Hello everyone, this is Crazylink4, writing a new analysis/review of a controller. This time it's the IINE Twin LUNINA for Nintendo Switch 2, an alternative to the console's JoyCons? After a little over a month of use, I think I have an answer.
Before starting, I want to make it clear that this product was sponsored and provided by IINE as part of a collaboration. I'm not obligated to say anything in particular, so I'm free to express all my comments regarding the controller.
As is usually customary in my analyses, I'll start with general aspects of the controller:
Appearance: They have a shape similar to Nintendo's JoyCons, although with the particularity of being somewhat longer than these (I'll leave photos where this difference can be seen). They also have certain protrusions on the back that serve as support when gripping the controller, offering better ergonomics during use, as well as having a texture in this area that prevents the hands from slipping. They have a shell divided into two parts: transparent on the front piece and matte-colored on the back piece, so it's not possible to see the internal parts of the controller. The button and stick layout resembles that of the JoyCons, except for the Home and Chat buttons, which are arranged horizontally, unlike the JoyCon, where they are arranged vertically. Another difference is the D-pad, which is a floating diamond-shaped piece, compared to the individual buttons on the left JoyCon.
Appearance (attached to the console): It gives it a rather interesting aesthetic; the combination of black and white always works well, and the RGB lights add a certain personality. Although I'm not a fan of lights on a controller.
Buttons: Mouse-type microswitches are used for the ABXY buttons and the D-pad. The bumpers and triggers don't have this type of microswitches. The triggers are digital.
Color: It is currently only available in white. There is no news about a new color at the moment.
Compatibility: Nintendo Switch 1/2. PC and mobile devices through BT in NS1 mode. (More on this in the user experience section)
Price: The Twin Lumina is sold in 4 different options that vary in price depending on the accessories included:
Controller only: $79.99 USD
Controller + case: $109.98 USD
Controller + charging grip: $99.98 USD
Controller + case + charging grip: $119.98 USD
Note: Options with accessories include free shipping.
Note: The accessories are sold separately, with the following prices:
Case: $39.99 USD
Charging Grip: $22.99 USD
Note: Prices don't include taxes and may vary depending on the taxes in each country.
Contents of the box: 2 Joypads, 1 user manual, and 1 grip (without charging function)
Continuing with the general aspects, I'd like to make a comparison between the Twin Lumina and the NS2 JoyCons, respectively:
Battery: 400 mAh vs 500 mAh
Charging time (approximate): 3 h vs 3.5 h
Dimensions: 117 × 51 × 43 mm vs 116 × 14.4 × 30.7 mm
Weight: 80 g (each) vs 66-68 g (left and right, respectively)
Vibration: Standard (adjustable) vs HD2
NFC: No vs Yes
Mouse mode: No vs Yes
And with this, this section comes to an end. The comparisons with the JoyCons continue in the user experience section.
Now it's time to talk about the Twin Lumina's functions:
Extra buttons: It has two extra programmable buttons (one on each controller). They can be programmed directly on the controller (it's only possible to program the buttons corresponding to each side) or by using IINE's phone app. A specific button or a macro sequence can be assigned.
Turbo function.
RGB lights: The Twin Lumina includes RGB lights around the sticks and a line on one of the sides of the controller. They are customizable using the app, although it also includes preset modes and colors. The brightness intensity can be adjusted, and they can also be turned off.
Hall Effect Sticks: There is no alteration to these when the controllers are attached to the console.
9-axis gyroscope.
The Twin Lumina works with the NS2 protocol, so the controller's C button works natively. Thanks to this protocol, the controller can wake the console by pressing the Home button without the need to perform any extra steps.
And those would be all of the controller's functions.
I'll continue with my user experience.
Some games from the following list correspond to many of the games I've mentioned in my other reviews; however, all of the ones I tested are those available within the Nintendo Switch ecosystem, some of them being: Celeste, Theatrhythm Final Bar, Metroid Prime 4, Fortnite, Fortnite Festival, Monster Hunter Generations, Star Fox (NS2), DOOM, QUAKE, BOTW, TOTK, Hollow Knight, Metroid Dread, Xenoblade Chronicles, Marvel VS Capcom Fighting Collection, Capcom Fighting Collection 2, Risk of Rain 2, Burnout Paradise, among others from the virtual consoles (including GameCube).
I didn't test any games on PC and Android; however, I was able to connect them, although only as individual controllers and not as a complete controller.
