What are the benefits of having hardware and games under the same brand? It’s always good, because we get feedback from developers on the gaming side, while we develop peripherals. Our jobs are similar because our purpose is to create a very good experience for the gamer. But our job is also completely different, because we are engineering hardware.
Pro-gamer Mistah Crimson [Nathan Massol] was working with you? Yeah, we’ve been working with Mistah Crimson for quite a long time. First it was about all of the engineering and industrial design, but all of what we are doing needs to be guided by the fact Mistah Crimson doesn’t care about all of that. He just cares about playing with it.
When we show off our controller here in Paris, you
can test Robocop. We are very proud of that because RoboCop: Rogue City is a gorgeous game that we are very happy that you can play with our controller, even if you’re on PC. We can show off the quality of our controller with one of our best games. It’s a perfect match in what we want to achieve.
Did you collaborate with your game studios when designing the Revolution 5 Pro controller? We do have a lot of studios now, and most of the studios request controllers from us, but we prefer to develop with a specific consultant. After that we select some early play testers from our studios, as well as some casual players. We expand bit by bit [and] have feedback from various kinds of gamers.
When you give the controller to more casual players, are they not overwhelmed by all the options? Do you work with them to make sure that it’s very accessible? That’s why we have an advanced mode and a standard mode. Our main objective is always the experience of the gamer. If you are a casual person, you can just play and enjoy it. But of course, a casual gamer can become a hardcore gamer, and even a pro gamer. We give them the tools to improve by themselves. When they’re playing, maybe they’ll say ‘Oh, if I have more deadzone here, I can play better.’ ... and then can go to the advanced mode and become more than a casual gamer.
Over the last five years or so the market for third-party controllers has increasingly been focused on premium products. Do you see that continuing, given the cost of living crisis going on? We’ve been working very closely with Sony since 2015, to improve and focus on a premium offer to gamers. We are involved because we think we have value to give. So in that space, we have to do something alternative to the DualSense Edge. At PlayStation, it’s in their DNA to have a symmetrical joystick. Our DNA is asymmetrical joysticks. When you’re different, that’s when you can give alternatives to consumers.
How difficult is it to stand out from competitors like Razer and Victrix? For me, it’s a good thing to have competitors. They help us get on top, because we need to improve and to find ways to be different in
October/November 2023 MCV/DEVELOP | 29
Page 1 |
Page 2 |
Page 3 |
Page 4 |
Page 5 |
Page 6 |
Page 7 |
Page 8 |
Page 9 |
Page 10 |
Page 11 |
Page 12 |
Page 13 |
Page 14 |
Page 15 |
Page 16 |
Page 17 |
Page 18 |
Page 19 |
Page 20 |
Page 21 |
Page 22 |
Page 23 |
Page 24 |
Page 25 |
Page 26 |
Page 27 |
Page 28 |
Page 29 |
Page 30 |
Page 31 |
Page 32 |
Page 33 |
Page 34 |
Page 35 |
Page 36 |
Page 37 |
Page 38 |
Page 39 |
Page 40 |
Page 41 |
Page 42 |
Page 43 |
Page 44 |
Page 45 |
Page 46 |
Page 47 |
Page 48 |
Page 49 |
Page 50 |
Page 51 |
Page 52 |
Page 53 |
Page 54 |
Page 55 |
Page 56 |
Page 57 |
Page 58 |
Page 59 |
Page 60