The shoulder buttons is definitely the gamecube controllers biggest flaw. There is a discrepancy between travel distance and force needed to reach the full input (or the click) that feels inconsistent . It is mushy and too snappy at the end coupled with the fact that it doesn't retract smoothly. The controller becomes even less accessible because of the arbitrary and awkward button placement, which in my opinion is mostly just the goofy bean shaped x and y buttons. I do also agree though that the overall aesthetic of its design is amazing and the contour of the shell feels great to hold.
I personally agree with the guy saying comfortability is the most important aspect of a controller. I mainly play single player games. If I'm doing a long gaming session, and my hands start cramping or hurting in any way, I deem that poor controller design. The only modern controller that I have had negative experiences with are the Playstation ones. I must clarify though, that everyone's hand size, and issues they may have with their hands are different. For me, Playstation controllers are just the most uncomfortable. My preference is the Xbox Series controller, but I don't mind the Nintendo Switch Pro Controller either. As far as the Gamecube controller....it's the most comfortable controller I've every used. The weight distribution feels perfect, the buttons are easy to understand in my opinion, and they are placed in a way that feels good to use (The face buttons specifically). I am however shocked that not one person on this podcast called out the D-Pad on the GC controller. It's the worst I have ever used. It's tiny, and genuinely hurts my fingers after short use. BUT, it helps that most Gamecube Game developers seemed to have known that and the D-Pad was rarely used for many games in any major way.
0:54 the added button at the end sends a digital press, which is impossible to press without pressing the entire trigger. It is sent and can be checked for separately than the analog signal. This is why you cannot powershield consistently in Melee due to ADT and the fact that hard shield (max shield), is the only shield that can powershield. For precise angles, the GCC is basically a Las Vegas casino. You might get a controller that can dashback with a 2 frame window instead of 1 frame, and you might get a controller that makes your character RUN SLOWER. The GCC is only good for Smash at this point, and even that is debatable. 4:21 Y'all forgot about the dpad. Play Tekken on the GCC, you'll regret it.
In mi opinion, the gamecube controller is specialized. It works great for certain games, and awful for others, and how you value that will depend on the person. I think it's fine to leave it in "good" simply vecause a lot of people won't need that specialisation But like they said The stick is segmented like a fight stick Fight sticks are segmented to give fast and powerful feedback that feels great in a fighting game where you want to feel the impact of every decision you make But not so great in games that are more comfortable and smooth And the buttons Laid out with A in the centre This is so perfect for smash where A is by far the button you press the most But it's not so great for games where you regularly need X and Y The gamecube controller is specialized It's amazing at some things and terrible at other things That's why it was brought back specifically for smash ultimate Because it's a great controller for smash specifically To say it's a relic of the past just because it's not built for every game under the sun is a pretty illogical view to me
I can agree with that, the way I think about it is that it’s only really good for games that are designed with it in mind. When I’ve played classic games on Wii using it, like Donkey Kong Country, it does not feel intuitive to use, I had to use a claw grip to run and jump. The buttons are just not made with it in mind.
I think you are missing a crucial point as to why the Gamecube lives on: Super Smash Bros. The Gamecube controller feels PERFECT for Smash Bros. It's like it was designed for it. The shoulder buttons have a lot of travel distance because it's for variable shielding. Light pressing the shoulder button allows for a light shield in Melee, while a full press creates a full shield. The button placement has A in the middle as attack, which is the main button you will use, while the x and y buttons are both mapped to jump. The octagon cutout is literally for a fighting game, Smash Bros. Also, as another benefit: the Gamecube produces less input lag than the Pro Controller on the Switch As a Smash Ultimate player, I can't play the game with any other controller. The low input lag, the octagonal cutout guiding angles for recovery like Fire Fox or Quick Attack, and the placement of buttons all lend to an experience that I cannot find better in any other controller. Also, the Gamecube isn't known for fighting games??? Why do you think Nintendo keeps rereleasing the Gamecube with a SMASH BROS LOGO???
