Developers sing praises on how the DualSense elevates the gaming experience

The next generation is sure to elevate our gaming experience and coming from a PlayStation Blog post, the developers for some of the upcoming titles have nothing but good things to say about the DualSense and the technology that will be used to bring their games to life.

Creative Director for Spider-Man: Miles Morales Brian Horton raves about how the Haptic Feedback allows them to tell players “which direction attacks are coming from by providing haptic feedback from the appropriate direction on the DualSense wireless controller,” effectively giving the players a representation of Spidey-Sense.

Game Director for Deathloop Dinga Bakaba is excited about how they can add a hint of realism by “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 will also look to make use of the technology, and as per Director Kenji Kimura, the adaptive triggers allow them to “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.”

One of the biggest titles coming to the PS5, Horizon Forbidden West, will feature new weapons that are designed to feel unique and play a specific role in combat with machines and human opponents.” according to Game Director Mathijs de Jonge.

Demon’s Souls will greatly take advantage of the Haptic Feedback, making “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.” says Gavin Moore, Creative Director of SIE Japan Studio.

Godfall is another weapons based game that will let you “FEEL which weapon I’m holding in my hands without looking at any UI. CEO of Counterplay Games Keith Lee says.

Creative Director for Ratchet & Clank: Rift Apart Marcus Smith shares an example about the adaptive triggers, saying “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.

The game designed to showcase all this new technology will be Astro’s Playroom, and Studio Director Nicolas Doucet says that “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.

Sackboy: A Big Adventure will be using the adaptive triggers greatly, giving atension to each press which conveys that the little guy is struggling to carry it. as shared by Design Director Ned Waterhouse.

Lastly, Kazunori Yamauchi oh Polyphony Digital shares that the adaptive triggers “is for representing the operation of the antilock brake system (ABS) while braking,” and will recreate the pedal feel, allowing “the player to accurately feel and understand the relationship between the braking force they want and the tire’s grip.

These are just some of the ways that the DualSense and the PlayStation 5 will be able to elevate the gaming experience, allowing for immersion like never before. It’s all very exciting, and we’re inching closer and closer to finding out the price and release date.

The PlayStation 5 is scheduled to release this Holiday, 2020.

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