Machine – Gaming Master https://gaming.vmondeika.com Get daily gaming updates with us Wed, 03 Jun 2026 07:35:52 +0000 en-US hourly 1 https://wordpress.org/?v=7.0.1 Steam Controller review: even without a Steam Machine mate, this is a smartly crafted gamepad that puts PCs first https://gaming.vmondeika.com/steam-controller-review-even-without-a-steam-machine-mate-this-is-a-smartly-crafted-gamepad-that-puts-pcs-first/ https://gaming.vmondeika.com/steam-controller-review-even-without-a-steam-machine-mate-this-is-a-smartly-crafted-gamepad-that-puts-pcs-first/#respond Wed, 03 Jun 2026 07:35:52 +0000 https://gaming.vmondeika.com/steam-controller-review-even-without-a-steam-machine-mate-this-is-a-smartly-crafted-gamepad-that-puts-pcs-first/

Well, one out of three ain’t bad. The second-generation Steam Controller is upon us, the sole survivor of Valve’s delays on its RAM-troubled new hardware. “Go on without us,” the Steam Machine and Steam Frame VR headset presumably whispered to a reluctant Controller, which could only blink back tears of thumbstick lubricant as both were buried under the pile of money that it now takes to buy two DDR5 sticks.

Still! You don’t need a Steam Machine, or indeed any SteamOS device, to have a good button-bashing time with the Steam Controller. It’s a comfortable and highly functional pad that’s much more accessible than the owl-faced 2015 original, while managing to feel even more like a focused, specialist PC tool for traditional Windows rigs.

You still get dual trackpads and some back buttons, but the addition of a D-pad and a second thumbstick instantly makes this a more inviting Steam Controller for those who’ve only ever stuck to conventional peripherals. Or, are familiar with the Steam Deck and Steam Deck OLED, from which the Steam Controller initially appears to have lifted most of its inputs.

Inside, however, are upgrades, and tangible ones. The D-pad is firmer and more stable than either of the handhelds’, while the thumbsticks improve on the Deck OLED’s with TMR (Tunneling Magnetoresistance) mechanisms that promise Hall Effect-style stick drift protection and, should you make it so with settings changes, a significantly shrunken deadzone. The result: a heightened, some might even say twitchy, degree of responsiveness. The original Controller’s loud haptic motors have also been replaced with subtler ones for the trackpads, while each grip includes a beefier motor for general rumbling.


A closeup of the right joystick on the new Steam Controller.
Image credit: Rock Paper Shotgun

It’s a lot of stuff to cram into a controller, even one as visually weird as this. Yet it’s not bloated, or misshapen. If anything, it’s much, much easier to use than it looks. Nothing so far has caused me fatigue or discomfort: not hours of robot hacking in Pragmata, not a dangerously overconfident return to Hollow Knight: Silksong, not a deep Hades II run, and not the near-constant accelerator abuse of Screamer races. Even the relatively closely-spaced, almost cross-eyed stick placement can be acclimatised to in moments, and the whole thing is much lighter than you’d expect from something with so many goddamn buttons.

Maybe, mind, it might be a little too light? The Steam Controller doesn’t achieve, or even really seek, the elevated sense of substantial comfort and mechanical precision that a truly premium gamepad – like the Xbox Elite Wireless or Razer’s Wolverine V3 Pro – deals in. It’s almost all simple, matte plastic, with functional but not especially advanced-feeling shoulder buttons and triggers. The four rear buttons, while a generous addition to the input count (and astutely placed for easy pressing), also feel slightly hollow.

Vibrational feedback could still be more refined, too. The new motors work well most of the time – with varying levels of intensity when, say, driving over different terrain Forza Horizon 5 – but in Silksong, I’d sometimes hear a small high-pitched ping sound ring out from between my hands, as if one of the motors caught a finger in a deckchair hinge.


A 2026 Steam Controller laying face-down next to a TV.
Image credit: Rock Paper Shotgun

More generally, though, you could never say the Steam Controller is a corner-cutter. There’s plenty else for those who seek the tactile pleasures: the thumbsticks, for instance, are grippy, solid, and responsive, even if you never bother to tighten the deadzones. The D-pad genuinely does feel sharper and springier than that of the Steam Deck OLED, and while the main vibrate-o-matics aren’t perfect, the trackpads still hum with a satisfying haptic buzz as you drag a thumb over them.

Thus, when used as an utterly orthodox, thumbsticks ‘n’ face buttons controller, Valve’s new model performs admirably, with further frictions avoided through its long wireless range and a battery life that will comfortably see you through days of heavy use – or weeks of lighter prodding. On that alone, the Steam Controller is a decent gamepad. What makes it a good one, if not great, is how enthusiastically it embraces its home platform. It is not a console controller being made to work on PC: it is a PC controller. For PCs.

