![]() ![]() If you believe in function over fashion, this sort of setup could last you a transcontinental flight and beyond. By that time, your setup would start to look a bit surgical, with wires and hard plastics popping out in different directions, but it's not obstructive. If you're really worried, you can even charge your phone via a charge-through USB-C input on the controller. As usual, it appeared to be the games that were so taxing on phone battery life, but if the controller exacerbated this drainage at all, it was so minimal I didn't notice. The controller is stated to use less battery than a pair of headphones and that seemed about right in my time with it. ![]() I didn't quite realize this tech was already here, and now I find myself excited to play games on my phone for the first time in my life. The entire experience has really been eye-opening. The wire is meant to cut down on latency, and while I can't compare it to a wireless counterpart, I can say I streamed PS4 games to my phone all week with very few problems. The cord is just the right length to allow iPad use without getting in the way when you're playing instead on your docked iPhone. The Rotor Riot controller is not wireless, but that wasn't an issue in my time. In any case, you'll need to be plugged directly into the phone. ![]() The stand is, of course, optional, and it could work just fine on a table or propped up against a book or something else if you prefer, but the stand really suits gaming on the go, like on a bus, train, or plane. Even my six-year-old son got a lot of playtime out of it and never complained of the weight of the complete contraption. Once you get used to the weight of the phone sitting above the controller like a top-heavy Switch, it's not awkward. The part that closes around your phone is very tight, as it should be, and when I tested trying to get it to fall out, it never did, even with several good shakes. Despite the Rotor Riot's supposed zero gravity design of the stand, it's a feeling that, while not uncomfortable, isn't nonexistent either. The weight of a newer iPhone like my 8s Plus does take some getting used to. Those touted clickable joysticks feel great, the size of the controller is nearly identical to that which it's trying to mimic, and it all just feels comfortably familiar.Īs for the phone holder, I've had no issues during my extended use of the device. Overall, though, it's more than a decent imitation with reliable, responsive buttons in all ways but one. Suffice it to say, the Rotor Riot's D-pad feels less than elite. Though unlike the version pictured above, my review model has the eight-way lattice design of the Elite Controller for Xbox. Every button responds well and without issue, but the D-pad feels loose and clunky, reminiscent of the Xbox 360's D-pad. Instead, it's a really good imitation, but it lacks the sturdiness Microsoft's product provides. That's not to say the form factor is quite as strong here. ![]() The Rotor Riot even sports the 元/R3 clickable thumbsticks, which the company says makes it the first MFi controller to do so.Ĭombining that with the same face buttons (albeit with a slightly different color scheme), the same off-center thumbsticks and middle D-pad, and the same trigger and bumper buttons, the Rotor Riot will feel right familiar for anyone who has used an Xbox controller before. Considering I think that's the best form factor on the market, that seems like a wise decision. The Rotor Riot controller takes all of its design cues from the Xbox One controller. However, the second half of the year is about to be a lot different thanks to the Rotor Riot Made for iPhone (MFi) Gamepad. Last year I played hundreds of hours of video games and probably not even five of them were on phones and tablets - and it's mainly because of touch controls. I know many developers play to the strengths of the platform and millions around the world are hooked on all sorts of games for the platform. I'm not one to say mobile games are all bad. ![]()
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