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The next-gen joypads: a true evolution?

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  • The next-gen joypads: a true evolution?

    Are we satisfied with the current-gen controllers? After a generation defined by the most varied sequence of peripherals in decades, taking us from motion-sensitive wands, to infra-red cameras and a conveyor belt of plastic instruments, it's clear that - if done right - innovating your control system paves the way towards some equally innovative games. As the next-generation approaches by carriage of Sony and Microsoft, nailing the finer details of its next-gen gamepads is a crucial foundation for success. This is an unenviable task for their R&D departments, of course: while resisting change leaves both companies prone to falling behind the technical curve, meddling too much with a working formula carries a surefire threat of consumer backlash.
    It's a difficult line to toe, especially as we've been using the Dual Shock 3 and Xbox 360 pads for the best part of seven years now, where both are well respected standards. However, it's safe to say there are design quirks for each of these pads which bewilder gamers to this day. Neither is perfect: the curious convex trigger design on Sony's pad still has many gamers resorting to the R1 and L1 shoulder inputs for primary FPS controls. Meanwhile the block d-pad design on the 360 pad remains a thumb-sore for casual fighter fans - despite several minor revisions over the years.
    During this year's E3, we spent some quality time with the finalised controllers for both Xbox One and PlayStation 4, each set to form the bedrock of console control for the course of the next generation. Microsoft clearly hasn't taken this precedent lightly, reportedly tossing over 200 prototypes iterations to the side before achieving its final design, amounting to 40 key changes from the 360 pad we already know. Our very first experience with the controller is during a booth demo of Crytek's action title, Ryse, and the fit in our hands is immediately familiar in weight, mould and texture to the 360's. However, prolonged play reveals some very key differences in the way its inputs function.
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