Review cover Thrustmaster ESWAP X PRO Controller (Hardware)
Official GBAtemp Review

A new console generation means a new generation of controllers as well. The ESWAP X PRO controller from Thrustmaster is one such controller that was recently released in time for next-gen consoles; in fact, it is officially licensed for the Xbox Series X|S. But rather than just being yet another regular alternative, it has a modular twist to it. What does that mean? Read on to find out!

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When it comes to the official Xbox Series X|S controller, it features rather minor upgrades to its predecessor for a next-gen device. It has a new share button and a software to remap some keys but there are no new features or a new look (or even gimmicks) that truly sets it apart as a  “next-gen” controller. In comparison, its competitor, the PS5’s DualSense controller, has some of those features (or gimmicks) like a built-in microphone, adaptive triggers, “immersive haptic feedback” and even a new look that clearly demarcates it from a last-gen controller. But don’t fix what’s not broken, right? However, what if existing features could be enhanced? 

For this purpose, Thrustmaster released the officially licensed ESWAP X PRO controller. It presents itself as an alternative to the Xbox Series X|S’ Elite gamepad but with added hardware and software features to give gamers more control over the way they game--quite literally so.

This is possible thanks to the ESWAP X PRO’s modular design, allowing users to change the position of the controller’s joysticks and D-pad. It’s an update to the company’s previously-released ESWAP PRO controller and I was looking forward to seeing what Thrustmaster calls “the next generation of premium controller” has to offer.

Unboxing and impressions

From the packing itself, you can tell that the ESWAP X PRO is a premium product. It’s made of hard carton with a laminated finish which opens with a magnetic flap. Well-cushioned inside this fancy box are the following:

  • 1x ESWAP X PRO controller
  • 1x micro-USB to USB cable
  • 1x Screwdriver
  • 2x Mini-stick caps
  • 1x Soft pouch
  • Instruction manuals

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Once out of the box, the premium feel extends beyond the box and onto the hardware. Indeed, the ESWAP X PRO has a nice heft to it that adds to this premium feeling (but might not be optimal for those looking for lighter controllers). This added weight is also due to the technology that the controller packs, but we’ll get to that in a bit.

While the design might be familiar to the Xbox controller, featuring the Xbox logo button and the ‘Share’ button as with the Series X|S, the ESWAP X PRO is slightly different in shape, with a larger middle portion and thinner grips. Nevertheless, it’s very comfortable in the hands, with each button easily accessible, and the A/B/X/Y buttons and D-pad offering a satisfying click to them which are equally satisfying when pressed.

With the initial feelers done, let’s put the controller in action.

Next-gen controls

Thrustmaster touts the ESWAP X PRO as packing next-generation (NXG) analog mini-sticks which, compared to previous Thrustmaster mini-sticks, having better physical resistance (+33%), improved re-centering precision (+66%), and double the lifespan for the built-in mini-stick buttons (+100%). While these make for good marketing fillers, when used to game, the ESWAP X PRO performs as expected from a so-called premium controller.

Moving/aiming with the joysticks is accurate; the buttons, under which are new tact switches, are responsive to every single press; and those clicks, on top of being satisfying, offer audible feedback of each button press so you know when/if you did command an action. I’ve played through Yakuza: Like A Dragon and Horizon Zero Dawn with the controller on my PC and encountered no issues, and I have a jolly good time using it for third-person titles.

But what enticed me more with this gamepad was the versatility it offers through its customization. The D-pad and each analog stick are in fact separate modules that attach magnetically to a slot in the gamepad. It’s what Thrustmaster calls T-MOD technology. This allows you to have the classic Xbox controller layout, symmetrical PlayStation-like layout, or go wild and have three analog sticks as modules are sold separately, with Thrustmaster planning to release more in the future. Already there are different colored modules sold separately and future ones could include shorter or longer sticks to accommodate for different needs and playstyles. In addition, the sticks’ caps are also easily removable by unscrewing them and replacing with concave or convex ones (the package comes with a set of each).

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Each analog stick module is easily swappable by pulling on it while the D-pad one needs a little extra effort by using the flat end of the included screwdriver and pulling. At first I was concerned that this fancy-looking swap tech would lead to modules fitting loosely to their slot. But to my relief, this was not the case. The modules stay securely fixed on the spot, without any wobbling thanks to the strong magnet. The stick caps are also held in place once screwed in.

