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A GameCube Controller on the Nintendo Switch 2? Meet Abxylute’s Deck-style Joy-Con Alternatives

When the Nintendo Switch 2 arrived in June 2025 at $449.99, it came with a 7.9-inch display, a faster processor, and a Joy-Con that doubles as a mouse. What it didn’t come with was a comfortable way to hold it for long sessions. The handheld form factor has always been a compromise between portability and ergonomics, and for players who log serious hours, that compromise starts showing up as wrist fatigue, awkward thumb angles, and a nagging wish for something with a proper grip. The accessory market has tried to fill that space for years, with results ranging from decent to deeply uninspiring.

Abxylute’s answer comes in two forms: the N6 and the N9C, both deck-style controllers purpose-built for Switch 2 play. The N6 wraps the console in a full-size ergonomic grip with Hall-effect joysticks, native 9-axis motion control, a dedicated C Button for GameChat, and adjustable vibration levels the player can cycle through without leaving a session. The N9C leans into personality, drawing from GameCube design DNA with mechanical buttons, trigger switches, and a capacitive joystick system paired with swappable gates.

Designer: Abxylute

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Joy-Cons were engineered for flexibility: detachable, shareable, usable solo or in pairs, functional as individual controllers for two-player sessions on a single console. That versatility comes at the cost of ergonomics, because a controller small enough to slide into a rail and function independently will never offer the grip depth, trigger travel, or palm support of something purpose-built for extended solo play. The N6 and N9C abandon that modularity entirely in favor of doing one thing exceptionally well, which is making handheld Switch 2 sessions feel like you’re holding a full-size controller instead of a tablet with thumbsticks glued to the sides. The tactile feedback is immediate and familiar, the kind of responsiveness you get from hardware designed around sustained single-player sessions rather than multi-function compromise. Both controllers connect via wired USB-C, skipping wireless pairing lag entirely, because when the target is solo handheld performance, eliminating variables takes priority over flexibility.

The N6’s open-top design is the first thing people will argue about online, and they’ll mostly be wrong. The Switch 2 stands over 11 cm tall, and a fully enclosed grip pushes that height further, putting your palms in the kind of awkward hover position that builds exactly the fatigue you were trying to avoid. Abxylute held the grip height at 8.5 cm, matching full-size controller proportions, so your palms have something to rest against rather than squeeze. The 7-inch grip width sits narrower than the console body deliberately, keeping your hands at a natural, relaxed spread instead of forcing them wide across a bulky frame. The physics of holding something for two hours straight are pretty straightforward, and this design reads those physics correctly.

Hall-effect joysticks solve a specific, measurable problem that standard potentiometer sticks fundamentally cannot. Potentiometer sticks use resistive contact that physically degrades over repeated use, which is why drift rates climb after a year or two of regular play. Hall-effect reads joystick position magnetically, with zero physical contact between moving components, and the N6 bumps the stick travel angle to 23 degrees compared to 18 degrees on Joy-Con, giving your thumbs more range for fine-grained inputs. A POM anti-wear ring around each stick handles mechanical stability without adding stiffness or noise to the movement. It’s a small detail, but the kind that separates purpose-built hardware from a generic controller with a different shell. On a device you use daily, that engineering choice compounds in your favor in a way that contact-based sticks simply never will.

Inputs across the N6 break down by material type, and the distinctions matter. ABXY buttons use conductive rubber for cushioned presses that reduce finger fatigue; the D-pad uses tactile switches for sharper directional accuracy; shoulder buttons deliver tactile clicks for faster responses in action-heavy play; and the linear digital triggers provide a genuine 0-100% input range rather than binary on/off clicks. That trigger range matters considerably in racing games and anything relying on gradual pressure inputs. Vibration adjusts at four levels, 0%, 40%, 70%, and 100%, switchable via button combo directly on the controller, bypassing the game-by-game settings adjustment that the Pro Controller requires. The grip’s internal structure forms a resonance chamber that redirects the Switch 2’s speakers forward and reinforces bass by around 10%, which you’ll register in a quiet room as fuller, punchier audio than bare Joy-Cons produce.