@@twopennygames Not really when again, the Gamecube is the MOST RESPONSIVE controller to Smash Ultimate. It responds faster than ANY wireless controller by 6 milliseconds, and in a game where one frame could make a difference, there's a reason why Gamecubes are still produced today for Smash Bros. And that's not even going into Melee. Melee is even MORE technical than Ultimate, and it requires a controller with low input lag. I will repeat myself: there is NO MODERN CONTROLLER that will respond as fast as the Gamecube because all modern controllers will introduce some input lag to convert its digital inputs.
i great controller is designed to control any game, a bad controller needs a game that is designed for it, and the gamecube controller is that bad controller
@@RationalFunction i second this, melee as a game has relatively difficult controls and the button placement simply doesnt work for a fighting game, even with smash's simple scheme
@@tacobelldude8518 the base controls aren't that hard, but semi-advanced game mechanics like the shield drop (which was removed in Ultimate even though they could've fixed it) to frame perfect advanced mechanics like the ledge dash are made even harder by the GCC's incorrect calibration of the stick. EVERY GCC controller is slightly miscalibrated differently. Let's build a robot that can hit sticks at the same real-life angle and do things frame perfectly. Even smth simple like shield-dropping will vary between controllers, to the point where some just can't.
@@RationalFunction saying the base controls of melee isnt hard shows being blind to them by playing the game so much, to anyone who never played melee before a common experience is genuinely struggling to do basic things
The gamecube is a fantastic controller to rember which is x or y you just need to think of your axis lines it's not hard it's harder to know which is which now because they went back to the stupid snes layout when it should be just like xbox but put b and x on opposite sides plus the triggers a pressure sensitive which is good for things like flood in mario sunshine instead of being instant clicks only real issue the gamecube controller has was the lack of secondary shoulder button and they should have made the c stick a little bigger
I agree the shoulder buttons are too soft but the rest of controller is great the learning curve is there especially if your playing Star Fox Assault but it's a good controller not a great controller
full video?
It's been added to the description!
The shoulder buttons is definitely the gamecube controllers biggest flaw. There is a discrepancy between travel distance and force needed to reach the full input (or the click) that feels inconsistent . It is mushy and too snappy at the end coupled with the fact that it doesn't retract smoothly. The controller becomes even less accessible because of the arbitrary and awkward button placement, which in my opinion is mostly just the goofy bean shaped x and y buttons.
I do also agree though that the overall aesthetic of its design is amazing and the contour of the shell feels great to hold.
I personally agree with the guy saying comfortability is the most important aspect of a controller. I mainly play single player games. If I'm doing a long gaming session, and my hands start cramping or hurting in any way, I deem that poor controller design. The only modern controller that I have had negative experiences with are the Playstation ones. I must clarify though, that everyone's hand size, and issues they may have with their hands are different. For me, Playstation controllers are just the most uncomfortable. My preference is the Xbox Series controller, but I don't mind the Nintendo Switch Pro Controller either.
As far as the Gamecube controller....it's the most comfortable controller I've every used. The weight distribution feels perfect, the buttons are easy to understand in my opinion, and they are placed in a way that feels good to use (The face buttons specifically). I am however shocked that not one person on this podcast called out the D-Pad on the GC controller. It's the worst I have ever used. It's tiny, and genuinely hurts my fingers after short use. BUT, it helps that most Gamecube Game developers seemed to have known that and the D-Pad was rarely used for many games in any major way.
0:54 the added button at the end sends a digital press, which is impossible to press without pressing the entire trigger. It is sent and can be checked for separately than the analog signal. This is why you cannot powershield consistently in Melee due to ADT and the fact that hard shield (max shield), is the only shield that can powershield.
For precise angles, the GCC is basically a Las Vegas casino. You might get a controller that can dashback with a 2 frame window instead of 1 frame, and you might get a controller that makes your character RUN SLOWER.
The GCC is only good for Smash at this point, and even that is debatable.
4:21 Y'all forgot about the dpad. Play Tekken on the GCC, you'll regret it.
My man with the FACTS
@@twopennygames heh, thanks
In mi opinion, the gamecube controller is specialized. It works great for certain games, and awful for others, and how you value that will depend on the person.
