Star Wars: Squadrons https://www.ea.com/games/starwars/star-wars-squadrons
I've always wanted to play a space combat game with real flight controls, and building that controller myself makes it even more compelling. Star Wars: Squadrons puts you in the cockpit of X-Wings and TIE Fighters in 5v5 dogfighting matches, where you manage shields, power distribution, and weapons while pulling off tight maneuvers in space. The core mechanics, throttle control, weapon targeting, and energy management, feel like they're begging for physical, hands-on inputs rather than a standard gamepad. A joystick paired with a throttle lever and physical toggle switches for shield routing would make every decision feel like you're actually piloting a starfighter rather than just pressing buttons.
Death Race (NES, 1990) https://en.wikipedia.org/wiki/Death_Race_(1990_video_game)
Death Race is a vehicular combat game published for the NES in 1990, and the core objective is to race through eight U.S. cities, capturing flags and reaching the exit while running down enemies and avoiding helicopters and heat-seeking missiles, all against the clock. The mechanics are built around steering, acceleration, and weapon firing, making it a strong candidate for a motion-based controller. Using tilt steering to navigate and a physical dial to modulate speed and weapon intensity would mirror the chaotic, high-pressure nature of the game. Between races, players spend earned money upgrading the engine, steering, tires, chassis, and weapons. A controller with swappable or configurable physical inputs could even reflect that upgrade loop in a thematic way.
| first image of primative sketch |
| helmet motion capturing, with additional whistles |






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