Here I wish that the A/B/X/Y buttons were also in a swappable module of their own. This would not only allow users to get funky and experimental with the buttons layout but it would also open doors to future modules such as backlit or customized A/B/X/Y keys.

While this is not the case with this gamepad model, there are other components of the ESWAP X PRO that are still swappable. There’s the grips which are also magnetically attached to the gamepad, and can be changed for different colors and could even host future mods giving added textures. The other removable components are the RT and LT triggers but they aren’t secured via magnets but rather screws.

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Regarding the triggers, the ESWAP X PRO features a physical locking mechanism at the back of the controller for each trigger. Switching the easily accessible lock will decrease the physical range of travel on the triggers by 50%. This shorter travel range will enable you to perform the desired action quicker, with less effort and can be advantageous in shooter games requiring fast response and firing rate.

While we are at the back of the device, you’ll also notice 4 other buttons and they are akin to the ones found on the Xbox Elite and SCUF controllers. With the ESWAP X PRO, these additional buttons are mappable on-the-fly with a few button presses (press desired profile button, press the ‘Map’ button to see a LED light flash, hold the button to modify, press the button to assign and the LED light turns solid). What’s more, the controller stores two profiles on board so you can easily swap between pre-configured settings.

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But it does not end there with buttons mapping. With the ThrustmapperX software (available on the Xbox and Microsoft Stores), you’ll have access to advanced mapping and customization. In addition to remapping more than the 4 keys at the back, you can remap virtually all buttons (except the Menu, View and Share ones), adjust the sensitivity, dead zones (rounded or square) and vibration levels to your liking. I found it to be particularly useful in mapping LSB, RSB, LB and RB to the 4 buttons at the back as these are more easily reached with my fingers positioned ergonomically over them.

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On the underside of the controller are a few additional buttons on either sides of the headphone jack. On the right side are the aforementioned mapping and profile keys. And on the left you’ll find a button to mute microphone and adjust the volume of the headphones.

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As such, the ESWAP X PRO offers an incredible amount of customization on both hardware and software side. In addition, these personalized adjustments can be done quickly and easily. The modules not only allow for customized button configurations but also easy replacement from damage or simply wear and tear. On a related note, the buttons and D-pad can be activated more than 5 million times each while the pre-calibrated analog mini-sticks can be activated more than 2 million times each. Being able to only swap the required module that has outlived its lifespan rather than trash the whole controller is a personally enticing feature.

But this next-gen controller does come with some caveats which we’ll get to next.

The last-gen tech that’s missing

The most critical omission with the ESWAP X PRO is the lack of Bluetooth connectivity. Sure a wired connection is steady, has less input lag and does not need to be charged but the wireless connection should still have been an option for those looking to declutter their gaming setup from the tangled mess of wires. The Elite Wireless Controller Series 2 comes packed with a Bluetooth option and the ESWAP X PRO, which is directly competing against the former, has no reason not to include one. This is one feature I will greatly miss with this controller.

I am hoping that a future module could remedy this and support Bluetooth connectivity via a dongle at least. But this might not happen as the only port available is a micro-USB one at the top of the device for the USB cable. There is not even a port for the Xbox Chatpad. Thrustmaster could have included a USB-C port to open up such potentials for other modules from Thrustmaster itself.

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While the ESWAP X PRO features a similar layout to the official Xbox controller, it is still from a different mold. I found that the ‘Menu’ and ‘View’ keys are positioned a bit too high up for my preference and would have been more easily reached had they been located a few millimeters lower.

Still about buttons, the four ones at the back of the gamepad can be missed as they are rather small. Here, triggers as the Elite Xbox controller uses would be helpful.

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Time to swap to the ESWAP?

That said, I’m very satisfied with the quality, performance and versatility of the ESWAP X PRO. Priced at $160 on the official store (or £149.99 / €169.99) , it is more affordable than the official Elite Wireless Controller Series 2 which costs $180 and still offers more functions. Sure, Bluetooth is lacking and I will have to stick to a wired connection but I’m willing to compromise this for the easily swappable components which offer customization beyond aesthetic and for functionality.

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EDIT:

Following the publication of this review, Thrustmaster wanted to clarify a few things:

  • The lack of Bluetooth connection is because they are focusing on professional gaming and opted for a wired one to avoid the risk of any calibration problems, latency issues or lost connections that might disrupt any game session.
  • The lack of a Chatpad port is common in third-party controllers and it is true to any third party controller not having that support.
  • The A/B/X/Y buttons aren’t modular because it is a restriction from Microsoft, and as such Thrustmaster was not allowed to the opportunity to change the action buttons’ position.

