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First PS5 TV Ad Focuses on The DualSense and Key Immersive Features
"The first ad is all about the DualSense Controller's haptic feedback and 3D AudioTech."

Sony released the first PS5 global ad for its upcoming next-gen console and it is pretty awesome. The advert highlights the features of the DualSense controller touching on some of the immersive feelings players can expect when using the device.

Things such as feeling the crack of the ice under a player’s feet whilst walking across a frozen lake. This is thanks to the haptic feedback. Hearing sound coming from all directions thanks to the 3D AudioTech and feeling the tension on the trigger as a player draws a bow and arrow thanks to the adaptive triggers.

Read more – Remedy and 505 “Won’t Be Able To” Offer Free Next-Gen Control Upgrade

While the PlayStation 5 advert is clearly an over-exaggerated representation of the experience, it is a great watch nonetheless.

In addition to the PS5 ad, multiple developers shared their PlayStation 5 DualSense experience on the PlayStation Blog. In addition, many of them shared how they are using the controller’s features to deliver new gaming immersion.

Marvel’s Spider-Man: Miles Morales on PS5 will let players know which directions attacks are coming from by tapping their hands with the haptic feedback. In addition, attacks and superpowers are all delivered in a unique way through the vibrator motors.

What does it feel like to use Miles’s stealth ability? How does a Venom Blast feel? 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.

–Brian Horton // Creative Director, Marvel’s Spider-Man: Miles Morales

In the delayed Deathloop game, the adaptive triggers will block when your weapon jams making it impossible to shoot.

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.

Dinga Bakaba // Game Director, Deathloop

In Ghostwire Tokyo, every vibration level is carefully adjusted to scale with the game’s intensity. A player knows when they are in trouble compared to just casually walking through the city.

 This way we can offer players very detailed, “textured” nuances. Because of this, our approach is different – it isn’t a transient or a constant vibration level anymore, it allows us to meticulously adjust the feedback throughout the game.

Kenji Kimura // Director, Ghostwire: Tokyo

Take a look at what other developers say about the DualSense controller on the PlayStation Blog here.

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