The original Steam Controller is undoubtedly one of the coolest pieces of gear I own—and one of the most innovative, too.

I got mine right when it launched in 2015. I wanted to solve a very real problem: I was trying to turn my PC into a console.

You see, Valve had Big Picture Mode, which truly turned your PC into a console-like experience. The problem was that some of my favorite PC games didn’t support controllers. They were keyboard-and-mouse only.

But then—here comes the Steam Controller. Suddenly, I was able to reprogram all the inputs. I could take basic keys, like the spacebar, and map them to a button on the controller—like the A button. And once you did that, you could share your controller configuration with the Steam community, or reuse a config someone else already made. It was pretty awesome.

And those dual trackpads? They were swank. Incredible for first-person shooters and real-time strategy games. They were the next best thing to a mouse. And because of the angle of the handles, it all felt very comfortable in the hand—probably the most comfortable controller experience I’ve ever had.

It’s funny—just a little over five years ago, gamers hated it. Not because they ever used one, but because it was a failure. And as we all know about gamers, there’s nothing they hate more than a failure. It was dismissed as a novelty—something no one would ever use again.

Well, Valve had the last laugh. A few years ago, they released the Steam Deck. And what do you know? It’s a direct evolution of the Steam Controller. And now everyone loves the Steam Deck.

Just take a look at it—it’s got so many of the same things the Steam Controller had: dual trackpads, back paddles, the ability to remap buttons and customize layouts. Having owned a Steam Deck since launch, I can say this confidently: the most killer features on the Deck originated with the Steam Controller.

That said, it wasn’t perfect. There were a few quirks I wish they had fixed. For one, it would’ve been nice if it had dual analog sticks instead of just one. Using a trackpad in place of a right stick is fine in theory, but let’s be real: a trackpad does not replace an analog stick.

Also, unlike most modern controllers, this one didn’t have a rechargeable battery. You needed AA batteries. Now, to be fair, those batteries lasted a long time—but it still would’ve been nicer to just recharge it and forget about replacements.

Then there’s the back paddles. Only two of them. In hindsight, yeah, Valve knew they needed to evolve. I’ve grown so used to having four back paddles on the Steam Deck. They’re incredibly useful—especially in games with lots of inputs. Just good to have.

Still, this was one of the first mainstream controllers to even have back paddles. So hats off to Valve for that.

Honestly, I really wish there was another Steam Controller on the market. I know Hori makes a licensed controller for the Steam Deck in Japan, but it’s missing a core feature the original had: the dual trackpads.

To me, the dual trackpads make the Steam Deck experience. It’s something almost no other handheld has. My wife has a Legion Go, and it does have a trackpad—but only one. And honestly? That makes all the difference. It’s fine. But man… it would’ve been a better handheld with two.

Definitely one of the most innovative controllers ever made.

And yeah, I still use mine. I use it when I dock my handheld. Or when I’m on my living room PC.

  • Echo Dot@feddit.uk
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    7 hours ago

    The difference is that the Steam Deck actually uses fairly traditional controls. Two joysticks, face buttons, d-pad (not that anyone uses the d-pad), multiple back triggers.

    This thing was been really weird with its three analogue inputs (how am I supposed to use three analogue inputs) and every other button was limited. It also existed in a world where I can just get an Xbox controller and plug it into my PC, and it just works, so what’s the point anyway?

    This thing isn’t even particularly good at controlling the steam deck, which kind of proves the point that it never really made sense as a product.

  • susleg@lemmy.world
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    14 hours ago

    I really liked it, especially for FPS/TPS

    One thing I think it was missing is some kind of native API. It emulated keyboard/mouse or gamepad, or both. And it kind of worked, but sometimes a bit clunky. Like if you tried to use it as mouse for aiming and as gamepad stick game would be confused and switch control hints from gamepad to keyboard/mouse and back.

    With native API developers could’ve directly implement it as another type of controller and add things like hints saying “use right trackpad to aim”, tweek controls mapping for it’s layout, sensitivity, etc

    Not sure how many developers would’ve supported that though

    • dualpad@lemmy.zip
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      14 hours ago

      Prey was great in that department actually having a config that mapped mouse to the right touchpad instead of emulating a joystick like so many games did, and then had different action sets that automatically switched depending on if it was gameplay or you were in the menu. And showed proper icons like the touchpad click to reflect Steam Input mappings people set it to.

  • Donebrach@lemmy.world
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    17 hours ago

    I spent more time fucking with that thing’s settings than actually playing games. Give me a normal controller every day of the week. Just cause it was niche doesn’t meant it was good.

