
Neocrisis: Well, thanks to losing an important match where I almost beat this really good Zangief player (he had 25 wins in a row! Not on me though...) but ended up losing thanks to the d-pad register my down press as left, I was finally fed up. I came up with an extremely simple fix that mixes two d-pad mod techniques and gives you much better, precise controls in Super Street Fighter 2 Turbo HD and other XBLA games. Granted, the d-pad won't be perfect after this, but it'll feel more responsive.

A brutal reset, a smarter story, and a return to what made it great—Mortal Kombat (2011) revived the series.
15 years went by so fast. I remember playing through the story mode at launch.

The name "Hewson" carries a special weight for anyone who grew up during the golden age of British computing. As the son of Andrew Hewson—the man behind legendary publisher Hewson Consultants—Rob Hewson didn't just grow up playing video games; he learned to spell his name from their title screens. However, Rob didn't just rest on his family's 8-bit laurels. From leading major LEGO franchises at TT Games to tackling the high-stakes world of technical porting at Huey Games, Rob has carved out a unique path in an ever-evolving industry. In this candid interview Rob to discussed the burden and beauty of a family legacy, the technical "scar tissue" left by the ambitious Hydrophobia, and why porting a masterpiece like Inscryption to consoles is far more than a simple copy-paste job.
To celebrate Tomb Raider: Legend's 20th anniversary, the official channels have shared an early in-development gameplay demo.
Sounds good.Fighters are still a big deal and a good D-Pad is key
Why hasnt MS just widened the space themselves already?
The trouble with it is is that generally, you don't WANT the d-pad to function like an analogue control. I remember an article about how they'd "fixed" the problem by creating a limited edition controller or something with 32 possible directions rather than 16. That is not the problem.
In most games, the directions on the d-pad are assigned to different things entirely, as though they are buttons. On the PS3 d-pad, if you press up, you've pressed up and there's no ambiguity. The 360 controller's d-pad reminds me of a shoddy 3rd party PS1 controller I once bought - it doesn't work because the up/down/left/right should be seperated as _buttons_. Needless to say I've not bought a 3rd party controller since.
Even in fighting games, because of the combos you need to perform, you want to press a specific direction with no ambiguity. The exact problem, as is described here, is that it might recognise your "down" press as a down-left or even a left because the down and left buttons are not seperated.
http://www.instructables.co...
I applied this method to over 30 controllers from all 3 revisions and they all helped improve the 360 D-Pad by at least 70%. I recommend it.