Posts Tagged ‘racing wheel’

X BOX 360 Wireless Racing Wheel Review

Before we get intimate with the Xbox 360 Wireless Racing Wheel, let’s take a short jaunt down memory lane – back to when the console war was between the Xbox and the PS2, not the 360 and PS3…

Sony’s track record with the PSOne and first-to-market strategy with the PS2 placed the mega-electronics company in a good spot for the “next” gen. No one really gave the freshman effort from Microsoft a chance in light of its PS competition, but even with the cards stacked against it, this new-fangled Xbox would catch on, and dominate the PS2 in a number of categories.

In a side-by-side comparison of Sony’s and Microsoft’s offerings, the Xbox would win unanimously as a complete console. Sony had publishing power, so the PS2 had an advantage in terms of software SKU’s, but besides this, the Xbox was solidified as the hardcore gamer’s system, with power to spare, an integrated hard drive, and a glorious online network.

But there was one missing piece of Microsoft’s puzzle – miniscule in many gamer’s eyes – that still made multi-console owners pull out their PS2 in favor of the Xbox: Force Feedback. As trivial as it may sound, those that live and die for racing games know its importance to the motorsports experience. Couple the Xbox’s lack of force feedback support with Sony having its killer-app Grand Turismo in-house, and Microsoft was shown up big-time, even with the solid Project Gotham Racing floating about. The release of Forza Motorsport late in the Xbox’s cycle gave Microsoft its own racing killer application, but the cries of “no force feedback?” still prevailed.

The big black box is past its prime, as all eyes are diverted to the Xbox 360. And yes, force feedback has eluded even MS’ next-gen console. That is, until now. Finally, the sensation of true force feedback will be realized in the first-party peripheral known as the Xbox 360 Wireless Racing Wheel.

We learned from a secret source some years ago that MS’ lack of force feedback was based on a lack of licensing, and not the inability to program such code into the software, or the console’s lacking in some manner. This makes sense, as this technology was readily available years ago.

But all of that is in the past, as Xbox 360 gamers now have the chance to purchase a first party racing wheel with Microsoft’s first attempt at force-feedback encoding on the included special edition of PGR 3.

Can Microsoft’s wheel compete with Fanatec’s stellar peripheral (sans true feedback)? Is force feedback worth the five-plus year wait? Is Forza 2 ever coming out? I doubt if I can answer that last question, but let’s get to those first two parts…

Features

  • Real force feedback
  • Integrated lap mount
  • Detachable table mount
  • Slip-resistant foot pedals
  • Powered by the same wireless technology as the Xbox 360 wireless controller
  • Dual rumble motors that perform in full wireless mode
  • Play up to 20 hours wirelessly on a single battery pack charge
  • Professional racecar cockpit-inspired design

Pre-race

It’s not often that I get into packaging design when discussing a piece of hardware, but setting up the Xbox 360 Wireless Racing Wheel brought something interesting to my attention. The packaging of the Xbox 360 Wireless Racing Wheel is elegant. Confusing for sure, but just as well thought out as this hunk of plastic. You’ll need at least a small amount of spatial awareness to uncork the Xbox 360 Wireless Racing Wheel. Tetris skills can’t hurt either. But it really is a wonderfully (the green vertigo Xbox 360 logo shroud itself should hypnotize people into purchasing it) efficient design that deserves merit.

You’ll probably stumble upon the table mount unit and power supply once the actual wheel is broken free of its corrugated confines. And you won’t even have to study the wheel to know that the Xbox 360 Wireless Racing Wheel is of the highest quality. You know… that quality that only comes with first party pieces. Yep, I’m talking about the separate table clamp piece.

The table clamp isn’t the normal piece of crap thrown in with most wheels. This sturdy piece of ABS is actually formed from two halves that are – get this – screwed together. The mount even uses high-quality star-type fasteners that you will find on the Xbox 360 controllers. The table clamp uses a unique fastening system that features a large plastic screw stopper (like a C-clamp) and a quick-release handle. Once the mount is cranked down with the screw, the quick release handle flips up and grabs the table or suitable mounting surface with a bear-trap-like grip. Rubber pips on the underside of the table clamp help to keep the piece from sliding around when force is being fed to the unit. Of course, if you decide to use the Xbox 360 Wireless Racing Wheel with the integrated lap pad, then all of the engineering that has gone into the table clamp is a non-factor. But you’ll really want to use the Xbox 360 Wireless Racing Wheel with the table clamp if at all possible, as the security of the wheel dramatizes the feedback and rumble effect.

