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In a blog post that apparently came out of nowhere, Sony finally revealed the new DualSense PS5 controller. It marks a radical departure from the DualShock 4, but the redesigned pad will share one thing in common with its predecessor: developers will continue to ignore almost all of its unique features.
And that’s a shame, since DualSense is packed with exciting and potentially revolutionary technology. Sony wants to tickle my fingertips and massage my palms in a variety of interesting ways using haptic feedback and adaptive triggers, and I totally agree.
We have seen the technology used effectively in Virtual reality controllers, but if you’re new to haptic feedback, it basically means you’ll feel more than you see on screen – the mud as you drive a car through the mud or the strain of pulling a bowstring while shooting a arrow, for example.
The problem is, and I hate to admit this, that these features will be largely ignored by everyone except the early Sony studios. History has shown us time and time again that even if you design a console entirely around a distinctive input device (hello, Nintendo Wii), third-party developers will still find a way to ignore 95% of the special qualities of a controller. .
Ignored and underused
Let’s take a look at DualShock 4 as our prime suspect. It has a lovely light bar that can change color to reflect what happens in a game, like flashing white if you’re using a torch or turning red if your health is low. However, how many games use it this way? The answer is: almost none.
Next up, the DualShock 4 touch bar. If you’ve ever needed a more concrete example of developer apathy in full effect, it’s that battery-depleting touch bar. We saw Killzone: Shadowfall, a PS4 release title, use the touch bar in some cool ways, like Infamous: Second Son did. But how many other games can you name that significantly transform the experience with this feature? It’s probably just a handful, because basically all games just use it as a large map button. Sparkly.
What about the PS4 accelerometer? A feature that exists since the SixAxis controller, which was released with PlayStation 3. When did you last play a video game that used the accelerometer for more than just a silly trick? Yes, I don’t think so.
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Features schmeatures
But wait. Maybe it’s because those features were quite superfluous. I mean, come on, a flashing light that you can’t even see most of the time? Who cares! Members of the court, can I introduce you to the B: HD Rumble exhibit at Nintendo Switch
The masters of overwhelming quirky technology in gamers’ throats, Nintendo always tries to introduce a strange new input system to its consoles. With Nintendo Switch it was no different. They promised us the feeling of feeling ice cubes in a controller, because of course we did. Despite the genuinely amazing technology in games like 1-2-Switch, it’s basically ignored even by Nintendo, and it hasn’t come close to reaching its promised potential.
Still in denial? Well, let’s end with one more example of forgiveness. You may not know it, but the Xbox One controller has impulse triggers. And they’re going insanely crazy and never, ever get used to it.
Do yourself a favor and play any of the Forza Motorsport games on Xbox One and you will experience a defining moment that will make any other racing game seem a little sad in comparison. The triggers rumble and respond according to the location of the tires on the track, so you can physically feel the sensation of a wheel locking up, moving on the gravel and responding to torque. It is very good, but clearly not a priority for any developer.
A feature for everyone
So why is this worrying trend constantly happening? Truth be told, it all comes down to time and money. Video games are extremely expensive to make and require a lot of resources to make. There is no monetary benefit to developers who spend extra time coding functions that are specific to a console. Occasionally it can happen, but it is an anomaly.
The odds are stacked against the DualSense controller, then. There’s no question we’re going to see some really awesome moments from Sony’s first-party studios (shooting Aloy’s arc in Horizon: Zero Dawn 2 is a fact for adaptive triggers), but try not to be too disappointed half the time. These features are a pleasant surprise, rather than a new standard in the future.