Bridging the gap? Mouse and keyboard for Xbox 360?!

Friday, March 28 2008, by smakus

I have a lot of old skool PC gaming friends who refuse to make the leap into consoles, even though consoles are currently eclipsing PC gaming in popularity at the moment.  These guys are the first person shooter (FPS), Counter-Strike playing types, and the #1 reason they site for not making the switch to consoles is that using a controller just blows.  Analog sticks be dammed, I call these types of people "MKDs".  Mouse-and-Keyboard Die-hards.

Now don't get me wrong, I tend to agree with MKDs... It took me a long time to get used to maneuvering in console FPS games using a controller, and even now my skill with a controller is nowhere near my mouse and keyboard abilities (no matter how much I tweak the sensitivity settings).  The biggest difference to me is the change in how "mouse look" works.  Basically, instead of using your mouse to look around and aim, on a controller this is replaced with an analog stick.

Over time, I've somewhat gotten used to using the controller, and with certain games I think a controller actually has some ergonomic advantages (for the Xbox 360/PS3, anyway) in addition to giving your "mouse look" hand more buttons to use in-game.  For example, in games that give you the ability to "take cover", I think it feels more natural with a controller than it does using the keyboard (even if you have the n52, or a 9-button mouse).

However, regardless of any extra functionality or ergonomics that controllers can bring to the table, when it comes to pure FPS aiming accuracy, the mouse and keyboard are superior to the gamepad in every way.  But does that matter?  I mean, if everybody is using the same gamepad, it should be even-steven, right?  Shouldn't the natural restriction of the input device be the equalizer?  Well, apparently not (at least, according to my buddies).  MKDs just can't get used to it, nor do they accept this as a valid argument.

XFPS 360 *PRO* by TeamXtender


 

Enter the XFPS 360 *PRO*.  This product (made by TeamXtender) allows you to connect a mouse and keyboard to your Xbox 360, and then "intelligently" maps any key presses to controller inputs.  It even gives you a "turbo" ability (akin to the old turbo-controllers in the SNES days).  This product has a chance to act as a bridge for MKDs to enter the console gaming world, but will it do that?

I'm not so sure...  From a technical perspective, mapping buttons isn't a big deal, but translating mouse movements into analog stick movements is tricky, and I'm not sure how this product will handle the acceleration factor.  For example, in PC games, the quicker you move the mouse, the quicker your character will spin around.  However in console games, the speed your character spins (or aims, really) is governed by sensitivity settings in conjunction with the measured input of the analog stick.  Addressing this problem is less of a technical issue and more of a question of feel...  How will this product feel to use?  How much adjustment is necessary to get used to using the XFPS (especially from an MKDs' perspective)?

Regardless, the XFPS 360 is bound to spark some controversy if it ever catches on.  Turbo functionality aside, will it give certain console gamers an unfair leg up on the competition?  Or will it merely be a different way to control your character, with no inherent advantages?  As previously stated, a lot of this hinges upon how they've mapped the mouse input, and how well that translates into the the game.

So what do you think?  Feel free to leave your thoughts below (especially if you have an XFPS peripheral).  In the meantime, we've ordered one and will post our full review as soon as we've spent some decent time with it.  Stay tuned...

Comments

UNKNOWN iXi said on 3.29.2008 at 12:32 AM

"I'm not so sure... From a technical perspective, mapping buttons isn't a big deal, but translating mouse movements into analog stick movements is tricky, and I'm not sure how this product will handle the acceleration factor. For example, in PC games, the quicker you move the mouse, the quicker your character will spin around. However in console games, the speed your character spins (or aims, really) is governed by sensitivity settings in conjunction with the measured input of the analog stick."

^^^What you said there is wrong. You speed in which you turn actually does take into consideration how much you tilt the joystick and how fast.


smakus said on 3.31.2008 at 9:04 AM

Which is exactly why I said, "...in conjunction with the measured input of the analog stick."


pete said on 4.01.2008 at 12:56 AM

this is interesting, but I learned gaming using a controller so for me that comes much easier than the mouse/keyboard combo.



Leave a Comment