These comments did not alter the score nor content of the review in any way.

Verdict

What We Liked ...
  • Swappable, modular design
  • Build quality
  • Highly customizable and versatile
What We Didn't Like ...
  • No Bluetooth support
  • No support for Chatpad
  • A/B/X/Y buttons aren’t modular
8.5
out of 10

Overall

If you are willing to compromise the lack of Bluetooth connectivity, the Thrustmaster ESWAP X PRO Controller will offer a compelling, versatile package in terms of both aesthetics and functionality for next-gen gaming.
Holy shit! This is exactly the kind of controller I've been envisioning for a while, and what, in my honest opinion, the Steam Controller should have been.

Think about it.

Those who are serious about getting into PC gaming, as the wisdom goes, are usually advised to build their own PC to put in what they want and ultimately have absolute control over the quality, function, and lifespan of their investment.

We already have keyboards that people have put on custom keycaps on, and while I don't have an example that comes to mind atm, I wouldn't be surprised if mice had this feature as well.

The thing is, this modularity and customizability hasn't come to controllers in a mainstream form yet outside of the Xbox One Elite controller, an effort that unfortunately was marred by stick drift and some other questionable build issues that the regular controllers weren't having that one could get for a lot cheaper!


An idea I came up with while driving one evening was to make a controller that is theoretically infinitely expandable. It would start with a basic start, select, and home button. It'd have slots of which you could add various other parts that could make your standard controller, like you add in the grips, which would come with various handle types, and maybe some basic parts like a few different kinds of d-pads, sticks, buttons, and the like that have similar slots to what's on display here. (I'd personally love a six button option, especially since it'd finally be the AIO standard controller for everything) Same with the shoulder buttons.

I'd also have other parts that one would be able to plug into on the grips that could turn the controller into a steering wheel, kind of like that one accessory for Mario Kart 8 Deluxe for the Switch? But various size types and grips to accommodate those who want to have a steering wheel. Or how about turning that central unit to which everything attaches into a not-lightgun for those old arcade games that require it?


It's an idea I would love to see take shape and be successful considering that. at this point, the biggest innovation controllers have brought to the table nowadays is making the triggers do funny things, making a light bar correspond to one's health, being able to share pictures and video clips with others with the press of a button, and adding a touchpad that essentially replaces the select button for certain games, but at least has some application beyond what Sony may have intended. Oh, and USB-C.

The fact that they also cost usually around $60 for a first party one in new condition is also ridiculous. Yeah, it might be guaranteed to be sure that a button or two may not break like with what PowerA and others are offering, but considering that those controllers, especially something like the 8bitdo SN30 Pro+ isn't bottom of the barrel trash like MadCatz was back in the day, I think that the prices these companies are charging for controllers and now games would make one who's more conservative more cautious about what games they buy, and how many, and in a market that nowadays has games everywhere to the point some experience the same problem as Netflix, where people have so many games that they spend more time trying to choose what to play as opposed to just playing the game.

When one can technically play just about every game made today with a Dual Shock 1 controller as long as they're willing to play around with converters that may or may not work with every piece of software out there, you know you've stagnated in the controller space for a long time. Even adding two more face buttons would be so much more welcome as opposed to "adaptable triggers to make it feel like you're actually pulling a bow and an arrow." It comes off as desperate, and trying to innovate in places that only the most hardcore of gamers will appreciate.


Well, that went on longer than I expected it to! XD
 
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@Silent_Gunner (not gonna quote your entire post but it's a direct reply).

I'm all for modularity in tech and that's why I was particularly broken when Google pulled the plug on Project ARA :/

We aren't yet close to your vision for modular controllers but this one is as close as we get imo we might be inching closer to it. add-ons have been around for a while but for special controllers like with the Wii and Switch. Regular controllers don't support much of these unfortunately, although you could find things like 3D printed "mini wheel". But including a USB-C port to accommodate mods could boost the potential for further modularity.
 
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Holy shit! This is exactly the kind of controller I've been envisioning for a while, and what, in my honest opinion, the Steam Controller should have been.

Think about it.

Those who are serious about getting into PC gaming, as the wisdom goes, are usually advised to build their own PC to put in what they want and ultimately have absolute control over the quality, function, and lifespan of their investment.

We already have keyboards that people have put on custom keycaps on, and while I don't have an example that comes to mind atm, I wouldn't be surprised if mice had this feature as well.

