Tuesday 8 October 2013

Review: Razer Sabertooth Elite Gaming Controller for Xbox 360

QUICK SUMMARY

A premium gaming control pad.  It appears to have been designed to almost exactly replicate the Xbox 360 controller while trying to add a few extra features.  Noteable design elements include an additional 8 buttons and onboard, electronic control of button configuration and analogue sensitivity and a small OLED (green) screen.

In all there are 19 push-buttons (4 of which are removable in pairs), 2 analogue sticks, 2 analogue triggers and a digital D-pad.  The onboard configuration allows for adjustment of the sensitivity of the analogue sticks and re-assignment of 6 of the additional buttons.  2 profiles can be stored on-board with separate configurations for all the adjustable controls.  Backlighting can be disabled, but will turn on when the OLED interface is used.

For further details, please visit the Razer website.


BACKGROUND

In the case of the Sabertooth, this is far from my first experience with a gamepad.  I have used everything from single-button C64 controllers to Jog-con and Neg-con Playstation controllers, and almost everything in between - both first and third party.  My most recent gamepad experience has been with an unmodified Microsoft Xbox 360 controller.

POTENTIAL BIAS CAUTION


Given I wish to make these reviews as transparent as possible, I feel it's necessary to include a warning for this review.  I have, in the past, owned three Razer products - and I'm definitely NOT a fan.  As far as basic functionality is concerned they're perfectly servicable, but I've always found they have flaws ranging from poor decisions to downright bad design.  I do go into more detail of this in my earlier Nostromo review.

Despite all this, though, part of me wants to like Razer.  I really don't know why.  All I know is I keep giving them another go, perhaps because they keep trying new things and I'm hoping that eventually it will work.

As a result of this, I will probably be overly critical of the Sabertooth.  In some cases this may be a good thing but I will still provide the warning ahead of time.

ACQUISITION

I purchased the Sabertooth from U-Mart, at a cost of $69.  Delivery was an option, however I live close enough to make the pick up in person.  This does make it more expensive than a more basic controller, but not excessively so.

However anywhere that stocks Razer peripherals should be able to obtain one for you, assuming they don't already keep them in stock.  This includes Razer's online webstore (which also offers a discount for Onza owners).  However a number of places will be significantly more expensive, with Razer themselves asking for $119 plus postage (before Onza discount).  That price can only be considered as excessive, so I would recommend hunting around for a more specialized dealer to get a better deal.

WHAT'S IN A NAME

Officially, the device in question is known as the Razer Sabertooth Elite Gaming Controller for Xbox 360.  It's the successor to the Razer Onza and its Tournament Edition varient.  Quite clearly, it is named after the Ice Age feline of the same name, which keeps with the theme set by the Onza (itself a feline, speculated to be a relative or sub-species of Cougar but never actually proven to exist).

IMMEDIATE IMPRESSIONS

The first thing I noticed about the Sabertooth was that it felt narrow.  I'm not actually sure whether it is or isn't more narrow than the Microsoft controller, both as a whole and for the grips, but it certainly felt that way.  My fingertips curled under the controller would touch against each other.  I don't necessarily consider this a bad thing since it's not so small as to be unusable, but rather something more to be aware of when you first get the controller.  In time I figure that I'll adjust.

Testing all of the inputs started to fill me with a sense of reassurance.  The analogue sticks were firm without being stiff, similar to a standard Onza, while the triggers actually required a little bit less force than the Microsoft ones.  Again, I'm unsure whether this is a good thing, a bad thing or just a thing at this point.  The buttons also had a noticeably shorter throw, as I suspected they would from the marketing material (they're advertised as "Hyper Response").  In fact, when you press the face buttons they almost don't move at all.

But the big positive came from the D-pad, which has been significantly redesigned since the Onza - the four directions were now well separated, with again a firm but not stiff feeling under the thumb.  The directions all feel distinct from each other and also feel very re-assuring when activated; even more-so than the face buttons.  It's not quite a PlayStation D-pad, but it's significantly better than any other Xbox 360 controller I've seen and I hope that plays out in practice.

Otherwise, there's really not much more to say about my first impressions.  It didn't creak in my hands, even when gripped firmly, and shaking it only gave a very slight rattle from the D-pad.

