What’s the Best Game Controller Ever?

Best Game controllers

Recently, I found myself wondering – what has been the best game controller; ever? Which gaming system’s pad, past or present, outshines the rest?

I have rounded up five contenders from different systems to discuss, and together we might just answer this conundrum. I say five different systems- one console maker has two entries here, Nintendo. Since they are by far the company who have changed their controller more times than any other manufacturer, I felt it fair to judge one particular stand-out product on its own- for reasons that will become apparent.

I also feel it only fitting that the elephant in the room is rightfully addressed, and given its dishonourable mention. The N64 “trident” pad is probably among the worst controllers in gaming history. It was massive, ungainly, and desperately ugly. The button layout was terrible, and there were far too many buttons for most games to effectively utilise. I would also add that the controller is a terrible place to put a memory pack; and if you, poor soul, opted to put a Rumble pack on it instead, you’ll know that poor balance and weight is another failing of this woeful plastic anchor.

So -now that’s out of the way-  without further ado, and in no particular order, here are this writer’s picks for the best controller ever!

 

PlayStation DualShock 4

A fairly new entry,  this pad, rather obviously, is how one drives a PS4. Despite being the newest controller on the list, the DS4 is a product of refinement. The original DualShock controller was the first game pad to have an integrated “rumble” function- something that is very much taken for granted today, and indeed, barely noticed unless someone mentions it.

It is wireless and rechargeable like the DS3, and the layout of the pad has barely changed since the original: we still have the four iconic buttons, a 4 way directional pad, two analog sticks in the middle, and two buttons on each “shoulder”, through the rear two have become distinctly more trigger-like as the DualShock has evolved. The original “wings” have been extended further, and also bulge out a little more than its predecessors- making it feel a little bit on the large side, but nothing feels uncomfortable to press. It’s also not an especially pretty beast, but it’s clear functionality over form is the order of the day.

A new feature on this PlayStation controller is a touchpad, which dominates much of the central area. Not many games have utilised this feature as yet; but I suppose it’s nice to know it’s there.

Pros: Improvement on a classic design, futuristic features, ergonomic.
Cons: Awkward looking, chunky. Over-engineered(?)

 

Xbox 360 controller

Xbox 360

The original Xbox controller (if anyone remembers it) was a clunky, bloated monstrosity. It was a relief when we got our hands on a 360. Chunky, but comfortable, the 360 pad felt familiar; probably because the layout was very similar to a Dualshock. Having said that, there are a couple of notable improvements.

For a start, the control stick is in the correct place – on the left. Instead of four shoulder buttons, we have a left and right shoulder, and a left and right trigger on the underside. This felt a lot more effortless and intuitive for a player to use, and there was less time spent adjusting the grip to reach other buttons as a result. The buttons are pleasantly rounded and coloured. It also feels very compact; everything is just the right distance apart.

On the not so good side, it is battery powered. Aftermarket removable battery packs are an unnecessary feature when they can be so easily integrated. Also, for a gamepad, I found it to be a touch on the weighty side. Throw this in a salty rage, and you’re breaking something – though probably not your controller.

Pros:
Compact, great layout
Cons: Battery packs, chunky, heavy.

 

Nintendo GameCube controller

gamecube
Source: GameSpot

If this test were on comfort alone, the GameCube controller would absolutely walk it. This is probably the most pleasing controller in this entire test to hold. It is just the right size, and fills the palm just enough. The button placement is just about perfect.

Again, the directional stick is to the left of the pad rather than the centre, which just feels more natural, and the bright yellow “C-stick”, is out of the way of the main buttons, but still within easy reach. The shoulder buttons are concave, moulding to the finger. The enlarged “A” button feels and looks good – and the other buttons arranged around it are easy enough to identify and reach without even a glance; as they are all slightly differently shaped and aligned. The “Z button” is no longer the “trigger” of the N64 days, but a small button next to the right shoulder. Because of all these unusual placements, it looks a little lopsided, but use one and you won’t care.

It’s very brightly coloured, which may turn a few people off (green, yellow and red controls on a purple pad- subtle this is not), but this was before games consoles became multimedia entertainment systems -the GameCube was arguably the last dedicated games console- so it wasn’t especially aimed at looking nice on a smoky glass TV unit. Being a wired controller marks it down a little, and the wireless “Wavebird” version was far too heavy, unreliable and ugly to compete.

Pros: Most comfortable. Effortless use. Ergonomic and sensible layout
Cons: Wired. Odd button placement may not be for everyone. Lurid colours.

 

Nintendo Wiimote (and nunchuck)

Wiimote
Source: WikiCommons

Some would argue that this isn’t a controller at all. I do feel however, that it deserves a mention on this list. The Wiimote, after all, helped define a key piece of gaming history. Nintendo did the impossible: successfully marketing games to people and demographics that do not play games. It sought to, and in many ways succeeded in making gaming an activity that anyone in the family could take part in.

Depending on the game you are playing, the controller can be adapted to accommodate. It can be a pointer, and can simulate movement by swinging. It can be turned on its side to be a bare-bones controller, housed in a steering wheel to play racing games or, by adding on a wired “nunchuck” (which also has rudimentary motion control inside) its functions can be increased further. With the numerous plastic housings you can buy for it, it could become a tennis racquet, golf club, light gun and much more; but many of these add-ons added no actual functionality; only changing the way the Wiimote was held.

Another poor point of the Wiimote is that it burns through batteries faster than a nymphomaniac’s top drawer. Docks and rechargeable packs of dubious reliability can be obtained, again at extra cost. Other manufacturers tried to emulate and one-up Nintendo’s motion control system, but in terms of accuracy, ease of use and sheer popularity, nothing came close.

Pros: Easy to use, multi functional, best motion control system to date.
Cons: Endless peripherals. Battery hungry

 

Sega Dreamcast controller

Sega Dreamcast

I’m going to give some love to the poor, much maligned Dreamcast. Such little time in this world, so far ahead of its time, and so utterly, utterly doomed. By far the most interesting thing about the console, the controller was sharp, white and uncomfortable looking, with (bizarrely) the wire coming from the bottom of it, to accommodate a large recessed area at the top. “What’s that for?”, I hear you ask. That’s for the memory pack, known as the VMU (Visual Memory Unit). Alarm bells should be ringing, but the Dreamcast was, of course, a bit different.

You see, the VMU was in of itself, a small portable as well as data storage. Certain games, such as Sonic Adventure, allowed the player to take a part of the game with them, other games provided separate VMU mini games to play on the go. This type of linked functionality was not seen again until the GameBoy Advance linked with the GameCube for certain games, and subsequently on the PS3, where the PSP and Vita could be synchronised to the system. Nintendo has also since made 3DS console able to link to the Wii U. Even then, those examples are separate portable consoles linked to a home console, whereas the Dreamcast’s parts were all of one whole. In many ways the Dreamcast VMU is a little more like an archaic version of the upcoming Nintendo Switch.

As for the controller itself, it was minimalist, but it had everything it needed. It was deceptively comfortable, despite looking like something from Batman’s utility belt, stolen and bleached. It also made use of under controller triggers, much like the Xbox 360 which followed many years later, and in several ways, at a glance it seems more than a little prescient in regard to current gaming hardware. Oh Sega, how things might have been. We shall probably never know.

Pros: Functionality, innovative, unique, ahead of its time.
Cons: Divisive looks, wired, prematurely dead.

So there we have it; five controllers. But these are only my opinions – which is the best? That is where you, the people, decide! I’ve made my cases for and against; please cast your vote below!

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