The long wait is finally over.
First glimpses of this controller were as far back as January 2010 and in August that year, being infamously banned from MLG tournaments before it's been released. Though I think they've backed down on that now.
Pre-orders for the pad (along with the standard edition) started this year commencing January 17th. Eventually they gave a date for when orders would be expected to ship, which was after February 28th... Now roll on March 29th I finally have it in my possession. Has it been worth the wait?
Well... kind of.
First of all, the details for those who aren't aware of this pad, here are the main features:
I'll start with the good:
The analog sticks are quite good as they're raised a little higher than the default 360 pad and retains the concave indents. For what it's worth I prefer it because it allows a little more room for precision. Also the movement is quite smooth, but we shall see a few weeks down the line once it's been used a fair bit as to whether it retains the smoothness. Also I shall see whether it's cured the infamous analog drift (to the left and always on the left stick) that curses all of my official Microsoft wireless pads.
I've also been playing about with the tension adjusters and on the whole it's nice to have, as you can loosen (or tighten) the left or right sticks to your liking. I've settled on the default resistance as that's a good level. One thing must be mentioned is that clicking L3/ R3 has a bit more resistance than the default 360 pad.
With the face buttons, they've been made slimmer in profile, and also been given a much better feel to them when pressing them down. It's more in line with the resistance of clicking with a mouse. This for me is a god send, as now I can effortlessly thumb glide over buttons without having to press them firmly.
But the main draw has to be the remappable shoulder buttons. Every button on the controller can be mapped for these. Even the back/ start buttons. It takes a little while to get used to, as I'm still in the habit of hitting them instead of the traditional LB/ RB as the remappable buttons are the 'top' bumpers. To remap, it's as easy as holding the corresponding button (for whicever side) on the underside of the pad and then pressing the button you want to duplicate. The panel wil light up which button the LMB/ RMB is using. Also if you forget which button they're mapped to, holding either of the 'remap left/ right' buttons will tell you on the panel which one it's assigned to.
Now for all you 'Bumper Jumper' users who went back to the default control scheme and didn't wan't to 'claw' to be able to use the armour skills (without taking your right thumb off the stick) in Halo Reach, it's a luxury now having both the jump and armour abilities occupying both left bumpers. It does take a little practice as I spent most of the evening trying to get used to them (as I still kept on hitting the wrong bumper) It's definitely more comfortable using the rocket pack and aiming now.
Features I'm indifferent about:
The triggers have been tweaked by giving them slight prongs. It's nothing game breaking or anything, but just something to get used to. One other thing to get used to is the Back/ Start buttons are now placed between the digital pad and right analog stick.
Now the bad:
The digital pad.
As far as serving a purpose of selecting menus/ calling air strikes/ kill streaks/ turning on different heads up display modes, it's great. Mainly because the directions are segmented and really there should be no problem of accidently hitting a diagonal and selecting the wrong option in the heat of a firefight, which the Microsoft digital pad often does. And I presume the designers thought should be the main function of it.
However, if you want to play fighters or basically any game then forget it. It's pretty much worthless as you can't fluidly throw shoryukens/ sonic booms/ hadoukens, or even transition smoothly from straight directions to diagonals.
The headphones port.
For all those users who use the default 360 headset, you're out of luck, as the headphone connector only has the 3.5 mm jack. So you either have to buy the wireless headset, or a pair of Astro's/ Trittons/ Turtle Beach varieties.
Overall:
In the end, I would recommend the Razer Onza as it provides a decent alternative to the official pad. The multi function buttons will undoubtably win over those who are really into FPS' as the majority of features have been geared to this audience.
As for an overall all around pad, you're probably best suited to stick to the newer official pad with transforming digital pad. I've still yet to buy this yet as I was really waiting for my Onza.






First glimpses of this controller were as far back as January 2010 and in August that year, being infamously banned from MLG tournaments before it's been released. Though I think they've backed down on that now.
Pre-orders for the pad (along with the standard edition) started this year commencing January 17th. Eventually they gave a date for when orders would be expected to ship, which was after February 28th... Now roll on March 29th I finally have it in my possession. Has it been worth the wait?
Well... kind of.
First of all, the details for those who aren't aware of this pad, here are the main features:
- Adjustable tension on both analog sticks.
- Two multi function buttons which are placed above the Right and Left Bumper buttons respectively.
- Backlit Hyper responsive face buttons.
- Tweaked digital pad and triggers.
- Rubberised grip.
I'll start with the good:
The analog sticks are quite good as they're raised a little higher than the default 360 pad and retains the concave indents. For what it's worth I prefer it because it allows a little more room for precision. Also the movement is quite smooth, but we shall see a few weeks down the line once it's been used a fair bit as to whether it retains the smoothness. Also I shall see whether it's cured the infamous analog drift (to the left and always on the left stick) that curses all of my official Microsoft wireless pads.
I've also been playing about with the tension adjusters and on the whole it's nice to have, as you can loosen (or tighten) the left or right sticks to your liking. I've settled on the default resistance as that's a good level. One thing must be mentioned is that clicking L3/ R3 has a bit more resistance than the default 360 pad.
With the face buttons, they've been made slimmer in profile, and also been given a much better feel to them when pressing them down. It's more in line with the resistance of clicking with a mouse. This for me is a god send, as now I can effortlessly thumb glide over buttons without having to press them firmly.
But the main draw has to be the remappable shoulder buttons. Every button on the controller can be mapped for these. Even the back/ start buttons. It takes a little while to get used to, as I'm still in the habit of hitting them instead of the traditional LB/ RB as the remappable buttons are the 'top' bumpers. To remap, it's as easy as holding the corresponding button (for whicever side) on the underside of the pad and then pressing the button you want to duplicate. The panel wil light up which button the LMB/ RMB is using. Also if you forget which button they're mapped to, holding either of the 'remap left/ right' buttons will tell you on the panel which one it's assigned to.
Now for all you 'Bumper Jumper' users who went back to the default control scheme and didn't wan't to 'claw' to be able to use the armour skills (without taking your right thumb off the stick) in Halo Reach, it's a luxury now having both the jump and armour abilities occupying both left bumpers. It does take a little practice as I spent most of the evening trying to get used to them (as I still kept on hitting the wrong bumper) It's definitely more comfortable using the rocket pack and aiming now.
Features I'm indifferent about:
The triggers have been tweaked by giving them slight prongs. It's nothing game breaking or anything, but just something to get used to. One other thing to get used to is the Back/ Start buttons are now placed between the digital pad and right analog stick.
Now the bad:
The digital pad.
As far as serving a purpose of selecting menus/ calling air strikes/ kill streaks/ turning on different heads up display modes, it's great. Mainly because the directions are segmented and really there should be no problem of accidently hitting a diagonal and selecting the wrong option in the heat of a firefight, which the Microsoft digital pad often does. And I presume the designers thought should be the main function of it.
However, if you want to play fighters or basically any game then forget it. It's pretty much worthless as you can't fluidly throw shoryukens/ sonic booms/ hadoukens, or even transition smoothly from straight directions to diagonals.
The headphones port.
For all those users who use the default 360 headset, you're out of luck, as the headphone connector only has the 3.5 mm jack. So you either have to buy the wireless headset, or a pair of Astro's/ Trittons/ Turtle Beach varieties.
Overall:
In the end, I would recommend the Razer Onza as it provides a decent alternative to the official pad. The multi function buttons will undoubtably win over those who are really into FPS' as the majority of features have been geared to this audience.
As for an overall all around pad, you're probably best suited to stick to the newer official pad with transforming digital pad. I've still yet to buy this yet as I was really waiting for my Onza.







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