Xbox 360 Controller for Windows: great hardware, weak software [Update 1]

We're going to put the conclusion right here at the top: if you use or would like to use a gamepad for Windows gaming, then it'd be hard to do better than the Xbox 360 Controller for Windows. Nothing tops this controller from a hardware perspective.
However, there are some major software problems that prevent us from fully endorsing the controller. Because anybody can create software to run on Windows, and because Microsoft doesn't manage, certify, or quality-assure software released for Windows, the gaming experience on Windows lacks the conformity of the Xbox 360 gaming experience. You can pick up an Xbox 360 game and be relatively confident that the "A" button will serve as the primary action button, that the right trigger will usually be mapped to "accelerate" or "shoot" (depending on the genre), that the left analog stick will map to character movement or steering, and so on. There is a set of established conventions that lead to ease of use.
The PC environment lacks such standards. As a result, not one PC game in existence right now supports the Xbox 360 Controller for Windows as fully as the Xbox 360 supports the same exact controller. This is a basic issue of menu systems and usability. The image below demonstrates the problem.

Pictured above is the configuration screen for the Xbox 360 controller within the game Moto GP 3. In order to map an action to a certain button, one must click with a mouse or hit the "enter" key on the computer's keyboard. It is impossible to set buttons using the controller alone.
Furthermore, control labels such as "Y Axis" and "Button 0" through "Button 9" are meaningless. What do these buttons map to on the actual controller? When changing control schemes in an Xbox 360 game, developers use small, colored icons to make such configuration tasks painless. Configuring the Xbox 360 Controller for use with Windows games is frustrating and annoying.
The pain doesn't end with configuration. Playing Grand Theft Auto: San Andreas with a keyboard is painful because it's a game that was designed for analog joysticks. And yet, the game is actually unplayable with the Xbox 360 Controller for Windows because the game's developers forgot to allow players to remap the camera controls to a second analog stick. This means that the camera is stuck in one position unless the gamer removes his hand from the controller and uses the computer's keyboard. That's like having to configure your television remote control by setting it down and pushing buttons on the TV itself.
It's unrealistic to expect already-released games to fully support a controller that wasn't even released when they were developing their games. Furthermore, it's probably also unreasonable to expect that games on the Windows platform will ever support the Xbox 360 Controller as fully as the controller is supported on the controlled, simplified Xbox 360 itself.
However, it's not unrealistic to expect Microsoft to cajole developers into compliance, to provide them with tools that make it easy for gamers to use this fine piece of hardware on a PC running Windows. There's some evidence that this is already happening at some game makers.
"Microsoft's new cross-platform controller will make it easier for Electronic Arts to develop games for both Windows and Xbox 360," said John Schappert, Senior VP and Group Studio General Manager for Electronic Arts, Inc., in a Microsoft press release.
That's the promise, anyway. Will Microsoft ever succeed in taming the diverse and wild world of game development for the PC platform? That depends, in large part, on the extent to which the company can make it easy for developers to implement good user interfaces.
When we asked a Microsoft spokesperson about these issues, he responded, "Game developers have had access to the XInput controller API since early October of this year and we have been working closely with industry partners to ensure compatibility between games and controllers."
Still, this controller is good for Windows gamers. No other company has the clout or the resources to encourage developers of PC games to write code that will support a specific controller. We envision multi-platform games being released for the Xbox 360's Live Arcade service at the same time that they're released for Windows Vista. In these cases, the Windows version of games will sport the same, simplified, controller-friendly interface as the Xbox 360 version of the same game.
Until that day arrives, however, we'll remain skeptical of the value of any controller for PC games. The hardware is strong. The software is weak. The holistic product offering is therefore weak.
As for the hardware itself? We summarize:
- Form factor: it fits well into gamer hands of all sizes. Its feminine curves and attractive colors make it inviting to pick up and hold.
- Quality: it feels solid. Nintendo's well-designed WaveBird controller feels cheap and flimsy in comparison.
- Use: The two analog sticks have a bit too much travel in them for comfortable thumb use, especially for smaller hands, but this is a minor detraction from overall solid execution. Four tiny nubs and a concave surface at the top of these two sticks makes them easy to grip and move. The analog triggers have just the right amount of travel in them. The directional pad feels nice, but requires precision use because it tends to register multiple directions even when a gamer feels that he's pushed in just one direction.
- Annoyances. (1) Cord length is fantastic for console gaming, but too long for PC gaming. (2) The guide button doesn't light up when the controller is plugged in to a Windows PC. It doesn't even do anything. As the physical embodiment of the brand of the Xbox 360, that button should do something, donchathink? (3) The cord also tends to develop minor kinks during normal use. It might look downright ratty a year from now. (4) You'd rather use the cordless model, you say? You can't. Windows only supports the corded controller for now. That's a real bummer, as we've already got too many wires in our computer area. (5) The controller also requires installation of special software. This software is a bit difficult to find on the Microsoft website. (One reader reports that users are invited to download the software from Windows Update upon plugging the controller in, but this was not our experience with installation.) (6) Games generally don't support the controller's vibration feature. It feels dead in the hands compared to the way it lights up and rumbles on an Xbox 360.
