Razer Sabertooth ReviewClayMeow -
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Razer Sabertooth Results:
Injustice: Gods Among Us
Injustice was the first game I tested the Sabertooth with because it seemed most fitting – the fighting genre is the one genre the majority of people agree plays better with a controller, more so than any other genre. It also happened to be the main reason I wanted a new controller. If you're not familiar with Injustice, it's a 3D-rendered fighting game on a 2D plane based upon the DC Comics universe. It probably has the best Story Mode of any fighting game I've ever played, and its graphics and special effects are top-notch as well. If you've never seen the game, I recorded one of the S.T.A.R. Labs missions (basically a ton of unique missions for each character), featuring Scarecrow altering the world as you try and defeat Raven as Batman:
In any case, the Sabertooth performed wonderfully in Injustice, though I did not. I thought maybe it would be the magic elixir to my 2D fighting game woes, but alas, it seems I'm only good at 3D fighting games (eg. Soul Calibur). That being said, the separate buttons of the D-Pad certainly made pulling off combos much easier than when I used a joined D-Pad. To really test things out, I assigned M5 (the lower-left underbelly trigger) to "D-Pad Left" and M6 (the lower-right underbelly trigger) to "D-Pad Right". It took me a couple matches to get used to it, but eventually I got the hang of it and it certainly made pulling off the "Left-to-Right-plus-Attack" maneuvers easier. I still used the D-Pad for all other movement and combos, just resorting to the MFTs when I wanted to do one of those aforementioned combos. It was pretty sweet!
Castle Crashers is a side-scrolling beat 'em up, which harkens back to the days of Double Dragon and Golden Axe, while mixing in a few RPG elements. The game originated as an Xbox Live Arcade title, so utilizing an Xbox 360 controller is only natural. In fact, not using an Xbox 360 controller is rather difficult because all the in-game prompts are the 360 prompts. Thankfully, that's not an issue when using the Razor Sabertooth, and as I'm sure you imagined, it performs perfectly.
The one aspect of the game I don't necessarily like very much is how magic is performed. Using magic requires you to hold down RT, then press a direction and attack button. It's mostly the holding-RT portion that annoys me, so I thought of assigning that to an MFB or MFT, but couldn't really come up with a better solution. That's not the fault of the controller though, outside of the lack of macro support. That being said, Castle Crashers is still a highly enjoyable game – as long as you don't mind poop humor.
Guacamelee! Gold Edition
I chose to play Guacamelee because 1) complex platformers are best with a controller, and 2) I attained the Platinum Trophy for the game on the PS Vita, so I am intimately familiar with it. I did also play DuckTales: Remastered for nostalgia's sake, but since it's a basic two-button (jump and attack) platformer, it's not a good gauge of a controller's worth. Guacamelee, on the other hand, is a Metroidvania game with multiple attacks, throws, special moves, and combos; and you can turn into a chicken; and you can switch between the land of the living and the land of the dead. So yeah, good luck doing all that with a keyboard!
Having already beat the game twice on the Vita (once on Normal and once on Hard to get the Platinum Trophy), I used an officially sanctioned cheat code at the main menu screen to unlock Hard Mode from the start. Being a Metroidvania game, Guacamelee can certainly be quite difficult if you don't take the time to discover secret chests that eventually grant you permanent boosts to health and stamina. Enemies hit extremely hard in Hard mode, so you'll definitely need some extra health, while stamina is used to pull off the special attacks and thus becomes absolutely essential in later combat situations.
As I mentioned before, the controls can get quite complex, especially once you unlock all the special moves. The Sabertooth performed admirably, never being the reason I got killed or failed a complex platform puzzle. I found it much easier to handle some of the insane platform puzzles (eg. switching between worlds while jumping and soaring through the air) than I did on the Vita; though that may be chalked up to being familiar with the game. The game also takes full advantage of the Rumble feature, so you feel every bone-crunching hit you deliver or take – something I didn't experience in the Vita version.