PS5 Dualsense Controller

The PlayStation 5 DualSense controller sounds like it's genuinely going to revolutionise the way we interact with games, and developers appear to be chomping at the bit to tell us all about it. As part of a PlayStation Blog post detailing the first worldwide advert for the PS5, various first-party studios have detailed how their titles will take advantage of the DualSense. The likes of Bethesda, Counterplay Games, and Sumo Digital also chime in as they detail how console exclusive games such will make use of the next-gen pad.

Brian Horton, creative director of Marvel's Spider-Man: Miles Morales, opens proceedings by explaining how the experience will hint to players what direction they're about to be attacked in. "Because of the high resolution of DualSense wireless controller’s haptics system, we can really push the dimensionality of the feedback. For instance, as you hold down Square to do a Venom Punch, you feel Spider-Man’s bio-electricity crackle across from the left side of the controller, culminating in the right side on impact."

Meanwhile, PS5 console exclusive Deathloop will bring some physicality to the act of your weapon becoming jammed. "One I like is blocking the triggers when your weapon jams, to give to the player an immediate feedback even before the animation plays out, which prompts the player in a physical way that they have to unjam their gun." Ghostwire: Tokyo, on the other hand, will replicate what it feels like to weild powers with your own hands. "We’re also looking at ways to take advantage of the adaptive triggers to express a sense of persistent energy, or a balance of forces if you will, and for perhaps actions such charging, loading, and a sense of accumulation of power or energy for things."

Horizon Forbidden West PS5

Horizon Forbidden West is another big PS5 exclusive arriving next year, and it too has some ideas that'll be implemented into the DualSense controller. Mathijs de Jonge, game director, said: "Horizon Forbidden West features new weapons that are designed to feel unique and play a specific role in combat with machines and human opponents. The DualSense wireless controller adaptive triggers will help us to make the weapons feel even more unique and satisfying to use."

Demon's Souls also belongs in that aforementioned category and the next-gen pad will make combat feel even more intense. "With the DualSense wireless controller and the power of haptics, we can make the combat [in Demon’s Souls] feel grittier, darker, and deadlier. Now you feel every blow as you strike down your enemies and cast each spell. You’ll experience the force of a titanic boss’ attack as you pull off a well-timed guard. Metal strikes metal when your foes block your attacks or you block theirs."

One PS5 game you'll be able to play at launch is Godfall, meaning the likes of haptic feedback and adaptive triggers will be made use of straight away. "As a player, I’m excited to finally FEEL which weapon I’m holding in my hands without looking at any UI. I can also sense where an enemy is spatially, even outside of my field of view." Ratchet & Clank: Rift Apart will arrive much later, but it too will be adding weight to its selection of weapons. "For instance, the Enforcer is a dual-barreled shotgun type weapon. As you pull the trigger, you’ll fire from one barrel, and you can feel resistance around halfway down the trigger. Need a bigger blast? Pull the trigger through that resistance point and you’ll fire both barrels at the same time."

Ratchet & Clank Rift Apart PS5

Astro's Playroom will be packed into every PS5 for free, so you know full well it'll be taking advantage of those nifty features. "We use haptic feedback throughout the entire game. The most striking are the surfaces because players will notice within the first few seconds. Astro’s steps can be felt running on plastic, metal, sand, and even splashing in water." On the other hand, Sackboy: A Big Adventure is all about replicating the feel of the cutesy protagonist. "Adaptive triggers have enabled us to provide sensations which match what Sackboy would feel in game. For example, when picking objects up, there is a tension to each press which conveys that the little guy is struggling to carry it. Similarly, when equipped with the grappling hook, R2’s ‘Weapon Mode’ makes the player feel like they’re actually firing it themselves."

Finally, Polyphony Digital rounds out the article with Kazunori Yamauchi's thoughts for Gran Turismo 7. "I think the most effective use of the adaptive trigger [in Gran Turismo 7] is for representing the operation of the antilock brake system (ABS) while braking. A typical ABS releases brake pressure intermittently while the driver applies pressure to the pedal. The adaptive trigger is suited for recreating this pedal feel, and it will allow the player to accurately feel and understand the relationship between the braking force they want and the tire’s grip."

Phew, that sure was a lot, wasn't it? Sony has really begun hyping up the capabilities of the PS5 DualSense controller so let's hope it delivers come the end of the year. Do you like the sound of all this? Let us know in the comments below.

[source blog.playstation.com]