PlayStation and Scuf Gaming Team Up to Create Officially Licensed Controller: SCUF Vantage - Dexerto

PlayStation and Scuf Gaming Team Up to Create Officially Licensed Controller: SCUF Vantage

Published: 22/May/2018 13:38 Updated: 11/Mar/2019 12:57

by Calum Patterson


Scuf Gaming has entered a partnership with Sony and PlayStation, creating a brand new officially licensed controller built to SCUF specifications.

Since their introduction into the console gaming scene, Scuf Gaming has helped redefine what players should expect from their hardware, becoming the industry standard for console pro players and casuals alike seeking to raise their game.


Today, Scuf Gaming has announced the latest addition to their arsenal of controllers — the SCUF Vantage. The new controller, officially licensed by Sony PlayStation, also introduces side paddles to the controller for the first time.

Previously, Scuf Gaming has teamed up with Microsoft to release the Xbox One Elite Controller. The custom controller featured familiar SCUF components, including paddles on the back which allowed players to use certain buttons without removing their fingers from the thumb sticks — greatly decreasing reaction times.


SCUF released their ‘Impact’ controller for PS4 in mid-2017, boasting a slightly larger build and shape more similar to that of the official Xbox controller.

The SCUF Vantage pays even closer resemblance at first glance, with a larger shell than the standard PS4 controller and the left thumb stick now positioned above the D-Pad, rather than below in traditional Sony fashion.

All the usual SCUF features will also return for the Vantage. There are trigger stops, allowing users to compress the trigger faster and more frequently; removable rumble, to eliminate controller vibration and make the controller lighter; and trigger extenders.


The biggest new change though is the entirely new button system called ‘SAX’, offering players even more configuration than ever before.

Side-mounted right and left ‘Sax’ buttons – designed to fit the natural placement of a player’s fingers and provide additional configurability.

The unique side-mounted buttons are new to Scuf Gaming controllers and will sit alongside the existing bumpers and triggers.

With its new features and re-imaged shape, the SCUF Vantage is the perfect controller for both existing PlayStation players and converted Xbox owners alike.


Available for preorder now, the wired-only option starts at $169.95, with a wireless Bluetooth version coming in at $199.95. The product is only for sale to US and Canadian customers.


Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun


Blizzard Entertainment’s Vice President and Overwatch’s beloved Game Director Jeff Kaplan has revealed what he thinks is the ideal competitive meta for the expansive title.

Overwatch exists in many forms, from its highest ranks to its lowest, but the game’s competitive meta at the professional level has also varied greatly since the original release back in May 2016. 


In the olden days, teams prioritized dive compositions led by Winston’s jumps and Tracer’s blinks. Then, in 2019, fans around the world either groaned or cheered as the divisive GOATS meta took center-stage, featuring a hefty squad built entirely with tanks and supports. 

Now, Kaplan is explaining his perspective on the game’s ideal state, following criticisms he levied back in July against the game’s double-shield reliance. Examining the game’s departure from a static, Orisa and Sigma-dependent environment, he dissects his compository ideology. 

Brigitte stuns Junkrat on Volskaya
Blizzard Entertainment
Barriers have held an uncomfortably powerful role in Overwatch for a long time.

As discussed in an interview with the Loadout, Kaplan is both aware of the professional scene’s interests and the casual base’s tendencies. Coupling those factors, he believes the game is at its best when there is some blend of high skill caps and diverse team compositions.

“The most ideal, healthiest state of the game is when the meta is somewhat fluid, when the meta is more map dependent or team match up dependent than it is static. We’ve all seen those moments when the meta has been completely static and all six players will just play the same six heroes every time. I think that’s fun from a mastery standpoint, but I think it’s a lot more exciting for viewers when creativity and curiosity come into play,” he said.

When Kaplan refers to a “static” meta, the simplest example is 2019’s GOATS, where three healers (Brigitte, Lucio, and Moira) were coupled with three tanks (D.Va, Reinhardt, and Zarya) and would barrel into opponents.


It took tremendous teamwork to be pulled off successfully against other professional teams, but many fans considered it more tedious than entertaining after months of gameplay.

In its current state, Overwatch is not completely balanced, but there is a degree of variety to it. That diversity seen in the Overwatch League spans downward into the casual ranks. Kaplan indicates that this is in line with his department’s hopes.

“I think most of our players would say in the ideal meta, all our heroes would be viable in some way competitively. I think as a competitive goal from a game designing and game balancing perspective that is extremely challenging, but it’s obviously what we strive to achieve.”


While he assures that Overwatch would be completely balanced in an ideal world, in the meantime, his team would at least like to push toward a game that varies to some extent based on coaching, player preference, and map.

It remains to be seen if current and upcoming patches can accomplish that, but Kaplan’s emphasis on “fluidity” is a welcome driving force.