• 4 Posts
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Joined 2 years ago
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Cake day: July 7th, 2023

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  • It failed because it offered too much customization. Really.

    Physical construction was shit tier. I should know, I early adopted November 2015 and in total I went through 17 not counting the 3 DOA. My ear actually became attuned to the specific mini-crunch that signaled the impending demise of a shoulder button.

    It also had undeniable layout and design issues. The D-Pad they implemented was a joke. Fanboys wouldn’t shut up about it but truth is, it was completely unacceptable to put a track pad in it’s place and it was more or less unusable. Other buttons and inputs were juuuuust a little cramped or off-kilter and it was common to input mash accidentally.

    The configuration software was also a nightmare. Ever try setting up a Mouse Region for a twin stick game? Sweet jeebus. They tripled the efficiency of the configuration screens in recent updates and it’s still a nightmare. It’s 30 inputs just to tweak something like a deadzone, then you have to menu out… then test in game… then drill allllll the way back down to tweak a little more.

    But back to my assertion at the top. It made SC gamers literally unfairly better. Gryo aiming, effectively programmable macros, mode shifts, radial wheels, action layers, targeted mouse clicks, button toggles, sliders, regions, I can’t even remember it all from back before it got heavily neutered. It got out of control to the point where you could bypass “cheating” standards and macros in big online games, etc. You could simulate inputs.

    Design iterations would have fixed the other issues, but it became a deadly-unfair device for competitive gaming and a lot of companies hated how the Steam Controller hardware and software customization… basically allowed people to “cheat” their systems in a sense. It opened a huge fucking can of worms. Something like it will probably never be seen again for these reasons.






  • The way I have done it for the last several years and it has brought me amazing new dimensions of sound experience…

    Find an artist that you like, look them up and find out who produced the album and other group members.

    Then do a little Wiki research into the discography and solo work of each of those performers or producers.

    Follow up on interesting threads, and you’ll be exposed to all kinds of amazing new stuff.

    Although I’m definitely out of this listening phase now, an example that worked for me was I got very obsessed with Talking Heads band. Looked them up and found out that Brian Eno produced them.

    Started to notice from other bands I looked up that Brian Eno was mysteriously involved in so many of them.

    Started to look into all the bands that Brian Eno produced and worked with over the years, and then started to look into the music of Brian Eno.

    Starts to give you a realization that the true talent in a band is generally not the performers, but rather the veterans with decades of experienced who guide them.

    Another example is Buckethead, started to see this dude buckethead appearing on literally hundreds of different album credits! Did a lot of research into the guy and the various bands he’s worked with, and that opened hundreds of new experiences to me.

    This comment is getting a little outside of my original point, which is to actually do some research on your own, go out and find the lesser-known works of artists you love.

    Basically just follow different Wikipedia links, and then when you find an album in a discography that you think might be interesting, look it up.