  • crimsonpoodle@pawb.social
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    14 hours ago

    I got a $50 GameStop gift card in 2015 as part of some hackathon I went to— which was cool since as a kid didn’t have a credit card or anything; and bought the steam controller with it, would play CS:GO with it between class. Still my favorite controller and one of the only ones that lets you change the turn on sound too.

    • Willdrick@lemmy.world
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      4 hours ago

      Which version? The daisy wheel or the dual thumb keyboard?

      I kinda miss the older circular mode, it was hard to get used to, but it was really quick and precise

  • Rakonat@lemmy.world
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    19 hours ago

    I don’t think the idea was mature enough. Yes it did try to innovate and do new things but it also was trying very hard to be familiar to an audience that was never going to embrace change while not changing enough for a new audience to develop around it. I would compare it to the Dvorak keyboard, a device that offered only marginal improved efficiency and use while requiring the user to completely relearn from the ground up and have to fight muscle memory for those who used the popular medium it meant to replace. And in the end, most people said it wasn’t worth it.

    I was initially intrigued by having buttons on the bottom of the controller, where your fingers naturally would be thus freeing your thumbs to stay on the pad/sticks. And imagine my frustration to realize those rear buttons are just extensions of triggers already on top. Huge missed opportunity imo that a redesign could have given dedicated buttons on the back of the controller to each finger and expand the possibilities for input combos a player can perform.

    TL;DR I think the controller was a valiant effort to innovate but didn’t go far enough or do anything sell enough to stick.

    • atomicpoet@lemmy.worldOP
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      18 hours ago

      Actually, those rear buttons are unique. They are not the same triggers and buttons. They are highly useful in FPS games for functions like crouch.

      • Rakonat@lemmy.world
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        17 hours ago

        On the steamdeck maybe, on the steam controller they are only r1/l1 buttons, I tried many times to change them and the software can’t different them

        • Willdrick@lemmy.world
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          4 hours ago

          No they weren’t. I used to play Elite Dangerous and the paddles were used as modifiers, so for example the left paddle held down would change all the face button inputs to distributing energy while the right pad would swap them to common cockpit functions (landing gear, fsd, lights…) Meanwhile both bumpers and triggers remained as a single function: yaw and weapon groups

        • Persi@lemmy.zip
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          17 hours ago

          This isn’t true, the back buttons on the steam controller can be mapped independently.

          You are most likely misremembering, there are many controllers that do similar things to what you describe, but the steam controller isn’t one of them.

    • dualpad@lemmy.zip
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      14 hours ago

      I was initially intrigued by having buttons on the bottom of the controller, where your fingers naturally would be thus freeing your thumbs to stay on the pad/sticks. And imagine my frustration to realize those rear buttons are just extensions of triggers already on top.

      My set up approach to having both my thumbs stay on the pads a majority of the time has been to set up a dpad modeshift with an inverted outer ring bind so clicking up, down, left, right, center output different inputs. And depending on the game I’d set up a chord so holding the left grip and clicking the right pad would output a different set of 5 inputs. And my right grip is set to jump so with the left grip chord function for 5 additional inputs on a right pad click if needed for a total of 10 that’s been my way of doing that.

      So for like Doom Eternal I swap between weapons every shot to bypass reloading through the right touchpad. I like that approach better than using stuff like weapon wheels, which in some games actually slows down the actual gameplay and interrupts the flow.

  • woodenskewer@lemmy.world
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    19 hours ago

    I wanted to like this thing so bad. I tried it so many times I just cannot get used to the trackpad for anything beyond top down environment or platformers. Once I need a second joystick as an input it was game over.

    • dualpad@lemmy.zip
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      14 hours ago

      How did you use the touchpad. My approach has been to adjust the sensitivity of the touchpad until an edge to edge swipe does a 180, and for gyro having a 90 degree rotation of the controller do 675 degree rotation in game for first person and 450 degrees for third person. Made it a consistent aim experience no matter what game I played as long as the mouse input in the game was good and didn’t do things like emulate a joystick causing negative acceleration.

      And for the right touchpad I set a dpad modeshift with an inverted outer ring bind so clicking up, down, left, right, center output different inputs so I didn’t have to reach down to the facebuttons as often. And depending on the game I’d set up a chord so holding the left grip and clicking would output a different set of 5 inputs.

      And I just saved the template so I didn’t need to set it up all the time.

      Liked it for Doom Eternal, since I could activate gyro, swipe the camera to quickly turn, and click to swap between weapons every shot to bypass reloading all on the right touchpad.