BEFORE USE

Getting it set up was very nearly as easy as a more traditional gamepad.  The only real difference came from the fact that the cable is a separate piece which can be removed even after fitting it all together.  This is only made worse by the fact that the pins - the most likely part of the connection to ever get broken - are on the controller and not the cable, so unless you actually break the cable (something the pull-away connector basically does away with outside of pet-related incidents) than you're more likely to need to have the controlle repaired than the cable replaced.  As such, that the cable is not hardwired is actually a negative for me since it provides no benefit but both adds and encourages another point of failure (the controller won't fit in its provided case with the cable attached, so you can't just leave it on 100% of the time).

However once the cable was attached, remembering to line up the small indentation on the cable with the bump on the controller, and screwed into place it was simply a matter of plugging it in and it worked.  As it appears to be fully X-Input compliant so no software or additional configuration is required; unless you want to set up some of the extra buttons.  I did also fit the textured green rubber grips onto the thumbsticks.  I much prefer the convex, rubberised design of the PlayStation sticks, and these rubber grips give a little bit more of that feel while also making the heads slightly larger.  I also prefer the placement of the PlayStation sticks, but that's something which is hard to come by in an X-Input controller so I'll forgive that.

IN USE


Actually using the Sabertooth really wasn't that different to using the standard Microsoft controller.  Since the main buttons are laid out in exactly the same way, and the extra buttons can only be configured to replicated existing ones, there really isn't any learning curve at all to get started.  The extra sensitivity and short throw of the face buttons will mean I have to pay a little more attention in the short term but, like getting a new keyboard, this is a teething problem I expect any other slightly different controller will also have.

However it will take quite some getting used to in order to take advantage of the additional buttons - my early attempts, which were admittedly rather limited, found them to be more of a nuisance than an assistance.  But because they're not required to successfully use the pad, and I didn't specifically buy it for these (they were a bonus - I wanted the D-pad), that's only a minor issue even if I can't actually get to grips with it.

Otherwise, the only really noticeable element is the lighting.  Personally, I find this both redundant and slightly annoying - redundant in that there's only four buttons to remember and if you don't know which is which by now than lights aren't going to help you, and annoying in that they're rather bright and, while you can disable them, there's no persistent setting or even varying levels of luminance.
As it has no real use outside of gaming, I shall be testing the Sabertooth exclusively with gaming software.

SAINTS ROW IV

Most of my testing with the additional buttons was done using SR4, and I just couldn't really find a setup I liked when it came to the rockers underneath the controller.  Muscle memory is an amazing thing and I found that I was always reaching for the traditional controls, while often bumping the extra buttons and doing something I didn't want to.  I like to think that I gave them a pretty good try, but ultimately they proved to be more of a hinderance than a help.  Perhaps the biggest reason for this being that they're simply in the wrong place - I don't know if they are too far forward or if my hands are just the wrong size, but they encourage my fingers to touch against each other and the "hump" containing the analogue trigger makes it uncomfortable and awkward to use the upper rocker.

Fortunately, the rockers are removable - a fantastic design choice from Razer, as this turns it from a slightly awkward custom controller into a very good near-standard controller.

While I can't say that I was blown away with it, that it revolutionized my game or generated any other kind of marketing buzz, I can say that it was perfectly serviceable.  The controls responded well - nothing triggered when I didn't want it to (after I removed the rockers) and nothing let go early.  The analogue response seemed accurate but, frankly, this isn't the kind of game where a huge amount of precision tends to be required.  With that said, I was still able to pull of a headshot on demand if I really wanted to.

SUPER STREET FIGHTER IV ARCADE EDITION

This was the biggest test of the Sabertooth for me.  The difference between a well designed and a poorly designed D-pad is the difference between getting the move you want and not getting it (or getting something else entirely).  A few rounds of Ryu later and I'm satisfied that I can perform whichever move I want to pretty much every single time, which makes it a marked improvement from the Microsoft controller and in an entirely different league to the Onza.  Simply put, I'd be surprised if there was another Xbox 360 controller with a better D-pad now that I've had a chance to use it.

Of course, an accurate D-pad is only one part of the equation and poor buttons and triggers would still be disasterous.  Fortunately this wasn't the case, as that the buttons and triggers were responding quickly and reliably.  I didn't notice any significant latency between when I attempted to do anything and when it happened on-screen, so I'm further satisfied that the controller is performing at least as well as the alternatives.  By the nature of the title, though, the additional buttons are completely superfluous - they cannot be bound to macros to perform moves (if you should so desire), and every button you could possible want is already present with the default configuration.