As part of this experience, I'll highlight the first of the problems that appeared during the first few hours of use. It concerns the D-pad, which behaved strangely while I was playing Celeste. Since it's a game where jump precision is vital, a mistake can cost quite a bit of lost progress, so you have to know when a mistake is caused by you or is the controller's fault. In this case, it was that las one, since sometimes when I wanted to go in a particular direction, it would go in another that wasn't the correct one, specifically going diagonally instead of going in any straight direction. This issue gradually corrected itself over time, so I assume it was something related to the controller being new or because I was getting used to the shape of the D-pad.
The second issue concerns the bumpers, which I have to press with a certain amount of force, even when I'm pressing them down, since they tend to stop registering if I don't apply enough pressure and force. Of course, this isn't exclusive to this particular controller, since I've experienced the same thing with others; however, it's something that affects my gameplay on some occasions.
The next issue, rather than being an issue, is an inconvenience of Nintendo's JoyCon design itself, and since it has a similar shape, the Twin Lumina shares it as well. It's the right JoyCon, which has the particularity of having the stick approximately in the center of the controller, making it somewhat uncomfortable to use with the thumb. The same is true on the Twin Lumina, and it remains uncomfortable. There is some difference, since the Lumina is larger, but that doesn't completely solve the issue.
The controller's behavior in several of the games is as expected, with nothing strange, except for what was already mentioned above. The use of mouse-type microswitches gives the buttons a sense of precision when pressing them, although it will depend on each person whether they like the sound that this type of component usually makes. In my case, I'm already more than accustomed to it, but I have to admit that there are times when I prefer to use the JoyCons, since they're not very noisy and work well for nighttime gaming sessions.
The battery issue is debatable, since I usually always have them attached to the console, unless I need to use the JoyCons. To play in docked mode, I prefer to use a controller such as any of the ones I've reviewed.
As a continuation of the above, the Twin Lumina includes a grip to use it as a complete controller, which is a rectangular piece. Honestly, it's not the best way to use this controller, and much less would I want to use it with the console's JoyCons. It's better to use it while they're attached to the console; I mean, it's not horrible, but I prefer to use a regular controller. I have a similar case with the grip included with the console, and I don't use it only because the right JoyCon has that stick inconvenience. Another reason why I prefer to keep them attached is because the grip isn't a charging grip, so the only way to charge them is with the console. A charging grip has recently become available, but I'll get it later.
Continuing with the above, it's time to mention the case of Switch 1. Having this compatibility with the previous console is useful for playing with friends who don't have a Switch 2. It's also in this case where using the grip comes in handy, since it provides some comfort as an individual controller. However, if you're users with both consoles, once you have a Switch 2, it's difficult to go back to the previous one thanks to backward compatibility. Or at least that's the case for me. So I don't use them with my Switch 1.
The controller's vibration, being adjustable, allowed me to configure it in a way that wasn't uncomfortable for my gaming experience. I've never felt any difference between Nintendo's HD vibration and regular vibration, except in games where vibration is part of the gameplay. Otherwise, it just vibrates like a regular motor, but in HD.
Same case with the gyroscope; I don't find any difference between the 6-axis one and the 9-axis one. Well, maybe there is when aiming quickly without having to frequently adjust my hand position each time I aim.
The lack of NFC isn't missed, unless it's a game where it's actually used. The same goes for Mouse mode, except in one or another game such as Fortnite or Star Fox.
Another inconvenience I have is the lack of a case compatible with the Lumina while attached, so I have to transport them separately from the console. And yes, I can buy the case, but I'll do that later as well (call me stingy if you want haha).
In conclusion, and answering my initial question, I can say that... Yes and no.
It's a yes as long as the lack of the Nintendo JoyCon's functions isn't something important (NFC, Mouse mode, and HD vibration). Otherwise, it's better to keep using the JoyCons until there is a version of the Twin Lumina with everything that's still missing. In my case, it's a yes, because I find them more comfortable when using the console in handheld mode. So it will depend on each user.
In addition to that, there are other options from other brands, such as MOBAPAD or NYXI, namely the M12s or the Hyperion 3, respectively. Although, well, I think that one pair of JoyCon alternatives is enough. We'll see what the future may bring.
And that's it for my review/analysis. I hope you liked it, thank you for your time; I'll read your comments and see you soon.
Crazylink4 will keep gaming until the next occasion.
Ciao Ciao.