[Update 1: Inserted more information about driver installation in final paragraph.]





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Reader Comments (Page 1 of 1)
mike @ Feb 21st 2006 6:38PM
has anyone heard of the new attachment for the wireless controller that will allow pcs to use it? any news? i really want this controller
thx
sam @ Apr 4th 2006 5:56PM
I like how the reviewer complained that the configuration menus have the Button [number] labeling. Clearly they have never used a game pad on PC. All gamepads have numbered buttons, and it's odd for them not to. Console controllers are definitely the minority when it comes to PC gamepad standards.
It's true that game developers could have possibly thought it out better, or maybe the drivers could come with a handy TXT file explaining what numbers correspond to the buttons(the latter is more feasible), but don't complain about problems that exist for all controllers and single them out as a problem for only one. Even normal PC gamepads have troubles when it comes to developers programming numbers that don't match. The only real solution is for drivers to work more like some joystick drivers in that you can configure the buttons outside the game using tools designed for the controller which then forces the game to conform to your settings without you having to figure out what buttons the numbers correspond to.
Also, why is it such a problem for you to not be able to use only the controller to configure the buttons? Oh, no! You have to click a button with your mouse and THEN press a button to assign it! Ah! Don't touch the scary mouse or keyboard! You must touch ONLY the controller!
Please. You're dealing with a PC, so don't complain when you have to use it like a PC.
AJ @ Jan 26th 2006 7:30AM
You should try it with Path of Neo - lock on is mapped to the start button and can't be changed! You have to splay your hand halfway accross the controler pressing two buttons miles apart just to shoot!
Anyone know of some software to remap a joypad?
Another odd thing: it works fine with Warrior Within, but not at all with Two Thrones. Go figure.
Ryan Acheson @ Jan 26th 2006 7:38AM
Actually, so long as you install the version of direct x 9.0c that comes with it, or a later build prince of persia: the two thrones does support the controller properly out of the box. not only will the game correctly label all the buttons as a, b, x, y etc, but the mappings you'll see will be identical to the x-box version. only thing i had to do was tweak the sensitivity down in game so the prince didn't drift. not perfect then but a step in the right direction!
azz0r @ Jan 26th 2006 7:50AM
I totally agree. I managed to get it working with Counter Strike Source, but Valve doesnt support the z axis so you cant configure the back buttons! Grr
Sagan @ Jan 26th 2006 7:52AM
This news is so old...
The problem has been around since gamepads have been around for PC. Whenever I buy a new game I have to change the button layout to actually make it playable.
Greg2k @ Jan 26th 2006 7:59AM
The guide button DOES light up when you connect it to a PC. It's just that it will only light up at that moment. It won't work as an extra button and has no other functionality.
But when you plug it in, the lights do come on.
Stevo @ Jan 26th 2006 8:04AM
The fact is that the PC is a much more open platform than consoles are, and quite frankly, the more open it is, the better. Consoles are completely closed to the point where developers need permission(!!) just to release a piece of software on them.
If you want a console, buy a console! By being more open, PCs only become richer. Just be glad that you have a choice between "open, but difficult" and "easy, but closed."
SuiXide @ Jan 26th 2006 8:06AM
Actually, there is a piece of software you can use. It's called Joy2Key (or JoyToKey. I can never remember.). I used to use it whenever I wanted to use my gamepad for a flash game. It works really simply you see, allowing gamepad buttons to be used in place of keyboard strokes even allowing multiple letters, ect. to be used as one button on the controller.
And by the way, Halo PC works BEAUTIFULY with the 360 controller for windows. Funny how that works out.
illspirit @ Jan 26th 2006 8:16AM
Can't map the camera to the right stick in San Andreas whowhat? That's funny, I've played on rigs with a few different gamepads (Gravis, Logitech, MS Sidewinder, etc..) where it worked just fine. In fact, I've got mine set up right now with a DualShock and a USB adapter, and the controls are identical to the PS2 version. Minus the pressure sensitive buttons which the adapter's drivers don't support for some reason...
UDH @ Jan 26th 2006 8:18AM
Yeah, #3. Although I agree about the "button 0" thing (especially on a controller labeled otherwise), this problem seems more like a game developer oversight to me. Surely if PC gamepads sold more, or people bitched more, game developers would begin to include more intuitive button remapping options and smart support (i.e. pre-mapped, non-insane control schemes). Wishful thinking, though, I suppose.
Ryan Acheson @ Jan 26th 2006 8:36AM
A quick note about the 'circle of light'. While the guide button doesn't currently do anything, a game that properly supports the pad, like The Two Thrones, will properly light up a quarter of the circle of light when you run the game.
