With the Dual Strike
controller Microsoft makes their entry into the 3D game controller
market... Sort of- the first 3D digital controller they offered was
the Sidewinder
3D Pro. It offered 4 axis control but in a traditional
"stick" configuration with the now much copied stick-twist
rudder. The Dual Strike is different.
With a target audience of
"first-person-shooter" fans the Dual Strike is meant to tear
keyboard and mouse users away from their old control methods and step up
to a controller with the Microsoft logo on it.
The Dual Strike is
difficult to describe but here it goes- Its part standard gamepad,
mouse and keyboard all in the palm of your hands. It actually sets
itself up this way in your game controller category of the systems
properties (Dual Strike Controller (as joystick), Dual Strike Controller
(as mouse) and Microsoft Virtual Keyboard). The basic gamepad
operation is typical of any gamepad. The D-pad, accessible by your
left thumb, controls the X and Y axis (standard forward/back and
left/right) movement.
The 8 buttons (2 triggers
and 6 pad buttons) are placed on either upper end of the grips. The
6 buttons on the face of the controller are capable of serving 2 functions
thanks to the shift key found on the face of the left handle. All
are well within your reach.
Now for the truly unique
feature- the right grip of the Dual Strike. The right grip is
connected with a ball-joint allowing you to swivel the two halves
(actually 2/3 and 1/3) of the controller. You can either twist the
right section vertically or horizontal to the other section of the
controller. The intent of this feature is to emulate the mouse.
The twisting action (mouse
movement) is typically used as a view control and the D-pad is used for
movement. For most configurations I used the D-pad's up/down
directions for forward/back movement and the left/right direction for
sliding left/right. The horizontal twist of the right portion of the
Dual Strike was used for turning and the vertical twisting for looking
up/down.
The Dual Strike has 2
modes- FX mode and joystick mode. In FX mode the perspective control
(ball joint) speed grows as you twist or turn from center. This
allows you to be more accurate in aiming and quickly turn by twisting to
the outer extreme of the twist range. At the far ends of the twist
turning is fast and continuous. In joystick mode the control speed
accelerates as you reach the outer extremes but does not go into a
continuous mode. The joystick mode is more linear in speed while the
FX mode ramps as you reach the outer edges.
If your confused by the
description, can't chew gum and walk or pat you head and rub your stomach
at the same time you may not like the Dual Strike. In other words,
like any 3D controller it takes coordination, patience and practice to
master its use. I consider myself all 3 but still found myself
frustrated with the Dual Strike at times.
Once concern I do have is
the durability of the Dual Strike. This controller is a brand new
release and long-term usage reports are not available. I am very
hard on my controllers and the Dual Strike is a lightweight,
joined by a 2 way pivot controller. The light weight makes it a
pleasure to handle in long heated battles. However, the ball joint
is an obvious weak point of the controller. To use it to its fullest
extent requires you to "tork" on joint. I am afraid it may not be durable enough to last me
through my gaming career. Time will tell...
|