Introducing the Quantum PhonyPad Review

Introducing the Quantum PhonyPad

Sega’s Dreamcast controller does not exactly have the greatest design in the

world. In fact, it’s about as streamlined as a bloated water buffalo. After the

Saturn’s six facial buttons and the plethora of 2-D fighters that put them to

work, many of us fight fans wondered what in the world Sega’s designers were smoking

as they drew up the specs for a four button Dreamcast controller. Oh well, live

and learn, right? Unfortunately, the folks at InterAct didn’t quite get the learning

part. They may have gotten the six buttons, but they also put a new world of hurt

into your precious gamer’s hands. Remember that drunk duck with the poor sense

of direction from NFL 2K? I think

he was on the design team for this controller.

To

be fair, I’ll start out with the things that InterAct managed to do right. Six

buttons; ’nuff said. Next up, we have the programmable buttons feature. This

mode allows you to customize those two “extra” buttons with memorized controller

movements and button pushes. Not too shabby for unleashing some of your best

moves with the push of a single button. Another bright spot is the auto fire

feature, a definite must for tired, worn out fingers. Sorry to say this, but

that’s all the good stuff.

InterAct’s Quantum FighterPad was supposedly designed for fighting

games… I mean it says so on the box, right? So will somebody please tell me

why the trigger buttons aren’t programmable? I mean, the whole point of having

six facial buttons was so gamers didn’t have to use the triggers in a fighting

game. Also, as mentioned in the “good” section, button programming is nice,

but it doesn’t work all that well in a 3-D fighter. Take for example, Soul

Calibur
, a must have game for every Dreamcast owner. The moves that do the

most damage (and look the coolest) involve movements that relate to the fighter’s

position in realtion to his opponent. This means you have to program the move

for either being on the left or the right. Now, you can only be on one

side in order to pull off your unblockable move. Exasperating. Despite the word

FighterPad” in the title, this controller is definitely NOT geared for

fighters.

Another major boo-boo with InterAct’s controller (I refuse to call it a “FighterPad

anymore!), was the actual design. Comfort was definitely not in mind when they

drew up the plan for this controller. It’s actually bigger than the original

Sega controller! I’d also swear that it was heavier, too. Picking up the controller,

I immediately noticed that it just didn’t seem to fit right in my hands. The

controller’s curvature just felt plain odd.

Next on our list of design problems are the triggers. Oh wait, I take that

back. InterAct’s controller doesn’t exactly have triggers in the same way that

Sega’s controller has triggers. It actually has a pair of fat and clumsy buttons

at the top of the controller. Fat, clumsy buttons set at an odd angle. Fat,

clumsy buttons set at an odd angle that have a resistance equivalent to an angry

mule. I give up. Just in case you haven’t noticed by now, I would never recommend

this controller to anyone I remotely liked.

Hopefully, InterAct will have learned from these god-awful mistakes in case

they ever decide to make another Dreamcast “fighting pad.” My apologies and

condolences go out to any unfortunate soul who may have already purchased this

piece of… uh, fine Chinese craftsmanship.



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