Hardware review: 60beat Gamepad (iPad accessory)

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5 mins read

One of the regular complaints that we hear regarding the iPad and gaming is: “it needs physical buttons before it can be a real games playing machine!”

Notwithstanding the fact that anyone who spends more than a few hours with an iPad quickly realises that it doesn’t need physical buttons at all to provide some excellent gaming experiences, the lack of physical buttons has been a detriment that some people will never be able to get their heads around.

Luckily for them now there is a controller.

The 60beat Controller is a wired device that you plug into your iPad (it works with iPhone as well) headphone socket to experience games with all the comfort and glory of buttons. By plugging your headphones into the controller itself you don’t even need to compromise on the sound experience.

It’s a very workable setup, and to enable the controller, all you need to do is drop into the settings of a compatible game and flick a switch. Now, it must be said that as the device was built for indie developers to use at the moment the range of games that are compatible with the controller is small, and with the exception of The Bard’s Tale, none of them will exactly light up the iPad. I highly recommend that any indies that read this website update their games to be compatible with the controller, though – and I recommend 60beat get in touch with, say, Gameloft, because until the range of games and the number of high profile games that are compatible increases this will unfortunately be a good idea with a small following.

But, that said, the small range of games available represent a wide range of genres, and show that the 60beat controller can be versatile in application. On the RPG front there’s The Bard’s Tale and a couple of indie retro-styled RPGs. There’s a top-down dual stick zombie shooter, a 3D platformer, a space shooter and a couple of racing games.

The controller itself is fairly comfortable, and is an almost exact replica of the Sony Dual Shock controller, clickable thumbsticks and all. The hardware was never going to be as good quality as something from Sony, Nintendo or Microsoft – the thumbsticks are a little stiff, and the buttons a little soft – but the standard is high enough that it won’t cause problems in-game.

The connector cord to the iPad is long enough that you’ll be able to relax in a chair and comfortably set the iPad up on a table. It has to be said though that this is not a particularly portable device. It’s about the same size as a Dual Shock controller, and not a particularly rugged piece of kit. It’s not something you’ll use on the train or plane, but while that might make it sound like a pointless hardware add-on to the portable iPad, it does enhance the gaming experience when at home or in the local cafe.

This is a hardware review that is being scored based on potential more than current support. There’s a thin range of games that support the 60beat controller, and of those, only The Bard’s Tale has a high profile. But for the simple fact that if this takes off we’ll be able to play our favourite games on iPad with buttons, this is a project worth supporting.

I just have to wonder what the anti-Apple brigade will choose to attack next, once their “there’s no buttons” argument is invalidated?

– Matt S

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  • I think the use of the headphone jack is interesting, as I didn't think that would be possible for input from the controller, but I guess this proves otherwise!

    As for, "I just have to wonder what the anti-Apple brigade will choose to attack next, once their “there’s no buttons” argument is invalidated?"
    I think you kind of contradicted yourself before you wrote that though, just a bit, with the whole, "It’s not something you’ll use on the train or plane, but while that might make it sound like a pointless hardware add-on to the portable iPad…"

    If you're "gaming" at home, and needing a controller and only have an iPod, iPhone, or iPad, I guess this makes sense…but you validated the "there's not buttons" argument, with your very own sentence about this not being something that is portable and likely to be used out and about.

    Speaking of games on the iOS though, I did download Fortune Street, but still haven't given it a try yet.

  • Hi Coffee,

    I was mostly being a smartass with that last comment, because I get very tired of people who have spend no time playing the iPad, dismissing the device on the basis of it lacking buttons. 😛

    The short of the review is simple: it's a nice peripheral to have for when you want to play on the iPad with buttons. Not essential, but a nice option to have.

  • Well, you know what, without the 60beat Gamepad, there's still no BUTTONS (SarkMark here)! Apple still trying to force people to use an antiquated control method, and holding back true gaming experiences! Perhaps, just perhaps, if Apple wasn't hoarding all their cash…they would add buttons!
    *submits Apple to the tv show, "Hoarders"

  • Buttons would detract from the design of the Apple products, though, that are all about simplicity and elegance.