The thing is, this modularity and customizability hasn't come to controllers in a mainstream form yet outside of the Xbox One Elite controller, an effort that unfortunately was marred by stick drift and some other questionable build issues that the regular controllers weren't having that one could get for a lot cheaper!


An idea I came up with while driving one evening was to make a controller that is theoretically infinitely expandable. It would start with a basic start, select, and home button. It'd have slots of which you could add various other parts that could make your standard controller, like you add in the grips, which would come with various handle types, and maybe some basic parts like a few different kinds of d-pads, sticks, buttons, and the like that have similar slots to what's on display here. (I'd personally love a six button option, especially since it'd finally be the AIO standard controller for everything) Same with the shoulder buttons.

I'd also have other parts that one would be able to plug into on the grips that could turn the controller into a steering wheel, kind of like that one accessory for Mario Kart 8 Deluxe for the Switch? But various size types and grips to accommodate those who want to have a steering wheel. Or how about turning that central unit to which everything attaches into a not-lightgun for those old arcade games that require it?


It's an idea I would love to see take shape and be successful considering that. at this point, the biggest innovation controllers have brought to the table nowadays is making the triggers do funny things, making a light bar correspond to one's health, being able to share pictures and video clips with others with the press of a button, and adding a touchpad that essentially replaces the select button for certain games, but at least has some application beyond what Sony may have intended. Oh, and USB-C.

The fact that they also cost usually around $60 for a first party one in new condition is also ridiculous. Yeah, it might be guaranteed to be sure that a button or two may not break like with what PowerA and others are offering, but considering that those controllers, especially something like the 8bitdo SN30 Pro+ isn't bottom of the barrel trash like MadCatz was back in the day, I think that the prices these companies are charging for controllers and now games would make one who's more conservative more cautious about what games they buy, and how many, and in a market that nowadays has games everywhere to the point some experience the same problem as Netflix, where people have so many games that they spend more time trying to choose what to play as opposed to just playing the game.

When one can technically play just about every game made today with a Dual Shock 1 controller as long as they're willing to play around with converters that may or may not work with every piece of software out there, you know you've stagnated in the controller space for a long time. Even adding two more face buttons would be so much more welcome as opposed to "adaptable triggers to make it feel like you're actually pulling a bow and an arrow." It comes off as desperate, and trying to innovate in places that only the most hardcore of gamers will appreciate.


Well, that went on longer than I expected it to! XD


At first i thought that the Steam Controller would be something like that. that i would be able to switch out those crappy touchpad thingys for real analogue sticks, but bummer. This one looks sooo nice but without wireless its pretty useless to me. I really cant understand the reason why. the latency? Logitech has already a technology wich can minimize the latency to a level where the difference between wireless and wired is only measurable but you cannot see or feel it. why dont they use similar technology for gamepads?
 
At first i thought that the Steam Controller would be something like that. that i would be able to switch out those crappy touchpad thingys for real analogue sticks, but bummer. This one looks sooo nice but without wireless its pretty useless to me. I really cant understand the reason why. the latency? Logitech has already a technology wich can minimize the latency to a level where the difference between wireless and wired is only measurable but you cannot see or feel it. why dont they use similar technology for gamepads?
They reached out for some clarifications which have been added to the end of the review. The lack of Bluetooth is because they are apparently focusing on professional gaming and avoid any potential interference with Bluetooth in favor of a wired connection.
 
At first i thought that the Steam Controller would be something like that. that i would be able to switch out those crappy touchpad thingys for real analogue sticks, but bummer. This one looks sooo nice but without wireless its pretty useless to me. I really cant understand the reason why. the latency? Logitech has already a technology wich can minimize the latency to a level where the difference between wireless and wired is only measurable but you cannot see or feel it. why dont they use similar technology for gamepads?

Also, I doubt Logitech is going to just share their top tier wireless tech with just anyone.
 
This looks pretty cool, but too disappointing to actually buy.

The lack of Bluetooth connection is because they are focusing on professional gaming and opted for a wired one to avoid the risk of any calibration problems, latency issues or lost connections that might disrupt any game session.

So this is not a mainstream product targeted at average, non-pro-gamer consumers like me (and probably 99% of all Xbox/PC owners). Seems like a poor business model, although tbf I don't know how big the professional Xbox gamepad market is (maybe it's actually huge?).