Now is a good time to check out the other components of the Xbox 360 Wireless Racing Wheel, besides the wheel and pedal set, as I’m all about saving the best for last (thanks for the inspiration V. Williams). The power supply is of top-notch quality. It includes a separate power cable (easily replaceable if need be), and the boxed transformer is designed to sit on the floor, which means no big chunk taking up your precious power strip real estate. You’ll also find what looks to be a regular phone cable (the cool kids call it an RJ-11) which connects the wheel and foot pedal unit together, and two AA batteries. Energizer – not the barely-alkaline pieces of dung that come with most electronics.

So, some of you may be wondering what all of these cables are about if the Xbox 360 Wireless Racing Wheel has the word “wireless” in its title. The “force” of force feedback needs the juice of a 110 outlet; not the power contained in two AA or a small ni-mh pack. If you could care less about feedback, then you can disconnect the power supply and game where you please, but the foot pedals will still be tethered to the wheel no matter what. The good news in all of this is that there are options for just about everybody. If you always game with force feedback, the unit will run off of AC power and there’s no need for batteries or a rechargeable pack. If you go wireless and choose to use a 360 Rechargeable Battery Pack, simply plugging in the AC adapter will charge the pack (and charging doesn’t interfere with force feedback). And if you just want to use the batteries, well, they’re Energizers, and they keep going, and going, and going ad infinitum.

Now let’s jump into the wheel and foot pedals. The wheel unit, not surprisingly, is as thoroughly engineered and constructed as the additional, aforementioned bits of the Xbox 360 Wireless Racing Wheel. The wheel itself is a mixture of soft rubber in the business areas and hard plastic in the squared-off bottom portion. The squared bottom is reminiscent of F1 cars, and is done primarily to afford more thigh clearance in a tight cockpit. In the Xbox 360 Wireless Racing Wheel’s case, the squarish bottom allows fat-femured gamers to use the wheel with the integrated lap mount. Typical paddle shifters have a nice throw and good feel, but are not micro-switched. You’ll also find the important controller functions at your fingertips, including the navigation button, a D-pad, the four face buttons, and start/back. Each of these buttons can be assigned to a different function if need be. The battery pack is so seamlessly integrated into the side of the wheel unit, that you’ll miss it if not looking for it. And the communicator slot is around where the ignition would be in a normal car, which is another reason to pick up the wireless headset.

The lap pad is curved to accept the contour of the thighs. A rubber pattern that looks like it was fashioned after a tire tread helps to keep movement to a minimum. If you forgo the lap dance and go straight to the happy ending also known as the table clamp, then you’ll need to angle the wheel toward you and line up the two studs on both pieces. Once you rock the wheel back it will lock into place with a positive click. To quickly release the wheel, just press the bottom on the front of the clamp that was designed to look like a hood release switch (another nifty design touch).

The foot pedal unit is another highly stylized piece of the Xbox 360 Wireless Racing Wheel, featuring a large white plastic loop/foot rest surrounding a gray mounting ledge. Erupting from the gray base is an accelerator and brake that have surface pips to aid in traction, while at the same time mimicking the race car look. The accelerator has harder plastic pips and a brushed aluminum look, although I’m convinced that the piece is all plastic. The brake is outfitted with a slightly easier-to-grip material, and is finished in matte black. Both pedals feel like they require the exact same force to throw (I would have preferred a stiffer brake pedal), but the accelerator features a greater range of motion (as it should). The bottom of the pedal unit has larger rubber discs to help keep it planted. You’ll also find the receptacle for the RJ-11 wire and a means of routing it inconspicuously out of the tail end.

On the grid

Setting up the Xbox 360 Wireless Racing Wheel is fairly simple, and the existence of drivers built right into the PGR 3 disc makes it about as quick as any other peripheral installation. After the RJ-11 cable is connected, you can either connect the power supply to the back of the wheel or load it up with the AA batteries for wireless play. You can also throw in a rechargeable battery pack (not included) and charge it with the AC cable, or use a charged unit for wireless play.