DIRT SHOWDOWN

In order to put a little more analogue precision to the test, I fired up a racing game.  Now, I'll be the first to admit I'm not actually that good at these titles - I can play well enough to win my share, but only if the other people make pretty severe mistakes.

Once more, the Sabertooth proved capable.  I was able to complete a number of the Joyride challenges without any real issues to speak of.  At least, not ones that could be attributed to the controller.  The analogue input responded well enough to make reasonably precise changes to speed and course, which made the drifting and spinning challenges relatively straight forward.  It wasn't necessarily any better than the Microsoft controller in any particular respect on the analogue, but it certainly wasn't any worse.

I also didn't notice any fatigue developing after circling around various objects for challenge credit.  Not that I honestly would expect to, but I do own a Logitech F310 and the triggers on it are sprung such that you feel like your hands are wearing out just trying to drive in a straight line, much less navigate corners and objects with varying throttle and brake application.

METAL SLUG (VIA MAME)

In order to more thoroughly test the D-pad, I set about finding a platform game.  Unlike a fighting game, these depend more on prolonged use of the control rather than rapidly entering combinations.  Oddly enough, I found it a little difficult to come across a good platformer native to the PC which used the D-pad for movement, so I instead had to resort to emulation - which opened up a whole world of options.

While the D-pad performed admirably, pretty much in line with my expectations, I found myself somewhat disappointed with the face buttons.  As one-off buttons they work well enough but when it came to repeatedly pressing them in quick succession something just felt wrong about them.  Their practically-non-existent throw meant that it was weird to tell when I'd actually released the button by feel alone, so it was hard to tell when I was able to press again without lifting my thumb well clear - something which encouraged me to mash the wrong button next time as well as the right one.

As much as I'm a fan of short throw inputs (I'm a fan of "scissor" key keyboards, though I use a mechanical) these are simply too short.  Doubling the throw distance on these face buttons would bring them more into line, though still give them quicker actuation than a standard Microsoft gamepad - or the Sabertooth's own D-pad (which has a throw similar to the Microsoft's face buttons).

NOT SO OBVIOUS OBSERVATIONS

By default, the analogue sticks can reach a "perfect" corner, in so much as it is possible to be holding in as far up or down as well as as far left or right as possible at the same time.  This is actually slightly different to my experience with most other analogue gamepads which only register fully on each axis if you take it to the edge of the circle (behaviour which can be mimicked on the Sabertooth by dropping the sensitivity 2-3 notches).

The D-pad is actually four individual elements, instead of the more traditional cross or circle type.  I don't know that this provides any benefits in and of itself, but it is a very interesting touch.  If anything, it likely serves to make the directions more distinct, which is something of a non-issue in a D-pad based game, and an advantage in games which simply use it as four additional buttons.

The provided rubber blanks to cover the rocker mounts are actually different.  They're not identical, nor are they symmetrical - the tops are flat, while the bottoms taper in slightly towards the centre of the controller.  However, they are rather clearly marked L and R, and do fit into their respective locations quite well provided you're looking at the controller from the bottom with the cord at the top.

The lighting can be disabled through the OLED interface.  However, this setting is not tracked by the controller like every other adjustable setting.  As such, every time you power up the pad the lighting will be on once more.

It could be isolated to PCs (and perhaps even my particular system), but the controller doesn't always turn on when Windows loads.  It powers on with the system, blinks a few times as the USB controllers initialize properly, but then doesn't always stay active.  Unplugging and re-plugging it brings it to life, and it doesn't happen every time, but it is a curious thing none-the-less.

ALTERNATIVES

Walk into any console gaming store and you'll find plenty, ranging from the well-made to the poorly decorated along with the benchmark Microsoft standard controllers.  Competition even exists in the form of much older gamepads like the Logitech Dual Shock, as well as adaptors for gamepads from other consoles like the PlayStation.  Options range from cheap and/or basic units right up to "competition grade" controllers (the MadCatz MLG pads), along with specially modified controllers (Scuf), so it's really just a matter of what's available, what features you want and what you want to pay.