      And pvp games like The Finals clicking the right pad to switch through gadgets and using the touchpad to quickly turn and activate gyro, and not feeling like my inputs were too slow versus mouse users. And not having to bother with aim assist.

    • Alwaysnownevernotme@lemmy.world
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      19 hours ago

      I had a setup for fromsoft games that activated the gyro when I touched the track pad. So I could swipe the pad for fast camera turns and use the gyro for fine aim. My steam controllers battery terminals were both damaged by cell bursts though. I miss the camera agility now.

  • curiousaur@reddthat.com
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    1 day ago

    I have 2. I absolutely love it. I prefer it for playing 3rd person games like the witcher and monster hunter too. I like the granular control and momentum for panning around the world.

    I bought the second one for $5 when valve was doing the discontinuation liquidation sale. Someone commented that the Vive wands use the same track pads and other parts, so it’s a no brainer to buy one to have the parts on hand. At this point the Vive wands are extra parts for keeping my steam controllers going.

  • Lucidlethargy@sh.itjust.works
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    1 day ago

    I have one of these, and it’s my least favorite controller I’ve ever owned. The touch sticks feel like the touch controls in my car… They leave me wanting real, tactile controls.

  • ECB@feddit.org
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    1 day ago

    I loooove my steam controller for first-person games. The right track pad for camera controls just clicks with me. I guess it’s because I’m a PC gamer first and foremost, so I’m used to mouse-like aiming rather than the analog-style stick aiming.

    I never really used the left track pad though…

    That being said, I was let down by the steam deck trackpads. Maybe I just have big hands, but I could never use the right track pad the same way I do with the steam controller.

    Also a general comment: AA/AAA is the best if you get some rechargable batteries. No waiting for charging when something is out of juice! Plus you can just get a new set of batteries if they ever die instead of a whole new controller

  • vithigar@lemmy.ca
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    2 days ago

    I disagree about the batteries. Give me replaceable AA cells any day over a built-in Li-ion. Rechargeable AAs are readily available and quickly swappable if you keep hot spares. Much better option for long term serviceability.

      • No1@aussie.zone
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        22 hours ago

        recharging AAs too slow.

        If you have spares to swap in, then it doesn’t matter how long it takes to charge.

        Which would be 2 hours if you charge at 0.5C.

        Also, I think I’ve seen Li-ion in AA form factors nowadays …

      • rowinxavier@lemmy.world
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        2 days ago

        I think the availability of AA batteries is higher, 18650 is much less standard than AA in most people’s homes. I would rather have options, so saying AA but having a swappable battery tray is how I would go, but I like kludgey stuff anyway.

        That said, I just did a battery replacement for a lithium pouch on some TWS headphones and it was a fairly simple process. Making it a port rather than soldered wires would make it much easier and would make battery replacement a quick and routine task. Hopefully more companies will more towards ports for batteries and maybe even a standard port that is the same for a given voltage/amperage combination so swapping out can be done with confidence.

        • vithigar@lemmy.ca
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          1 day ago

          AA but having a swappable battery tray

          Microsoft did something like this with xbox controllers. There are additional contact points inside the battery chamber for a li-ion pack, so you could use a pair of AAs or their rechargeable pack that just fits into the same space.

          • GiuseppeAndTheYeti@midwest.social
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            1 day ago

            Going to bat for xbox or Microsoft right now is a death sentence on the internet so by internet law I have to downvote you. Sorry, it’s just the way things go…

            That said, I agree. Being able to buy a $30 plug and play pack with rechargeable battery packs or being able to buy rechargeable AAs or just normal AA batteries is the best of all the current first party options.

  • Chaotic Entropy@feddit.uk
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    1 day ago

    I have mine, I used it a few times, I did not care for it. I can’t stand using a touchpad in place of physical sticks. I found it to be worse than a mouse for mouse needs and worse than a standard controller for controller needs. All just felt a bit gimmicky.

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    2 days ago

    No d-pad is an instant dealbreaker.

    Edit: Y’know what I’ll properly expand on this. The Steam Controller failed because it tried to replace vital functionality people expect from a controller. The Steam Deck learned from this mistake and just supplemented that functionality.

    TBH, the way I see it, the Steam Controller was designed for games I don’t want to play on controller, while being bad for games I do want to play on controller.

    • atomicpoet@lemmy.worldOP
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      2 days ago

      That’s the key. If you’re wanting to play something like Street Fighter VI, the Steam controller probably won’t fly.