The N9C is doing something more niche and, honestly, more interesting. Where the N6 chases Pro Controller parity, the N9C chases the GameCube controller’s specific feel, complete with a centered A button and asymmetric face layout, rebuilt for a modern console using mechanical micro-switches and ALPS tactile shoulder buttons. Capacitive joysticks sidestep magnetic interference entirely, and the swappable 8-way and circular gate rings mean you can dial in a tight directional gate for fighters and swap to a smooth circular gate for platformers. A built-in battery hatch holds two replaceable batteries that reverse-charge the Switch 2 directly during play. Most grips on the market ignore battery life almost entirely, and a reverse charge system that powers the Switch 2 directly from the controller is a differentiator almost nothing else in this category offers.

The N9C carries four programmable rear buttons, two per side compared to the N6’s one per side, and each supports the same macro-recording system that chains directional inputs and actions into a single trigger. Switch 2 system-level button remapping works natively, requiring no third-party software, so a custom layout travels across every game without reconfiguring anything. An integrated rear stand sets the N9C apart from virtually every grip in this category, giving the Switch 2 a propped tabletop angle without relying on the console’s own kickstand. The primary connection is wired USB-C for ultra-low latency, with BLE available for configuration only, keeping the input chain clean during actual play. Every N9C ships with both C-stick and ring-style joystick caps in the box, so players can dial in the stick feel before the packaging hits the trash.

Mass production kicked off in March 2026, with shipping expected between April and June. Super Early Bird pricing runs $79 for the N6 (retail $110) and $89 for the N9C (retail $120), with a bundle sitting at $159. Nintendo’s own Pro Controller for Switch 2 retails at $79.99 and carries none of the Hall-effect sticks, programmable back buttons, or turbo functionality. Abxylute has shipped over 120,000 units across more than 20 projects to 100,000-plus customers, so the production infrastructure exists. What they’re solving for is specific: handheld Switch 2 play that performs at Pro Controller level without forcing players to accept the Joy-Con’s ergonomic ceiling as permanent.

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The post A GameCube Controller on the Nintendo Switch 2? Meet Abxylute’s Deck-style Joy-Con Alternatives first appeared on Yanko Design.

This Wireless Mouse Splits in Half to Reveal a Hidden Game Controller

Most people who game on a PC own two things that do roughly the same job at different times: a mouse for the desk and a gamepad for the couch. They live side by side, occasionally getting in each other’s way, and neither one is going anywhere. Pixelpaw Labs, a hardware startup from Bangalore, India, thinks that arrangement is wasteful and has built something to prove it.

The Phase is a wireless mouse that physically separates down the middle into two independent halves. Snapped together, it sits on a desk and works like a normal mouse. Pull it apart, and each half reveals a joystick, triggers, a D-pad on the left side, and face buttons on the right, a split gamepad that was hiding in plain sight the whole time.

Designer: Pixelpaw Labs

That missing scroll wheel is not an oversight. Fitting a traditional wheel in the center of the body would have made the split mechanism impossible, so Pixelpaw replaced it with a capacitive touch strip along the top of the left button. Flicking a finger across it scrolls through documents and web pages, with a glide feature that lets the momentum coast rather than stop abruptly. It’s a trade-off that works around a real geometric constraint.

As a mouse, the Phase is competitive on paper. A 16,000 DPI optical sensor pairs with a 1,000 Hz polling rate when connected via the included 2.4 GHz USB dongle. Bluetooth LE is available for convenience and multi-device pairing across up to three devices, though the polling rate drops to 125 Hz in that mode, a gap that matters in fast-paced PC games.

Up to 18 customizable buttons are mappable through the Pixelplay companion app, and a Layer button doubles each button’s function capacity without adding physical complexity. Battery life is rated at 72 hours per charge over USB-C, which is more than enough to outlast dedicated gaming sessions on either side of its personality.

The controller halves use mechanical tactile switches, which is more than most mobile gaming clip-ons bother with. Pixelpaw also has an accessory called the Phasegrip, a bracket that holds the two separated halves apart with a smartphone mounted in the center, turning the setup into a handheld console for mobile gaming. The Phase works across PC, Android, iOS, iPadOS, and ChromeOS, so switching between devices doesn’t require swapping hardware.

Everything shown so far is pre-production, and the company has been upfront that the final surface finish will differ. That’s a meaningful caveat for a product whose physical fit and feel will determine whether the concept actually holds up. Whether they’ll be able to deliver this Holy Grail of PC gaming, however, is the real question that can only be answered in time.

The post This Wireless Mouse Splits in Half to Reveal a Hidden Game Controller first appeared on Yanko Design.

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