I got my Steam Controller the day they were released and still use it. The stick has never drifted, though I also prefer to use the left pad for most “left stick” purposes. The real problem I’m having with the stick is that the rubbery coating on top is rubbing off, which is kind of gross and makes it harder than it should be to use it for an extended time. Good thing pads never drift! The rough texture of the pads has stayed remarkably well; no smooth and shiny spots.
Mine also has the usual things after almost a decade of use. The A button feels a little soft and the right trigger sounds a bit clangy. The body is plastic faces screwed together. It’s a tiny bit creaky but remarkably sturdy, with no flex spots other than the back keys, which are pressed with the flexible parts of the battery cover.
Overall, it’s lasted me a good long while and I expect it to go longer. I even bought a backup from someone after they were discontinued.
I recommend it, but in response to the first part of your comment, I guess it depends on what parts of Pokémon you dislike.
Mechanically, I see the combat as more matured and nuanced. Battles are almost always 2v2. It uses a board game-inspired system where you pay action points to use a move; you gain 2 each turn, plus a bonus one when you hit with type advantage. The type system has interesting interactions: advantaged moves apply status effects, which give you setups for comboing moves together, instead of nuking opponents with double damage. For example, lightning ⇒ earth turns the target into glass, then metal ⇒ glass spreads damaging shards onto the battlefield. The game cuts down the grinding as well, with your character gaining levels instead of your monster tapes, so you can get to using a new tape with no catch-up grind at all. Stickers are a powerful evolution of the move system. You can freely move stickers around and they can appear with rare mods, ARPG-style, that customize how the sticker works. As an equivalent of Pokémon abilities are passive stickers, which trigger with certain conditions, which let you “program” a tape. There’s also an impressively robust fusion system that comes with an interesting strategic tradeoff: you get bigger stats in a fusion with your partner but lose action economy.
The game’s plot is a fresh one that breaks the standard formula of creature collectors. There’s a side quest that makes a nod to the usual “gym leader series”, but the plot is focused on discovering the mysteries of the island you’re stuck on and finding a way home. There’s a memorable and surprising cast of characters and a clear anti-capitalist message (you fight vampire landlords). I like the worldbuilding, too. It avoids the usual uncomfortable questions surrounding creature collectors, like notably the whole capturing and fighting part — you record images of monsters to tape and transform into them instead.
I find the monster designs imaginative and distinct. The roster is must less focused on elemental animals and more on folklore and cryptids, which ties into the overall plot of the game. The boss designs are also really cool, but that’s a spoiler.
Also, there are mods.
There might be reasons you still won’t like Cassette Beasts. The combat is still turn-based. The post-game is pretty thin, though I suppose this update is expanding that. You have to collect crafting materials to trade with NPCs for stuff, but only a few materials are scarce enough to care about. The game is pretty easy on the default difficulty, but there are settings to make it harder.
Hell yeah, Steam Controller
I’m so hyped to listen to the new commentary.
It’s Linux native
They have mentioned before that they gave up on episodic development, which tacitly ditches Episode 3. The episodes ended up not being that much easier or faster to make and in a time when PC games in retail was still kind of relevant, it was a pain to make, distribute, and get shelf space for.
Look at all that endgame content!