Heck, even converting analog input from MIDI controller based game ports under DOS is easy.Īny kind of hedging or excuse making for why other controllers aren't supported is a load of bullsh*t. Even prior to DirectInput being a core part of DirectX (what around DX 4 or 5), reading in X/Y-axis inputs and buttons was a simple task. Supporting one joystick and buttons or another is a trivial task, at least in the Windows world. The ability for the community to tweak the controller configuration
#XCOM 2 PC KEYBOARD FULL#
Thus, adding a native configuration that maps XCOM 2's controls to the Steam Controller's touchpads was probably easier than hard-coding full support for traditional joysticks and buttons. I realize we are in the sunset portion of the PC exclusive era, and the noontime of the console port era so it's not unexpected that people have forgotten how restricting designing for a controller can be when compared to keyboard and mouse combo, but nevertheless it is. Not having seen the game's UI yet, but from reading the article it seemed as if the justification was the UI wasn't designed for a controller but a mouse and keyboard.Īnd to me that seems a "very good justification". X-COM:EU was not a PC exclusive, it didn't have the choice to not support controllers. If 1 was designed for controller play, I expect 2 to be as well. So, on the one hand, fair that this wouldn't be a priority.īut on the other hand, absent a very good justification, I expect to be able to play a sequel in the same matter as the original. Everything I could think of was either a console port or had a console port. I was trying to think of an example of a PC-exclusive game with robust controller support, and drawing a blank.