    It's a successful approach to take, obviously. While I would like for Apple to develop an "official" game controller, which ever developer would scramble to support, I do not want buttons cluttering up my iPad, thankyouverymuch.

  • "
    Buttons would detract from the design of the Apple products, though, that are all about simplicity and elegance."

    Haha. Detract? So says the volume buttons that were added, slide-pad phones, and the awesome Surface tablet from Microsoft. Keyboard, designed WITH the tablet.
    Elegance? When limiting game-play for bad design by choice, that is not elegance at all, because the only solution then is extra wires, and controllers, as mentioned here… 🙂

    "I do not want buttons cluttering up my iPad, thankyouverymuch" See…Surface. Elegance. Simplicity. All included in the package. Oh, and of course it will be better because it's from Microsoft (*wins by playing the ultimate fan card!)
    #sosaysdefenderofeverythingApplethecompanythathoardscashandcantdesignapropergamedevice

  • Don't get me started on the Surface Tablet. I can't think of a more unattractive piece of technology that's been produced in the past 10 years 😉

    Don't forget, the iPad is not designed as a gaming device. It's a generalist – does a little bit of everything. And then, if for some reason you want it to do something well, you can buy an accessory for it. Apple themselves don't need to waste development resources on that stuff, because everyone else does it for them. Apple still profits because Apple is one of the few that makes money on hardware.

    The iPad writes emails fine, but if you want to write a novel on it, there's a bluetooth keyboard for that.

    There's some music software programs, and they work fine, but if you want to get serious and make something commercial, there's compatible keyboards.

    Or you can buy a stylus if you want to do art on it, or you can buy scales if you want to use it as a fitness aid… the list goes on and on. The potential applications (and how far you can take those) is nearly limitless on the iPad. But then when you're out and about it's a simple, lightweight, elegant bit of kit.

    To put it another way – I use my computer for very, very little these days. The iPad is pretty much all I need.

    I know it's not cool or fashionable amongst gaming circles to like Apple, but whatever. I've never had a piece of technology more enjoyable to use, or as useful, as the various Apple products.

  • I think it's a cool idea because while some games handle great on the ipad without physical buttons, I've also seen quite a few that suffer from the lack of a true controller as well. However, as you pointed out, adoption is key and devs will want to make sure their games work on it – this strikes me as more appealing to action/fighting/platforming games than strategy or rpg ones.

  • Agreed – the touch screen is a far better input for strategy games, and control systems don't really matter much for RPGs – they're more stimulating on the imagination than what's happening on-screen.

    Koei can make a Warriors iPad game now ^_^

  • "
    Don't forget, the iPad is not designed as a gaming device. It's a generalist – does a little bit of everything. And then, if for some reason you want it to do something well, you can buy an accessory for it."
    Nickel and dime. Nickel and dime.

    "I know it's not cool or fashionable amongst gaming circles to like Apple, but whatever."
    Not sure what gaming circles you stick around, but most of the gamers I know, have either an iPhone, iPad, or iPod Touch that is used in some fashion for mobile gaming…

    As for, "Don't get me started on the Surface Tablet. I can't think of a more unattractive piece of technology that's been produced in the past 10 years ;)"
    I can, the overpriced Apple iPad! Nickel and dime. Nickel and dime. 🙂
    Let's not forget to mention Apple's "unlocked" iPhones that aren't really unlocked (this is speaking from recent experience, and why Apple is more like Nintendo with "region locking" with keeping certain abilities locked away).

    I do hope everybody reading knows I'm joking about most of this, in a sarcastic tune (except the "region locking" issue, that sucks).

    I actually came up with an iPod/iPhone accessory idea about 5 years ago, and I still haven't seen it hit the market yet. Kind of surprising to me.

  • haha, Coffee, agreed with you on the region locking thing – that is the one thing that annoys me about Apple.

    Also, you should Kickstarter your iPhone accessory idea – just patent it first or someone will rip you off (which has happened :()

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