I think it's fine to leave it in "good" simply vecause a lot of people won't need that specialisation
But like they said
The stick is segmented like a fight stick
Fight sticks are segmented to give fast and powerful feedback that feels great in a fighting game where you want to feel the impact of every decision you make
But not so great in games that are more comfortable and smooth
And the buttons
Laid out with A in the centre
This is so perfect for smash where A is by far the button you press the most
But it's not so great for games where you regularly need X and Y
The gamecube controller is specialized
It's amazing at some things and terrible at other things
That's why it was brought back specifically for smash ultimate
Because it's a great controller for smash specifically
To say it's a relic of the past just because it's not built for every game under the sun is a pretty illogical view to me
I can agree with that, the way I think about it is that it’s only really good for games that are designed with it in mind. When I’ve played classic games on Wii using it, like Donkey Kong Country, it does not feel intuitive to use, I had to use a claw grip to run and jump. The buttons are just not made with it in mind.
OK just above NES is crazy, only way I can accept that is if you have pointy square ahh hands xD
It's the truth
Tle left stick, triggers and hand feel are 10/10.
Gamecube stick makes everything else feel mushy.
I think you are missing a crucial point as to why the Gamecube lives on: Super Smash Bros.
The Gamecube controller feels PERFECT for Smash Bros. It's like it was designed for it.
The shoulder buttons have a lot of travel distance because it's for variable shielding. Light pressing the shoulder button allows for a light shield in Melee, while a full press creates a full shield. The button placement has A in the middle as attack, which is the main button you will use, while the x and y buttons are both mapped to jump. The octagon cutout is literally for a fighting game, Smash Bros.
Also, as another benefit: the Gamecube produces less input lag than the Pro Controller on the Switch
As a Smash Ultimate player, I can't play the game with any other controller. The low input lag, the octagonal cutout guiding angles for recovery like Fire Fox or Quick Attack, and the placement of buttons all lend to an experience that I cannot find better in any other controller.
Also, the Gamecube isn't known for fighting games??? Why do you think Nintendo keeps rereleasing the Gamecube with a SMASH BROS LOGO???
I think you're holding yourself back with nostalgia
@@twopennygames Not really when again, the Gamecube is the MOST RESPONSIVE controller to Smash Ultimate. It responds faster than ANY wireless controller by 6 milliseconds, and in a game where one frame could make a difference, there's a reason why Gamecubes are still produced today for Smash Bros.
And that's not even going into Melee. Melee is even MORE technical than Ultimate, and it requires a controller with low input lag. I will repeat myself: there is NO MODERN CONTROLLER that will respond as fast as the Gamecube because all modern controllers will introduce some input lag to convert its digital inputs.
i great controller is designed to control any game, a bad controller needs a game that is designed for it, and the gamecube controller is that bad controller
Even then, Melee and the GCC are not best friends. I'd argue that Super Mario Sunshine was designed for the GCC.
i agree
@@RationalFunction i second this, melee as a game has relatively difficult controls and the button placement simply doesnt work for a fighting game, even with smash's simple scheme
@@tacobelldude8518 the base controls aren't that hard, but semi-advanced game mechanics like the shield drop (which was removed in Ultimate even though they could've fixed it) to frame perfect advanced mechanics like the ledge dash are made even harder by the GCC's incorrect calibration of the stick. EVERY GCC controller is slightly miscalibrated differently. Let's build a robot that can hit sticks at the same real-life angle and do things frame perfectly. Even smth simple like shield-dropping will vary between controllers, to the point where some just can't.
@@RationalFunction saying the base controls of melee isnt hard shows being blind to them by playing the game so much, to anyone who never played melee before a common experience is genuinely struggling to do basic things
The gamecube is a fantastic controller to rember which is x or y you just need to think of your axis lines it's not hard it's harder to know which is which now because they went back to the stupid snes layout when it should be just like xbox but put b and x on opposite sides plus the triggers a pressure sensitive which is good for things like flood in mario sunshine instead of being instant clicks only real issue the gamecube controller has was the lack of secondary shoulder button and they should have made the c stick a little bigger
I agree the shoulder buttons are too soft but the rest of controller is great the learning curve is there especially if your playing Star Fox Assault but it's a good controller not a great controller
Word is bond
its 2024 why are you clickbaiting this desperately
What is click baiting here? The thumbnail and title is literally what the video is about...