I know my interest in this isn't about 1337 pro gaming, but more about build quality, repairability and longevity. Since joysticks are usually the first thing to break on these things, the possibility of easily swapping them out (hopefully for cheap) is appealing. I'd pay big bucks for a controller that I know will last me a long time.

But even with that, no bluetooth support would make this too inconvenient to bother.

The lack of a Chatpad port is common in third-party controllers and it is true to any third party controller not having that support.

But it's not unheard of? So their excuse is "yeah we suck, but we're not alone!"

The A/B/X/Y buttons aren’t modular because it is a restriction from Microsoft, and as such Thrustmaster was not allowed to the opportunity to change the action buttons’ position.

Fair enough, but this is a deal breaker for me. For PC they don't need certification/approval from Microsoft, so IMO they should just tell them to get fucked and release a full modular version.
 
This looks pretty cool, but too disappointing to actually buy.



So this is not a mainstream product targeted at average, non-pro-gamer consumers like me (and probably 99% of all Xbox/PC owners). Seems like a poor business model, although tbf I don't know how big the professional Xbox gamepad market is (maybe it's actually huge?).

I know my interest in this isn't about 1337 pro gaming, but more about build quality, repairability and longevity. Since joysticks are usually the first thing to break on these things, the possibility of easily swapping them out (hopefully for cheap) is appealing. I'd pay big bucks for a controller that I know will last me a long time.

But even with that, no bluetooth support would make this too inconvenient to bother.



But it's not unheard of? So their excuse is "yeah we suck, but we're not alone!"



Fair enough, but this is a deal breaker for me. For PC they don't need certification/approval from Microsoft, so IMO they should just tell them to get fucked and release a full modular version.

I think if Valve were to take inspiration from a controller and to develop the concept further for a second Steam Controller beyond just being able to swap out the analog stick with the d-pad, but just being able to swap just about anything button-wise out to any section of the controller, they'd have a hell of a versatile controller with infinite possibilities. Sure, the SC concept itself is like adding more tweaking on top of a platform who's very nature is all about tweaking every setting possible for the best performance, but allowing people to put together whatever setup they want, at least in my personal opinion, is what playing games, or just doing anything in general on a PC is all about.

I've read about people who become so comfortable with the current SC that they'll type papers and the like with it! I will admit that even I have posted some things on this very forum typing on the SC using Steam's keyboard for controllers!
 
Fair enough, but this is a deal breaker for me. For PC they don't need certification/approval from Microsoft, so IMO they should just tell them to get fucked and release a full modular version.
They likely needed approval from Microsoft in order to get the "officially licensed for the Xbox Series X|S" tag at launch which coincided with the Xbox Series X|S launch.

I think if Valve were to take inspiration from a controller and to develop the concept further for a second Steam Controller beyond just being able to swap out the analog stick with the d-pad, but just being able to swap just about anything button-wise out to any section of the controller, they'd have a hell of a versatile controller with infinite possibilities.
Knowing how Valve operates, such an update might have very well crossed their mind, turned into a prototype but never got shipped as the team moved on to other projects.
 
Also, I doubt Logitech is going to just share their top tier wireless tech with just anyone.

Thats why i said similar technology. Do not try to tell me thats not possible. Everything gets copied nowadays.

Wired input is a dealbreaker. I hate it even on Keyboard and Mouse, but on Controllers its just a No Go nowadays.
 
I'm confused to what purpose removing the right stick serves. Like if you could remove the ABXY face buttons, and swap them with the right stick, I would get that, but the face buttons appear to stay in place. So the only logical explanation would be to leave open the option for both analog sticks on the left and the d pad on the right below the face buttons? When has that ever been a desired layout for a controller? Either leave the right side entirely alone, or allow both the stick and the face buttons to be swapped.
 
I'm confused to what purpose removing the right stick serves. Like if you could remove the ABXY face buttons, and swap them with the right stick, I would get that, but the face buttons appear to stay in place. So the only logical explanation would be to leave open the option for both analog sticks on the left and the d pad on the right below the face buttons? When has that ever been a desired layout for a controller? Either leave the right side entirely alone, or allow both the stick and the face buttons to be swapped.
You can buy a new stick if it starts drift or gets broken
 
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You can buy a new stick if it starts drift or gets broken

Hmm...considering a certain company known as the Big N around these parts loves to innovate with their controllers, might I suggest this as a possible solution to their problem that has them drifting from their usual qualities of at least having hardware that's well built to the point it could survive a blast in the Gulf War?
 
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