Gamepads also, of course, have to compete with all other input devices such as the traditional keyboard and mouse setup, which is standard affair on PCs and adaptors exist for games consoles.  You could get a good set of these for the full RRP of the Sabertooth, while the lower price I paid would still net you a reasonable option.  Options even exist for console gamers to either directly use a keyboard and mouse, use them via a gamepad "emulator" hybrid gamepad-and-mouse designs (like those from SplitFish).

Other types of joysticks, including wheels and yokes, are also valid competition but recently they tend to be much more specialised in their application, rather than being the more general purpose input devices of yesteryear.  For mainstream gaming their usefulness is further reduced by the popularity of X-Input and its effect on default controls - but most PC games still allow you to manually configure non-X-Input devices.  However a specialised joystick setup will always be preferable for simulation purposes (though potentially a lot more expensive, even compared to the RRP of the Sabertooth).

CONCLUSION

There are two questions you have to ask of any product you buy when forming an opinion on it: Do you regret purchasing it, and would you buy another one?

Do I regret purchasing it?  No.  Granted I'm not overly excited about it, but I don't hate it either.  It does what the alternatives can do, does them well, as well as being able to do what I want it to do, which puts it in a very good place compared to every other Razer product I've ever purchased.

But would I buy another one?  Probably, so long as I can get it for the right price.  At over $100 it's far, far too expensive for what it is - even with the marvelous D-pad.  But at $69 it's only just more expensive than a wireless Microsoft controller from the same place which, given it performs slightly better, makes it a good buy in my books.

While it remains to be seen what the longevity of the Sabertooth is going to be like, my initial feelings on it are that I don't dislike it.  It's perfectly good as a gamepad without being so over-the-top that it compromises the basic functions.  I feel a little like I'm wasting it in part by not using the rockers, but for now it's serving me well as a no-frills pad with a few green touches and I doubt I'm going to miss them in the long run.

WHAT I LIKED

  • The D-pad.
  • Familiar layout.
  • Firm but not stiff analogue controls.
  • Removable rockers.
  • Unintrusive additional shoulder buttons.

WHAT I DIDN'T LIKE

  • Detachable cable.
  • The rockers didn't feel as well thought out as they could have been (but at least you can remove them).
  • RRP is way too high (but you can get it much cheaper).
  • Slightly too narrow compared to the Microsoft controller.

TWO WEEKS LATER

Well, I like to think I'm happy with my Sabertooth.  It's performing perfectly well for a traditional gamepad, save for occasionally thumbing two buttons at once on the face by accident due to the lack of tactile feedback.  But given how far I've come with that in just two weeks, I suspect it will not be an issue for much longer.

One thing I should mention is that the analogue controls have loosened a bit.  They're by no means flopping around, but they're not as firm as when it was brand new.  They still have a good amount of tension, though, so it hasn't detracted from my opinion of them.

However, as far as the extra buttons go I consider them to be a failure.  The rockers are now in the case and I don't see myself ever actually using them again, while I still need to consciously decide to use the extra shoulder buttons - but at least I use them every now and then.  I've bound them to X and A, which works well for quite a number of games; like Saints Row 2 where that corresponds to up/down in helicoptors and accelerate/brake in anything else.

On the subject of SR2, though, I can safely attest to my experience with the build quality of the Sabertooth.  That game is remarkably frustrating without a co-op player (and the PC version is extremely unstable) and I've been more than a little rough on the gamepad because of it.  This isn't the fault of the pad itself, nor is it behaviour I would encourage at any time, but it's held together and continued to respond despite my efforts otherwise.

LAST WORDS

As a gamepad with a plethora of extra buttons, it really doesn't quite cut it due to the rockers just not quite being in the right place or the right shape.  But without them it's actually a very capable gamepad.  It doesn't do anything unexpected, nor does it make you regret telling yourself you'll stop at the "next" save point.

I can easily recommend this for someone looking for a new or second controller.  Just try to get a good price.

LEGAL STUFF
Please note that I'm not affiliated with any of the companies mentioned in this review.  Nothing has been provided to me outside of what I have purchased myself and nothing is expected as a result of having completed this review - it's just something that I felt like doing myself, in my own time.  All names and trademarks belong to their respective companies.  Etc etc.

No comments:

Post a Comment