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bandit
February 9th, 2008, 16:39
As we previously reported about KontrolFreek's FPS Freek (http://reviews.dcemu.co.uk/xbox-360-gamers-to-get-fps-leverage-with-fps-freek-add-on-89383.html), which adds better control to FPS games, IGN has posted impressions on the prototype.


Dubbed the FPS Freek, the new add-ons apply a similar concept of extending a standard control pad's analog sticks, though unlike the driving oriented speedfreek's "U" shaped sides, the FPS Freek goes vertical rather than horizontal. The concept immediately reminded us of one of the very first third-party controllers for the Xbox 360, the MadCatz GamePad Pro we reviewed in late 2005. The initial run of the controllers were equipped with analog sticks on extremely long and narrow stalks, a manufacturing error that was later corrected. In reviewing the initial run, however, we noticed that the long analog sticks had a pretty unique feel, in some ways more precise than standard stubby analog sticks. Depressing the MadCatz GamePad Pro's sticks for the R3 and L3 buttons was extremely difficult due to their narrow stalks however, so in the end we didn't keep them around very long.

kontrolfreek's FPS Freek, however, seems to succeed where the MadCatz controller failed. The prototype add-ons snap onto the standard 360 controller analog sticks, making them roughly half an inch taller. Because they still ride on the 360 controller's wide analog stalks however, depressing the sticks for R3 and L3 is easy and accurate. Immediately glad that the FPS Freeks didn't suffer the same big drawbacks as the GamePad Pro, we went to work to see if the longer analog sticks really did offer an advantage in FPS titles.

PC gamers have long maintained the superiority of the keyboard and mouse control scheme for FPS titles, citing the inaccuracy of analog sticks for precision aiming. Such inaccuracy, we believe, is in large part a consequence of analog sticks' variable resistance. The majority of the effort involved in moving an analog stick though it's range of motion (from neutral to 100% input in a certain direction) is primarily invested in shifting the stick though the first 20% or so of its range. The springs that keep a stick standing straight and neutral also make moving the stick in small, precise motions difficult, as after applying the strength to overcome the initial resistance it's hard to not push the stick all the way though 60% or more of its throw. As such, tiny aiming adjustments are tricky, and constantly counterbalancing over-inputs degrades accuracy, especially compared to a mouse with uniform resistance to movement.

The FPS Freeks do a lot to resolve this issue, essentially lengthening the analog sticks to provide a longer lever-arm so as to make overcoming the resistance of the springs in the analog stick easier. With more leverage under one's thumb, the initial resistance in the first 20% of the analog stick's throw is greatly reduced, making the motion of the analog stick much more uniform.

After a few rounds in CoD4 adapting to this new feel, we realized we rather enjoyed it. The biggest benefit, in our hands, was the ability to make very small aiming adjustments without overshooting the motion. Instead of spraying bullets at people back and forth, the precision of the longer analog sticks made it much easier to draw a bead on running players and input just enough on the analog sticks to keep it on them without leading increasingly too far ahead. Fighting barrel-rise in light machine guns was also easier, as we could maintain a constant down force on the stick at roughly 40% of its throw, just enough to stay on target without overshooting and aiming at the ground.

A few things did take some getting used to, particularly the greater distance between the right thumb and the X, Y, B, A buttons. Transitioning from stick to button took longer than we were used to, but with a bit of practice we became accustomed to compensating for the change. We also realized that the FPS Freeks probably provide the greatest advantage in FPS games that move decently slowly and encourage careful aiming, like CoD4 and RS:Vegas. Frenetic shooters tend to be more tuned for bullet-spraying and rapid strafing, which the FPS Freek's won't necessarily aid in a major way.

There exists a long-standing intolerance for controller add-ons in the gaming community, thanks primarily to decades of decidedly lame peripherals back in the '80s and '90s. These days however, the design and effort invested in such concepts are greatly increased, and some legitimately good ideas are rolling out. kontrolfreek's FPS Freek would indeed seem to be one such concept, and while there are no doubt players who've reached a metaphysic bond with analog sticks in FPS titles, there are others (particularly PC gamers) who've long struggled with the control scheme, and they'd be wrong to not consider what advantage they might gain from analog sticks with more uniform resistance.

As we've discussed, the FPS freeks we received were prototypes. The planned final product will feature integrated rubbery caps on the add-ons; we've attached GelTabz to our prototypes to roughly replicate the result. kontrolfreek is hoping to begin tooling soon, and is offering a pre-order option for those eager to try the FPS Freeks out. Pricing is currently set at $9.99 for a pair, and $17.50 for 4 FPS Freeks. Stay tuned for more news on their progression to commercialization as it develops.


http://gearmedia.ign.com/gear/image/article/850/850226/kontrolfreeks-fps-freek-prototype-hands-on-20080206025106362-000.jpg
http://gearmedia.ign.com/gear/image/article/850/850226/kontrolfreeks-fps-freek-prototype-hands-on-20080206025052097-000.jpg

If you're interested, be sure to preorder your KontrolFreek FPS Freek here (http://www.kontrolfreek.com/new/preorder.htm). We'll have a review of their SpeedFreek shortly, so stay tuned!

Source: IGN (http://gear.ign.com/articles/850/850226p1.html)