A tap of the guide button powers up the Xbox 360 Wireless Racing Wheel, as evidenced by a glowing green Ring of Light and a left/right twitch of the wheel. Wirelessly connecting the wheel is the same process as a controller; just tap the connect button on the Xbox 360, and then on the Xbox 360 Wireless Racing Wheel (located next to the Communicator receptacle). A free quadrant will light up and is indicated on the 360 as well as on the hub of the Xbox 360 Wireless Racing Wheel. Up to four Xbox 360 Wireless Racing Wheel’s can be connected wirelessly to an Xbox 360 at once, which equals local, multiplayer mayhem for those titles which support it.

Seat time

Since there’s no Forza 2 to be had at the moment (sniffle), my logical test disc was the force feedback-enabled PGR 3 that comes with the Xbox 360 Wireless Racing Wheel. Those that have played PGR 3 with the Madcatz wheel know that it is no easy task. Without any in-game setup, the wheel is all but useless in the behind-the-car views, making “over” steer an “under” statement. The Xbox 360 Wireless Racing Wheel does about the exact same thing when the power supply is not connected. The somewhat loose-feeling wheel and lack of dead zone in PGR 3 will cause nearly any car in the game to get loose in a hurry. The pedals bank is good, and stays well planted, but again, I think the software is the limitation to the overall feel. The brake pedal is just way too sensitive, and with no way to adjust it, you’ll have to be quite dainty with your left foot.

The good news here is that if you aren’t playing with force feedback, you’ll have the ability to play up to thirty feet from your Xbox 360. The wireless technology in the Xbox 360 Wireless Racing Wheel is flawless and lightning quick, and there’s a good chance that you’ll forget within minutes that you are transmitting FCC-approved waves with every input.

Plug the Xbox 360 Wireless Racing Wheel in and things change, and in some ways drastically. You’ll immediately notice that the wheel is now under a slight but constant tension. Now crank the wheel in one direction, and it will snap back rather quickly to center. In fact, you can turn the wheel through its entire left/right range of motion and the force feedback will right the ship. Jump into the same event in PGR 3 and suddenly you feel like Mario Andretti in the Lola heydays. The force feedback is solidly programmed, and really changes one’s ability to control the car. The more natural feeling of the wheel fighting your every move makes car control, or in the name of Kudos, controlled chaos nearly intuitive if you possess a valid driver’s license. Yeah, the brake pedal is still way too touchy, but I’m sure set-up options for brake pressure and the like will be installed in the code by the time PGR 4 arrives. With the Xbox 360 Wireless Racing Wheel’s force feedback on and PGR 3 in the tray, driving is now like riding a bike, but not for the first time.

Need for Speed Carbon, the only other game that fully supports force feedback right now, is a different animal than PGR 3. Surprisingly, the cars control quite well with force feedback deactivated, and poorly with it enabled. Again, this all comes down to the programming. The force feedback programming in Carbon is nearly nonexistent, but the rumble is put to good use (which is the opposite of PGR 3, which has little rumble). Personally, I’d play Carbon with the Xbox 360 Wireless Racing Wheel unplugged, which doesn’t help me justify the unit’s $150 price tag much. Hopefully the soon-to-be-released Test Drive Unlimited and Forza 2 will have setup options or a better grasp of how cars are supposed to feel when the wheel is turned and the brake is applied.

The Bottom Line

With features like first-party quality, wireless connectivity, and true force feedback, the Xbox 360 Wireless Racing Wheel is tough to beat, with a catch. The catch is that any wheel peripheral without adjustable settings (a la Fanatec Speedster) is only as good as the software being used with it. PGR 3 is quite impressive when powered up, but unplug the Xbox 360 Wireless Racing Wheel for wireless functionality and you might as well play it with a controller. Strangely, the opposite holds true for Need for Speed Carbon.

Let’s keep our fingers crossed for Forza 2, as this seems to be the main application for which the Xbox 360 Wireless Racing Wheel was designed. I’m also curious what Codemasters will bring to market, and what Bizarre has up their sleeves. But as it stands, I consider the Xbox 360 Wireless Racing Wheel like an undervalued stock with the chance to blossom if the conditions are right. Investing in the Xbox 360 Wireless Racing Wheel now can’t hurt

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