cool to see a steam deck type variant controller featuring the touchpads and all the other inputs you’d expect :3
Same here. The thing was neat and innovative, but missing the dpad and right stick really brought it down significantly imo. The steam deck got it right - the trackpads are incredibly useful when used as a supplementary feature, but rarely as a full replacement for traditional inputs. Plus the form factor. Dear god the thing was MASSIVE. Incredibly uncomfortable to use and such an awkward shape.
Here’s hoping the leaks come to fruition, because a 2.0 version based on the Deck would be 10/10.
The steam deck controller addresses all of these issues. I was literally an anti-controller (wasd gang) zealot and the steam deck controller converted me because I can literally play city skylines in bed now…
Yeah :3. The steam deck layout honestly looks really good, and if valve does release a controller featuring everything it has it’s probably gonna be a buy from me
At the moment most of the controllers on the market would require either giving up the features my current one has, shelling out hundreds of euros for a couple of extra buttons, or literally getting the same deal, a steam deck style controller would offer quite a bit more and it would hopefully be more reasonably priced than the “pro” controllers
Unfortunately for steam controller users the touchpads were an downgrade in size, shape, and location for those who liked using them as their main inputs. So even people like me who use dual touchpads on the Steam Controller opted for joysticks on the Deck, since they weren’t satisfied with the touchpad experience.
Which was unfortunate, since there’s lot of options for dual joystick controllers but I’m still searching for a Steam Controller upgrade.
I’m glad at least someone else here had that feeling. I ended up not liking mine at all and sending it back. I couldn’t get used to the pads at all even though I wanted to like it a lot, maybe it’s just my hands. I use my steam deck all the time, first an led and now an oled, and I can count the times I’ve used the trackpads on it effectively on one hand.
I agree, WAY ahead of its time. I have two but unfortunately they’re both stuck at my parent’s house for when the nephews come over and new (even used) ones are practically “unobtanium”.
3’s my least favorite numbered entry in the series, but the post-game of re:mind is pretty damn good.
I didn’t like how empty the world’s felt. Even though there’s barely any npc’s in 1, it felt the most alive. 2 was just corridors, but my god the combat feels good. 3 is an attempt to make the world’s bigger, ending up empty, and the combat is meh for the most part.
Singleplayer games with time-based farming simulator minigames you won’t complete without gaming the date\time in your system (easter eggs are welcome tho). Grindy platinum achievements well outside even a dedicated minority’s norms, just getting bigger numbers or save skamming for opposing endings. Button-mashers with an undisclosed randomization of a final result under the hood.
Toby Fox was forced to add trophies to the PlayStation release of undertale and deltarune, and made them oppressively annoying in protest, so I feel like there are exceptions to this
If we’re complaining about bad UX, and speaking about Soul Reaver, games with no subtitle option. Or bad, unreadable subtitles that spoil 2 minutes of dialogue at once (and that one’s for you, Bioshock).
Or a fake limited time choice, as in, the character speaks as if they have to act or choose quickly! But if you don’t press anything, they’ll just stand there in a dramatic pose. Or go ahead and act as if you pressed the button anyway (Saints Row 3 had those)
I just played through Pentiment and even on the fastest speed dialogues were painfully slow. It wouldn’t fix all the other pacing issues, but the text popping up instantly would be a huge improvement.
I loved that game and I love the setting and art, but it's soooo much reading. And I love reading, I really do! But it began to wear me down near the end.
I have very mixed feelings about it. I also adored the art and setting, and I really appreciate the historical research that has gone into making it. And there were some well written characters in there.
But man, the game is sloooooow. The last act in particular was like pulling teeth. Reading is fine when what you’re reading about is interesting. There were so many banal, shallow and uninteresting conversations in there that really tested my patience.
I like that BG3 let’s you skip the voice dialogue but I wish there was an option to speed up the voice acting because I really love the voice acting and the story is great but I find myself spacing out during long cutscenes. I don’t want to skip them I just want them to speak quickly!
I’ve been replaying Dragon Quest Builders 2. The game isn’t voiced, most of dialogues are classic RPG text boxes that you can speed up and skip, BUT. There are special lines of dialogue that are “voices” in a character’s head.
They are unskippable, and they’re like a dozen words each that stay on screen for about 20 seconds or more. Some of those dialogues have about 6-7 of those. It’s unbearable, and it’s genuinely the worst part of starting a game again. Hell, it was the worst part of doing it the first time, too.
Somehow English localisation created this, in Japanese the messages go a lot faster. Though even those couldn’t be skipped, because… fuck you that’s why.
When maxing out the damage stat just makes your game trivially easy.
Stat systems are hard and prone to optimization problems. But c’mon, you at least gotta test the glass cannon build that you know everyone’s gonna try first.
When things aren’t balanced. It either tells me the devs do not play their game or they have a dominant strategy and don’t bother playing anything else.
I’ve heard stories from professionals and you would be surprised how many devs don’t actually play the game they are developing.
In almost every game the gameplay tips and tutorials they give you are not only suboptimal but often outright counterproductive. This is especially bad in multiplayer games.
It was really nice in Doom Eternal, where they added quick swapping to the tips.
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