You can see this quality in how the Steam Controller enables the PC tenets of openness and flexibility. If the original Steam Controller was too focused on trackpads, and traditional gamepads only offer console-style inputs, this new model earnestly wants to do a good job with both, hence the combination of smooth sticks and those tightly engineered, haptic-backed pads. To be upfront, I don’t personally click with the latter for FPS aiming or 3D camera control – my attempts to learn always end with a defeated return to the right thumbstick – but I don’t see how they’d come up short for those who do. Each square is big enough for reasonably enthusiastic thumb movements, and the downwards click action (also haptic, rather than mechanical) actually achieves the pleasant crispness that the rear and shoulder buttons lack. And even a pad pleb like me could get to grips with them in games that usually want a mouse for cursor control, rather than camera movement; popular MOBA and leading Dunning-Kruger simulator Dota 2 is surprisingly playable on the Steam Controller, at least once you apply one of the community-made input layouts through Steam’s controller settings menu. Oh hey, that’s more PC openness right there.


A Steam Controller being played, thumbs using both the joysticks and trackpads.
Image credit: Rock Paper Shotgun

The oft-overlooked third option, gyro controls, has also never been better represented than on the Steam Controller. Again, this isn’t my jam, despite my envy of those who can harness its potential. But gyroscope accuracy appears dead-on, and the customisation options run off the page. The chief upgrade: capacitive “Grip Sense” sensors in both the left and right grips, removing the need to hold down a button or rest a thumb on a stick to activate those swooshing motion inputs. And as much as I suck, I still enjoyed trying these sensors out. Freeing up a thumb makes perfect sense for a control scheme where you’re waving the gamepad around, likely shifting it around in your grip, and the sensation of only holding one edge of the Steam Controller to jerk my aim around in Team Fortress 2 is the closest I’ve come to having that ‘extension of the body’ feel of virtual reality recreated on a desktop monitor. These sensors can still serve even if you never try gyro controls, too – Steam treats them as inputs that can be freely rebound like any button or trigger.

The new Steam Controller is also unusually well-readied to handle PC usage outside of playing games. I’m sure you can sort-of replicate this on other controllers with apps and settings tweaks, but out of the box, the Steam Controller immediately seems to know its way around Windows, let alone the SteamOS cube it was supposed to launch with. The right trackpad is a capable cursor pusher. The left pad scrolls through web pages. The shoulder buttons make left- and right-clicks. Nudging the left thumbstick seeks through YouTube videos. On no other controller have I found it so effortless to cock up seven successive Savage Beastfly attempts before quitting, firing up Chrome, and skipping back through old William Osman videos to calm down, not once having to switch to a mouse in the process.


A Steam Controller and docked Steam Deck running Hollow Knight: Silksong on a TV.
Image credit: Rock Paper Shotgun

This is important, even if you beat Savage Beastfly ages ago. The Steam Controller might be an exceptionally fitting PC gamepad, but it will still need to operate outside the most common setup of a chair and a desk. Whether you’re saving for a Steam Machine, already have a little living room PC of your own, or occasionally dock up a Steam Deck to your TV, it also needs to accommodate those sofa situations where a mouse and keyboard aren’t to hand. A built-in keeb is one thing the Steam Controller doesn’t make room for, but when what’s on-screen isn’t geared specifically for gamepads (as, say, Steam Big Picture Mode is), its trackpads and mouse-aping abilities can easily handle navigation.

The only catch behind all this versatility is that the Steam Controller relies heavily on the Steam Input software layer, which can cause weirdness outside of Valve’s ecosystem. Try to play a game through the Epic Games Launcher, or Battle.net, and it won’t actually recognise the Steam Controller as a controller – it’ll think you’re still using a mouse and keyboard, so short of some creative rebinding, most buttons simply won’t work. The answer is to reroute these games to launch via Steam, using the app’s Add a Non-Steam Game function, upon which they’ll gain the powers of Steam Input at the cost of dragging you even deeper into Valve dependence. This also won’t work, period, with the more locked-down games of Microsoft’s Xbox app, including Game Pass games; perhaps a rare example of a controller joining a boycott.


A rear view of the 2026 Steam Controller with its charging puck magnetically attached.
Image credit: Rock Paper Shotgun

If that isn’t a dealbreaker, then it’s hard to find something else that could be. The Steam Controller Mk.II is far easier to use than the original, and for every blemish that remains, it exhibits three or four little triumphs of function and design – many of them unique to this one gamepad. I haven’t even mentioned what might be my overall favourite quirk: how the wired charging puck magnetically jumps onto the Controller’s rear contacts when you wave the latter over it, clinging in place and refuelling the battery without ever having to manually insert a wire into a port.

I have decided that this is how all controllers should recharge from here on, and will quietly judge any future competitors that fail to adequately copy it. Which could be many, as it’s no big stretch to imagine waves of Windows-focused, overtly PC-first gamepads following this one, just as the Steam Deck sparked a rush of rival handhelds. Unfortunately, for any trackpadded copycats in the works, there’ll always be that shrugging, doubtful retort: “Yeah, but the Steam Controller did it first.”

