<p align=center><span class="body-2"><b>Hardware</b><br>
Firestorm Programmable Gamepad</span>
</td>
<td bgcolor="#222222">
<p align=center><span class="body-2"><b>Manufacturer</b><br>
Thrustmaster</span>
</td>
<td bgcolor="#111111">
<p align=center><span class="body-2"><b>Type</b><br>
Controller</span>
</td>
<td bgcolor="#222222">
<p align=center><span class="body-2"><b>Score</b><br>
7/10</span>
</td>
</table>
<p align=left>
<B>Tired of using the old button layout that
the developer thinks you want to use? Here is an
option for you.</b>
<p align=left>
<img src="file:///C|/www/media/3dparty/thrustmaster/firestormproglogo.jpg" border="1" align="right" hspace="5" vspace="5"></a>
<p align=left>
Controllers - the essence of the gaming experience.
A big black box without any peripherals attached
is kind of like being in a rowboat with no
paddles. Plug a controller into the console
and you've got the video gaming world literally
at your fingertips. Like other systems, the
Xbox requires controllers to fully enjoy the
experience of the newly released console, although
some less intelligent people just like to sit
and watch the Xbox dashboard [Oh, look at the
pretty lights! - Ed.]. We've recently gotten
our hands on Thrustmaster's (yes, that really
is the company's name) first Xbox offering,
the Firestorm Programmable Gamepad.
<p align=left>
Like all other controllers, an easily accessible
and yet highly functional design is a necessity.
Sadly, this is the main area where the Firestorm
pad falls flat on its face. The first game
that I booted up with the new controller firmly
placed in the port was of course, Halo. Immediately
into the first level a problem had arisen,
the right analog stick is placed way too far
away from the right of the controller, making
the distance that your right thumb must travel
vast and rather exhausting. Precise aiming
and looking was a serious chore due to the
distance to the right analog stick. The second
inadequacy that ails the controller is the
ease at which the analog sticks are pressed.
Master Chief was ducking like a madman (ducking
is performed by pressing in the left analog
stick) for no apparent reason all the way through
the game. As soon as my character was lucky
enough to find a sniper rifle the problem got
to be almost unbearable. The sniper rifle continued
to zoom in and out mercilessly as I looked
around the battle area due to the slight pressure
that my thumb was placing on the right analog
stick caused the zoom effect to be used without
rest.
<p align=left>
The design of the controller takes some getting
used to however, that's not because it's poorly
conceived, just because it's so different from
the beloved [by some. - Ed.] Microsoft controller
that we have grown so accustomed to. The cosmetic
differences include the subtraction of one
of the memory card slots on the controller
which could diminish the life of the controller
when more and more peripherals come out that
are plugged into the slots, the second difference
lies in the buttons. The standard A, B, X,
Y buttons are a bit smaller than the standard
Xbox controller's, which gives the player a
bit more space between the buttons. The best
design innovation was made by moving the black
and white buttons slightly closer to the right
side of the controller allowing for less of
a reach for your thumb.
<p align=center>
<img src="file:///C|/www/media/3dparty/thrustmaster/firestormprog.jpg" border="1" align="center" hspace="5" vspace="5"></a>
<p align=left>
The actual controller is a bit less contoured
to fit to your hand than the first party controller
from Microsoft. It's a bit flatter, which doesn't
really affect the playability of the controller
one way or the other but it does offer a change
for those of you who don't like the Xbox controller.
The start and back buttons are placed on top
of each other rather than side-by-side, when
you look at them from a distance it looks as
though it's merely an oval but when looked
at up close there are actually two buttons
with a small separation. It's a very interesting
innovation, but it does present a bit of a
struggle if you ever want to press the back
button because there isn't really a direct
way to access the button.
<p align=left>
One of the redeeming qualities of the controller
comes in the form of the program button, which
is located at the center of the controller.
Rather than performing the standard programming
of a preferred button combination the program
button allows you to reconfigure the game's
current control scheme. For instance, if you
don't like the fact that Halo uses the white
button to activate your flashlight then you
can remap it to the up direction on the d-pad.
It's the small things that make life so enjoyable
and the program button definitely adds a bit
to the controller's functionality and makes
for a more enjoyable Xbox experience. If only
the program function could be incorporated
to Microsoft's first party design, it would
be gaming bliss.
<p align=left>
Overall the controller is a bit cumbersome for
first person shooters and doesn't have a very
high rate of playability for almost all games.
The D-Pad holds up well, as it follows the
standards set by old systems in that there
is more of a cross rather than a circular directional
pad. When you get down to it the program button
does add a bit to the overall fun to be had
while using the controller, but overall the
controller still falls a bit short because
of its lack of two memory card slots and poorly
designed analog sticks. Overall, the control
just isn't very playable depending on the game,
and isn't that what it's all about?
<p align=left>
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