      But because I wanted to play Dungeon Siege on my TV, it works far better than a traditional controller ever could.

      For the Steam controller to work for you, you have to come in with the mentality of it replacing a keyboard-and-mouse.

      • afansfw@lemmynsfw.com
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        2 days ago

        They’ve made it too niche, basically just fps and rts pad.

        I loved mine for Rocket league but was really missing the right stick. And the shoulder buttons were super stiff. And you also absolutely had to set up controls because it was so different and the pads were atrocious replacements for dpad or sticks

        • atomicpoet@lemmy.worldOP
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          2 days ago

          Hey, the Steam controller is good for one other kind of game I play quite often: Diablo-style hack-'n-slash RPGs that are mouse-driven.

        • TurtleMelon@lemmy.dbzer0.com
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          2 days ago

          For me it mostly excels in games that were designed exclusively for mouse and keyboard. Ime it’s pretty bad for fps games though, maybe if you used the gyro, but I haven’t tried that much personally. I love it for Rimworld, Dwarf Fortress, and lots of little indie games that don’t have gamepad support ootb.

    • Pycorax@sh.itjust.works
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      2 days ago

      Yea the only target audience for the Steam Controller seems to be people who want to play kbm games with a controller if they’re playing on a TV or something. But I reckon most PC gamers who get a controller use it to play on their usual PC setup for games that play better on a controller, they’ll just use kbm for their kbm games.

    • TheEntity@lemmy.world
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      2 days ago

      That last paragraph is on point. That’s why I have two controllers at my desk, one regular and one Steam Controller! I love playing casual Civilization or XCOM on it and it’s surprisingly great with some FromSoftware games, especially Sekiro (for no reason in particular, it just felt good and the touchpad worked without any issues).

    • A Wild Mimic appears!@lemmy.dbzer0.com
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      2 days ago

      I agree that not including the D-Pad was a bad move, but if you play games that use the d-pad just for functions like map or switching of equipment, there was the option to use the trackpad like a weapon wheel where you could define i think 8 functions with OSD, and using one of the back buttons made that 16 functions you could define freely - you could replace the hotkeys of a game that used half the keyboard with this thing lol

        • A Wild Mimic appears!@lemmy.dbzer0.com
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          1 day ago

          i know that it’s configured as a D-pad by default, but it’s missing haptic feedback - there’s not enough of an indicator where on the touchpad your finger rests, and if you lose the central position, have fun finding it again without looking. i often tried it. but it’s simply inadequate as a D-pad.

    • dualpad@lemmy.zip
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      2 days ago

      It didn’t fail because of a lack of a dpad but because of lack of two joysticks, but I’m glad the controller exists because I came to absolutely love the dual touchpads. And I wouldn’t trade the left touchpad a dpad, since I like using it for movement.

      I wouldn’t trade the right touchpad for a joystick either, since I like using it to do quick 180s, quick swap between 5-10 inputs to bypass reloading in games like Doom Eternal by setting a dpad modeshift on a click, and touch activate gyro all on one touchpad.

      Will probably be the last controller of its kind but I’m glad at least one did get made, since otherwise I’d still just be using a xbox or playstation controller like I did before getting Steam Controller.

      • sugar_in_your_tea@sh.itjust.works
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        2 days ago

        Exactly, I’d rather lose a D-Pad than a joystick, and the Steam Controller lost both. That’s why my Steam Controller sits on my desk largely unused, while my PS4 controller gets all the love (I prefer XBox controllers, but PS4 has better Linux support).

        I’d love to see the Steam Deck controller be made standalone, it’s super comfy and preserves both joysticks and the d-pad while having useful trackpads.

        • dualpad@lemmy.zip
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          Sad thing is for me I don’t find the touchpads on the Deck useful, since unlike most users of the Deck I want to use them for movement and camera and quick input switching. And I haven’t found the Deck touchpads good for primary use in place of joysticks, so I end up ignoring the touchpads on the Deck for the joysticks despite using my Steam Controller for most games on the desktop.

            • dualpad@lemmy.zip
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              I’m a controller player so it might be why I warmed up to it when it first came out, since I went from using Xbox controller on the PC to being blown away by touchpads moving as fast as a mouse without joystick speed limitation while being able to aim precisely with gyro without having to use aim assist.

              So maybe an outlier as a PC gamer who preferred gamepads to mouse and keyboard, but wanted to find an improved method of using controller without reliance on aim assist.