Clayton @ Jan 26th 2006 8:42AM
The XB360 controller software *is* on windows update. When you plug it in, it will ask you if you want to check for drivers online, and it will find them.
travis @ Jan 26th 2006 8:58AM
"Nintendo's well-designed WaveBird controller feels cheap and flimsy in comparison"
What fanboy wrote this tripe? I have heard complaints about the wavebird (no rumble, lack of another z button), but never have I heard it called "cheap and flimsy". I guarantee you it would take some serious work to break a wavebird. Ive dropped mine, thrown it, and of course its been played for countless hours...and all with unbelievable battery life.
Matt @ Jan 26th 2006 9:32AM
Ah Travis... a fanboy throwing the word "fanboy" around. They said the wavebird was well-designed. Their point was that the 360's controller feels so well-built that even the best controllers don't feel so great anymore. I don't necessarily agree (I think its's a bit of an exaggeration), but I do think the 360's controller is the best I've ever held, and I do think that you are a little too defensive of your precious company. I knew a comment like yours was coming when I read that line, and sure enough... there you were. Feel free to go ahead and call me a fanboy for my comments and we'll call it a day.
emanuel @ Jan 26th 2006 10:15AM
you also can't configure these shoulder buttons on a lot of games.
http://img82.imageshack.us/img82/5470/xcontrollers4ft.jpg
WeeJames @ Jan 26th 2006 12:50PM
Bit of a pointless criticism.. the same can be said of any joypad or stick for the PC. The sheer fact that there are so many controllers availible for the PC requires developers to leave the key configuration open in this way.
Jorge @ Jan 26th 2006 1:52PM
The problem is not the games on windows, it is windows itself that is a huge ass in the pain. You can check for yourself by selecting game controllers in the control panel of windows. The information available there is the same information that is available to games, which means developers have to match controller names (usb HID name) with a lot of presets. Hopefully the Xbox 360 controller will bring some sort of standard to the button naming in windows but the current implementation in Windows and DirectInput is unacceptable as a released api.
justin @ Jan 26th 2006 2:12PM
If you're interested in using the controller for Unreal Tournament (original, 2003 or 2004), check out my post here...
http://boards.gamefaqs.com/gfaqs/genmessage.php?board=914986&topic=25561497
One Eye Mike @ Jan 26th 2006 2:13PM
Still.....It beats the Hell out of the new "Sony Terrorist Cell"!
AJ @ Jan 26th 2006 2:34PM
Wow, thanks Ryan! Would have been nice if MS had made it mor noticable they'd made revisions to DirectX.
Clicking the thumbsticks still isn't recognised (which WW did) but everything else works - even the rumble. :)
Wish it hadn't made it light up though, it's distracting and I know I'm player 1 damnit, it's a PC - AFAIK ther are no games that support more than one joypad.
mike @ Jan 26th 2006 2:51PM
Has anyone tried this controller with Half-Life, Blue Shift, etc? I played Half-Life 2 on Xbox and loved it. Then I bought the HalfLife anthology at Circuit City for $5, but I'm struggling with the keyboard. I'm a console gamer and am used to a controller, but before I plunk down $50 on this badboy (no 360 for me yet), I want to make sure it actually works for the games I'd like to play. I'd like it to operate like a standard FPS on a console (i.e. Halo controls). Anyone tried these games with it?
Josh @ Jan 26th 2006 4:56PM
I thought the whole point of PC gaming was so that your don't have to use a controller?
nojok3 @ Jan 26th 2006 6:30PM
Can anyone explain how to get it to work with CS:S? Ill try updating the DirectX but nothing happened when I supposedly activated the joystick in game
Steddyman @ Jan 26th 2006 6:37PM
I agree with the comments about the shipped software, but there is a solution:
http://www.pinnaclegameprofiler.com/
Its a great piece of software and the latest version fully supports XInput and the 360 controller. The Developer offers excellent support via the forums too.
Steddyman
nojok3 @ Jan 26th 2006 7:21PM
Wow, thanks for the link. I think I saw it before but it offers CS:S support. If it works I'll probably purchase the software (or change the date on my computer :-p)
AJ @ Jan 26th 2006 8:34PM
Ok so if you use the play and charge kit with the wireless controller it will work with a PC right? Dunno if theres a software differentation between the two.
AJ @ Jan 26th 2006 8:58PM
Oi! You stole my name!
Anyway, the wireless ones don't communicate via the cable at all, so won't work with PCs.
MS said they'll release an adapter or something so they will eventually.
MikeEv @ Jan 27th 2006 9:50AM
I don't know if anyone else posted this, but there are custom XBCD drivers out there that are "hacked" to work with the XB360 controller. It lets you remap virtually everything on the controller (for instance, you can make the triggers analog axis or map them to buttons).
http://www.xbox-scene.com/xbox1data/sep/EEFZEElZZyOnfjYrfd.php
Owen @ Jan 28th 2006 11:33PM
I've been using the XBCD drivers with my 360 controller from day one. It gives you the light in the middle, rumble, mapping buttons, etc. They work great.
There's a guide here on where to get them and install them http://xbcd360guide.50webs.com/
Greg @ Feb 4th 2006 3:33PM
I got one. But here's what I did,
Bought a wired 360 controller and dloaded the drivers. Saved me about 10 bucks.