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PS5 Developers Explain How They're Using DualSense Features For Immersion

In a new blog post from PlayStation, developers have explained how some of the features in the DualSense Controller will work in their games.

August 20, 2020

Today, along with the official release of the first PS5 TV spot, a blog post from the PlayStation Blog explains more about the key features for the DualSense with quotes from numerous developers creating titles for the next-generation console.

Mary Yee, the vice president of Sony Interactive Entertainment says in the blog post, “We are quite excited about these features and we can’t wait for you all to get more immersed in the world of games with the PS5 console and DualSense wireless controller in your own hands.” She continues, “Our partners in the development community have been hard at work either creating or dreaming up the next generation of games.”

After that, a bunch of developers shares some of the ways they’re using the built-in capabilities of the DualSense controller. Here are a few.

“In Marvel’s Spider-Man: Miles Morales, we’ll be hinting to players which direction attacks are coming from by providing haptic feedback from the appropriate direction on the DualSense wireless controller,” says Brian Horton, Creative Director at Insomniac Games. “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,”

Another Insomniac Games creative director, Marcus Smith talks about Ratchet and Clank: Rift Apart. “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.”

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Deathloop game director, Dinga Bakaba explains one feature that uses the DualSense controllers feedback, “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 director, Kenji Kimura says that in the game, the adaptive triggers are used for “active” actions, but the studio also plans to “use them to create the sensation of recoil”. Kenji also explains, “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.”

Another game that looks to be using the triggers is Horizon Forbidden West in which Game Director Mathijs de Jonge explains how Guerrilla Games  is looking to use the triggers to “make the weapons feel even more unique and satisfying to use”

Keith Lee, CEO of Counterplay Games says, “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.”

There certainly seems to be a lot of focus on having the player feel the world and feel part of it through their hands. It was recently revealed that PS5 games would require a DualSense controller to play. The blog post details a fair few more quotes, but the general idea is being able to feel the haptic feedback working wonders with your understanding of surroundings and characters.

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Ben Bayliss

Based in the UK and adores venturing through FPS horrors and taking photos in pretty much anything with a functioning photo mode. Also likes car games.

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