              • sugar_in_your_tea@sh.itjust.works
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                2 days ago

                I also prefer controllers (grew up playing Halo on controller), and gyro aim is sweet, but touchpads never felt good to me. I like physical buttons for d-pad style input (even a joystick is fine), and the right touchpad felt too much like a mouse to the point where I’d rather just use a mouse.

                The Steam Deck strikes the right balance for me. The touchpads work when the mouse really is preferable, and they stay out of the way when I use the joysticks.

                • dualpad@lemmy.zip
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                  2 days ago

                  I like touchpads because I like being able to turn the camera as fast as I can swipe like a mouse while retaining X and Y axis control unlike stuff like the flick stick approach. And I like that I can also click up, down, left, right, center and also hold the left grip to set up chords for an additional 5 inputs for a total of 10 I can quickly change to without having to reach down to the facebuttons.

                  And that’s where the Deck fell short for me because I didn’t find it good for that type of functionality I want to use the trackpads for compared to users who primarily use the sticks.

      • fuckwit_mcbumcrumble@lemmy.dbzer0.com
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        2 days ago

        since I like using it for movement.

        At least the basic movement from that video could easily be done with a regular joystick, it’s just the developer chose to not implement it.

        • dualpad@lemmy.zip
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          2 days ago

          It could but I prefer it over joystick because large touchpad makes it so its easier to not accidentally activate sprint on the outer edge.

          But, the biggest part is being able to use the touchpad clicks for added move sets like dash, slide, crouch. Which lot of people wouldn’t even enjoy doing with joystick click.

    • Goodeye8@piefed.social
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      2 days ago

      Honestly, IMO the lack of D-pad was less of an issue than the lack of a second analog stick. The lack of a second stick made the controller almost impossible to use in any game that was designed with 2 sticks in mind. For example Nier Automata 9S hacking minigame was a horrible experience with the Steam controller.

      • dualpad@lemmy.zip
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        2 days ago

        One tip that could make twin stick experience better on the touchpads is to bring down the range where the joystick does max output. That makes it much more responsive over default where twin joysticks do not need small granular movement. Ramblecan has video covering it. https://www.youtube.com/watch?v=LXC2f_dD0g0

    • dualpad@lemmy.zip
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      If the Steam Controller was designed the way lot of people wanted it than it wouldn’t have been a Steam Controller and just another Xbox or Playstation controller and added nothing new. Would have been more successful but in the end another generic twin joystick controller. So even if it didn’t succeed it brought new things to the table like touch activated gyro and touch pads that could be considered for other controllers in the future.

        • Nalivai@discuss.tchncs.de
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          1 day ago

          The left touch zone is pressable, and four zones are four separate buttons. It’s a bit less convenient to use than a regular d-pad, it’s bigger and you need to reach slightly further, but other than that it works.

            • Nalivai@discuss.tchncs.de
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              1 day ago

              It’s actually the other way around, it’s a big d-pad with touchpad capabilities plastered over it. It’s the same physical mechanism as a d-pad, 4-way button, it’s just big.

    • Nalivai@discuss.tchncs.de
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      It actually has d-pad, it’s just combined with one of the touch areas, you can press it like a button, and 4 zones behave like a d-pad. Granted, it’s a bit inconvenient so if you need it often, it’s not the best. But it’s there.

        • GeneralEmergency@lemmy.world
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          21 hours ago

          I was being sarcastic.

          Valve are monopolistic, popularised micro transactions, directly profit from loot boxes and gambling.

          If gamers weren’t so brainwashed and Stockholmed syndromed they would realise that.

          • otp@sh.itjust.works
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            5 hours ago

            Definitely needed the /s there. I’m sure you saw the 3 or so other comments who were explaining why Valve are good guys, lol

        • sugar_in_your_tea@sh.itjust.works
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          2 days ago

          Yeah, I consider them “better guys,” since they’re better than their competitors. I say this because:

          • they firmly support Linux, which was my platform of choice before Steam came to it
          • they have useful Greeks features like Steam input
          • they have a good refund policy
        • FlexibleToast@lemmy.world
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          Because they’ve been good guys so far. They made PC gaming so much easier and have pushed linux into the mainstream.

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      2 days ago

      Agreed on it being a bad replacement for controller games. I got one around the time one of the FROMSOFT games came out (I think it was Sekiro?) and I tried using for that and it was just not usable for something like that. I haven’t really tried it for anything else since then because I don’t really play games away from my PC, so I don’t have a need for a worse but acceptable way to play M+KB games.

    • acosmichippo@lemmy.world
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      2 days ago

      agreed to all of the above. I also found the texture on the trackpads to be quite irritating after a while.