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Who is Viktor, the Machine Herald, from Arcane? https://gaming.vmondeika.com/who-is-viktor-the-machine-herald-from-arcane/ https://gaming.vmondeika.com/who-is-viktor-the-machine-herald-from-arcane/#respond Tue, 02 Jun 2026 07:30:34 +0000 https://gaming.vmondeika.com/who-is-viktor-the-machine-herald-from-arcane/

Is Viktor from Arcane the same one from League of Legends? Here is everything we know about him from the animated series.

WARNING: The article contains spoilers from Arcane Season 2!

Viktor from Arcane – Everything we know about him

Viktor was born and raised in the slums of Zaun, the lower portion of Piltover coated in the toxic smog known as the “Zaun Grey”. As for how old is Viktor in Arcane, he’s first seen as his late teens or early 20s. Arcane’s timeline is set as the origin story for the characters that can be found in League of Legends. This means Viktor is likely a decade (or more) older than when he appears on Arcane.

In the game, Viktor is already a hard believer of the Hextech technology, as his body is basically in full augment form. In season 1 in Arcane, however, he just seems to have started exploring his journey with the Hextech augments.

Image Credits | Riot Games

Viktor was first introduced when Jayce was investigating the break-in done by Powder, Violet, and their gang. Being an assistant and researcher from Piltover, he slowly started getting more into the Hextech research Jayce was working on, which ultimately helped him make a breakthrough. His love for it become so big that it pushed him to break the rules. Driven by the ambition of finding the secrets behind Hextech, Viktor ended up damaging his health and collapsing at work but was unable to learn more about the interaction between biological matter and technology.

Having defied the Dean of the Piltover Academy, Heimerdinger, earlier on, and threatened by him to destroy the Hextech Core, Viktor ends up turning to Singed, the mad scientist rejected by Piltover.

Image Credits | Netflix

Why is Viktor sick in Arcane? What disease does he have?

Viktor suffers from a disease that has plagued him since childhood. While the show doesn’t name the illness, it appears to make his body more and more weaker, making him reliant on Hextech augments to keep functioning. He’s desperate to find a cure for it, which fueled his obsession with technology.

Does Viktor die in Arcane?

Viktor’s experiments led to him becoming a Hexcore hybrid being, which is why his friend and colleague Jayce (sworn to destroy the Hexcore) killed him in the final moments of Arcane season 2 Act 2. He survived that attack, but after the clash with Jayce in the season finale, it remains a mystery if they both died. There’s a theory that suggests that Jayce and Viktor were sent to another timeline, but it remains for us to wait and see.

Ekko vs Viktor fight

Viktor vs Ekko fight (Image credit: Arcane)

How tall is Viktor in Arcane?

Viktor stands around 5’9″ (175 cm) in Arcane. However, his posture and bad health often make him appear shorter.

Who voices Viktor in Arcane?

Viktor’s voice in Arcane is Harry Lloyd, an English actor known for his role as Viserys Targaryen in Game of Thrones.

Is Viktor a villain in Arcane?

In Arcane, Viktor is portrayed as an ambitious but well-meaning scientist who wants to improve lives through technology. However, his choices push him further into moral ambiguity. The show followed his in-game lore, so we see Viktor and Jayce’s partnership collapsing, turning them into bitter enemies, which led Viktor becoming the perfect villain in future episodes.

Healing the sick - Arcane season 2

Viktor heals the sick, season 2 episode 2 (Image credit: Arcane)

What was Viktor trying to do in Arcane?

Viktor’s primary goal in Arcane was to harness Hextech to revolutionize medicine and technology. He believed that integrating magic with machinery could cure diseases, including his own. Viktor is dedicated to helping the people of the Undercity, but when his body grows worse and he believes that he might be forgotten in the passage of time, he uses Shimmer to enhance his body’s strength to test his connection with the Hexcore to try and enhance his lifespan. But once his assistant Sky Young dies, he gains an immense sense of guilt since he is the reason she had died.

The Glorious Evolution

(Image credit: Arcane)

After his death, and once revived by the Hexcore and Jayce, he becomes a saint-like figure in the undercity with a constant calmness over his actions. Later on, when he his killed by Jayce, he wants to unite everyone under a “Glorious Evolution”.

What does Viktor become in Arcane?

When Viktor emerges from the Hexcore cocoon, his body is transformed into a machine-like form. The Hextech combined the mechanical properties with Viktor’s orgranic material, slowly making him become the Machine Herald.

Viktor in League of Legends

Viktor out of the Hextech cocoon, becoming the Machine Herald

Becoming the Machine Herald (Image credit: Arcane)

First released in December 2011, Viktor has been a constant presence in the game. Usually played as a mid lane mage, he has been a popular champion in both normal and professional play.

In the game, Vitkor is wielding the Hex Core, the crystal that empowers his abilities. While it used to be an item that would upgrade upon hitting certain milestones, the Hex Core is now part of his passive ability.

According to Viktor’s lore,  he “defeated Jayce and stole a powerful arcane crystal to power his creations. Jayce later created the Mercury Hammer and counter-assaulted Viktor’s lab.” We might be able to see such a scenario later in the series, as Viktor and Jayce are set to go from being allies to each other’s greatest enemies. Having said that, it’s not certain that we will be able to see it happening in the upcoming Arcane season 2.

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