PS5: Demons Souls, Horizon, More Developers Explain How to Use Console Features


A new post on the PlayStation Blog has revealed several ways that several developers are using the PS5’s haptic feedback. From finding enemies to pointing to attached weapons, there are some innovative applications that come in the early line-up of PlayStation 5 games. Gavin Moore, creative director at SIE Japan Studio, revealed how haptic feedback provides a sense of contact between weapons when sword fighting in Demon’s Souls. “Metal kills metal when your enemies block your attacks or when they block them,” he says. “That extra sensory feedback through the controller lets you know that your attack hit home and your perfectly equipped parry was a success, allowing you to respond quickly and decisively.”“This is something that clutter could never do,” he added. “It could never repeat the feeling of metal striking metal like fire crackling in your hand when you do magic.”

Over at Insomniac, the developers of Spider-Man: Miles Morales use the high-definition vibration to replicate Spidey-Sense. “We will play to players from whatever directional attacks come by providing haptic feedback of the appropriate direction on the DualSense wireless controller,” said Brian Horton, the game’s creative director.

The haptics will also be used to inform Miles ‘combat forces:’ While you hold Square to do a Venom Punch, you will feel the bio-electric power of Spider-Man opposite the left side of the controller, culminating on the right side influence. ”

Arkane has the same somewhat innovative ideas for haptic feedback in Deathloop. “We do a lot of things to make weapons feel different from each other,” said game director Dinga Bakaba. “One thing I like is blocking the triggers when your weapons are jams, to give the player instant feedback, even before the animation plays, which in a physical way requires the player to unjam their gun.”

PlayStation 5 games confirmed

As you might expect, Insomniac has some weapon-based haptic ideas for Ratchet & Clank: Rift Apart. Creative Marcus Smith explains that, on double barreled weapons, pulling the trigger will generate resistance at the halfway point, which is where the first barrel will fire. “Need a bigger explosion? “Pull the trigger through that resistance point and you will fire both tons at the same time,” he said.

The director of Horizon Forbidden West, Mathijs de Jonge, gives less away, but states that the adaptive triggers “help us to make the weapons still feel unique and satisfying.” The original discovery of the haptic triggers stated that they could simulate the resistance of an arc string, so it seems reasonable to assume that this is what Horizon will use.

Other developers using the features include Tango Gameworks, which offers “textured” nuances in clutter for when players perform an action, and Sony Japan Studio, which provides the “feel” of plastic, metal, sand and water replicates for Astro’s Playroom. Sumo Digital has also developed feedback to convey Sackboy who struggles to carry heavy items in Sackboy: A Great Adventure, while Polyphony Digital will have realistic ABS simulation in Gran Turismo 7. Counterplay Games also uses some sort of spidey -Sense to work players out where enemies are in Godfall, and make sure you can feel what weapon you are using without looking at the UI.

PS5 is still set for launch before the end of the year. Here is everything we know about pre-orders of PS5 and PS5.

Matt Purslow is the UK News and Entertainment Writer for IGN.