Right from the word go any game supporting Force Feedback using
DirectInput 5.0 via DX5.0 and thus the Force Feedback API will
transform the way you've previously experienced gameplay. Start
your engines and the stick vibrates to the chugging- great. Fire a
missile and the stick kicks back- cool. Smack into a wall and the
stick bolts back- even better. Then fire a round of cannons and the
stick simulates Road Worker drilling- fantastic. In fact there are to
many pre-programmed reactions of the stick that you will be
mightily impressed and every time you play a game you will
experience a rather unique experience. After you've gotten past the
'gimmick' type thoughts in your mind and actually get around to
playing games with the aid of a Force Feedback then you'll not
want to let go. Literally once bitten forever smitten. The only trouble
is that all your favourite games as yet or indeed won't necessarily
support the Force Feedback- not so cool. A game HAS to
programmed with the DirectInput 5.0 code to support the Force
Feedback- so get out there and start hassling games developers! In
my opinion games that can indeed benefit from Force Feedback
implementation will do so. I've seen it with my own eyes at ECTS or
at the offices of numerous games developers themselves.
As you'd expect with Microsoft the Force Feedback comes with its
own easy to use drivers and setup software commonly known as
SideWinder Game Device Software 2.0 for you windows control
panel allowing you to easily interchange between different joystick
drivers. More importantly though, the SideWinder Profile Activator
keeps tabs of all your various games profiles or of course you can
choose which of the profiles you want for a particular game. The
editor is also easy to use allowing you to create you own
personalised profiles for games that the support the Force
Feedback allowing for button mapping profiles for the 3D Pro, game
pad and Precision Pro (the new non-force feedback stick). All this
is accessible form the task bar once the software has been
installed and once you've mastered it it will help you learn the ways
of the 'Force' (woof! woof!). On the bundle side the package
compliments the stick itself with the full version of Interstate '76 a
cut down version of MDK (Mission Laguna Beach), the three level
SOTE: Battle For Hoth plus demos of Tiger Shark and everyone's
favourite Trophy Bass 2. Yes that's right set out your line and then
sit still for four hours till you've hooked a fish at which point the
stick will twitch and if you've caught a 400pound Shark, the stick
throws you over the top of the Monitor. Ok so the last part was a lie
but an interesting concept nevertheless...
Once you've plugged in the power adapter (a small annoyance) and
powered up your PC you'll begin hearing a noise coming from the
stick but don't worry as this is merely the fan inside getting to work.
It's not all that loud either so you get used to it. In terms of its use
as a normal joystick all I will say is that 'yes' you can use it for
games that don't support Force Feedback but you'd be missing the
point so it's not worth it. stick to the keyboard or just plug in
another joystick. Games developers are clearly rallying around the
Force Feedback and indeed there hasn't yet been a Software
Company that I've visited that is lacking one. With 3D sound you
'hear' the game, with a 3D accelerator you 'see' the game and now
with a Force Feedback you can 'feel' the game. All three go
hand-in-hand and immerse the gamesplayer yet further and closer
to the cinema and arcade level experience.

