Earlier today, we revealed two striking new colors for the DualSense wireless controller: Cosmic Red and Midnight Black, both available from June. This update was paired with a deep dive from Returnal which highlighted Housemarque’s incredible implementation of the many features of the DualSense Controller.
To complement today’s news, we’ve also rounded up a few upcoming game updates that take advantage of adaptive triggers, haptic commentary, and more. If you’ve played titles like Returnal and Astro’s Playroom, you know how the DualSense controller can be integrated into the full experience. We’re excited to see (and feel!) How the developers are using the controller to get more players into the game. *
Here’s what they had to say:
Ratchet & Clank: Rift Apart
Insomniac games: We love how the fidelity of the controller’s haptics allows us to give so much in the world a distinct feel and the range allows us to endure explosive responses like blasts all the way down to traces without the feel getting old. . While firing weapons and hitting different surfaces with your wrench is a no-brainer for haptics, we found that we could also use a lot of more subtle cues that make the haptic web appear full.
For example, just picking up bolts from a defeated enemy is all the more satisfying when you feel a small push from each in your hands, complemented by a subtle controller sound. Just using the weapon wheel or scanning the map becomes more enjoyable when you feel a slight click when highlighting objects.
Subnautica: sub zero
Unknown worlds: When we first held a DualSense controller in our hands, we knew we had to take advantage of its awesome features in Subnautica: Below Zero (launch on PS4 and PS5… tomorrow!).
We took advantage of the haptic feedback by connecting players to certain motorized tools. You’ll feel like turning on the flashlight switch or feeling the coil of your PrawnSuit’s cable as it launches from your grappling hook. The feeling of drilling as you drill resources with your drill arm also adds to the immersion.
When players use the new Metal Detector tool and select a target resource, we use rumble and vibration to help players sense where their target is through the controller. Varying levels and vibration speeds for the resource’s direction let players know if objects are to their left, right, or right in front of them, simply by holding their controller.
To help emphasize how close gamers are to their target, we’re also using the DualSense controller’s new RGB band to pulse faster as gamers get closer to their resource target. Driving both the directional vibration and the RGB pulse is the actual data that the in-game tool receives in real time, so it is always dynamic and precise to what the player sees and feels while playing.
With these great features combined, you really feel like you have a working metal detecting tool in your hands.
Tango games: The opportunities that DualSense controller technology presents for Ghostwire: Tokyo couldn’t excite us more. The combination of haptic feedback, adaptive triggers, and built-in audio allow gamers to further immerse themselves in the supernatural world of gaming.
With haptic feedback, players tune in to their surroundings, aided by otherworldly voices emanating from the controller’s speakers. It allows you to use your ‘sixth sense’, perceive things normal humans cannot, and use that insight to help solve the many mysteries surrounding the city of Tokyo.
In battle, players weave elemental powers with their hands to take on evil spirits, and the DualSense controller’s adaptive triggers bring those powers to life, giving each their own distinct and tangible feeling. Even with your eyes closed, you can tell the difference between handling sharp and precise gusts of wind; the destructive rush of water; and the sheer devastation of fire. Attempting risky exorcisms at close range is even more intense, as the triggers help simulate the act of extracting a spectral enemy’s core with your own hands.
As players hone their supernatural prowess, the controller’s abilities will also “grow stronger”. The stronger their abilities become, the stronger the controller feedback will be, creating a noticeable feeling of real progress that we can’t wait for Ghostwire players to experience for themselves.
Life is Strange: True Colors
Pont Neuf: At its core, Life is Strange: True Colors is all about connecting with people through the psychic power of Alex Chen’s empathy. Alex’s supernatural ability allows him to see and experience the strong emotions of others through their vividly colored auras – and thus the searing red of anger, the vivid purple of fear, the deep blue of sadness and the shining gold of joy will all ignite life through the new light bar when you connect to all of them.
As you explore the streets and spaces of Haven Springs, reaching for Alex’s increasing power using the left trigger, you will find that the feedback force of the trigger increases as the power increases in intensity, haptically hinting at meaning. volatile and supernatural that is barely under Alex’s control. Even as Alex becomes more confident in her power through the arc of the game, it’s never something she exploits lightly.
Bandai Namco: In Scarlet Nexus, players will use psychokinetic abilities to lift and throw objects at enemies. The DualSense controller is a great match for that power, as the haptics and adaptive triggers enhance the feeling of breaking chunks of the environment into enemies.
As you lift and throw objects, you will feel the flow of the hero’s power, whether it’s left to right or front to back. As the object moves from left to right on the screen, the sensation is achieved by vibrating the left motor and then moving towards the right motor.
Additionally, adaptive triggers provide gamers with a more realistic gaming experience. Just like you feel the weight and resistance when picking up items in real life, you will feel like you are lifting an object in the game with your own strength.
Gundam Battle Operation 2 mobile suit
Bandai Namco: The PS5 version of GBO2 uses the DualSense controller to better mimic the feeling of firing various weapons, from resistance when you pull the trigger to feedback indicating your projectile has hit its target.
When using L2 or R2 for the attack, pilots will notice resistance to simulate pulling an actual trigger. For example, with the bazooka, the resistance will cause the trigger to stuck at the entry position just before the bullet is fired, and when you keep pulling the trigger, the bullet will fire and release the tension. We also created a louder rumble upon discharge, and a longer track (the rumble will last longer) to recreate the discharge of a larger caliber bullet.
We have also made changes to the vibration patterns of the different weapons – you will have a unique feel whether you are using a machine gun or a beam rifle. For melee attacks, we’ve recreated the effect of your hands tingling after you hit something. When your attack lands on an opponent, the effect is supposed to make it look like you’ve dealt them a heavy blow.
This new tactile experience is based on each weapon’s sound file to provide both audio and haptic feedback, while weapon fire and weapon switcher sound will be output from the controller’s built-in speaker. DualSense, making your experience as immersive as possible.
Kena: Bridge of Spirits
Ember Laboratory: Development with the DualSense controller allowed us to add a deeper level of immersion to the experience in Kena. As a spirit guide, Kena can turn her staff into a bow, and this mechanic takes full advantage of DualSense adaptive triggers. As Kena draws her bow, players can feel the resistance of the triggers as the wood bends and stretches under pressure. In combination with the haptic feedback, the player has the sensation of shooting a bow.
Housemarque: The immediate new potential that DualSense brings to the table is the ability to fully convince and immerse oneself with haptic feedback details that just weren’t possible before. We can now deliver subtle details that cross the threshold of what the hands and brain believe to be real and truly bring player consciousness to the on-screen world.
As an example, the rain in Returnal is complemented by subtle haptic impulses of raindrops, which are procedurally synthesized at runtime, allowing us to refine and modify their feel at runtime. fly while playing in the game. The end result of this approach is that with the visuals and audio, the haptic sensations produced by the DualSense controller give your subconscious brain another indication that it really is in the world of play. ‘Atropos, standing in the rain. (Check out the full article for more details!)
Learn more about current DualSense controller updates
* Available in games that support these features.