It's an amazing feature, one of the many reasons the PS5 controller is my favorite controller. I also use it for PC games. Best way to play Cyberpunk 2077, game feel from the controller adds so much to the experience for me.
Then again I absolutely love (and collect) controllers, I'm fascinated by the way they change the way you interact with a game. It feels significantly less impactful now to pull a standard trigger to fire a gun or to not have resistance when pulling back a bow string. I wish every game implemented the features.
Every time I used adaptive triggers in games it felt great. Unfortunately, the springs in the triggers of earlier Dualsense models have a habit of giving up the ghost early, leaving the controller with no adaptive function, beyond feeling like a "hair trigger"
It's an amazing feature, one of the many reasons the PS5 controller is my favorite controller. I also use it for PC games. Best way to play Cyberpunk 2077, game feel from the controller adds so much to the experience for me.
Then again I absolutely love (and collect) controllers, I'm fascinated by the way they change the way you interact with a game. It feels significantly less impactful now to pull a standard trigger to fire a gun or to not have resistance when pulling back a bow string. I wish every game implemented the features.
So? Because features may be hard to emulate in the future devs should just stop experimenting with them now? I can't think of a single game that uses dualsense specific features where they aren't optional bonuses. Examples being... every playstation 5 game that has been ported to PC.
I guess I'm just not understanding the argument. Like... The Nintendo DS should never have existed because it wouldn't be easy to emulate touch screen controled games in the future?
I’ll be the devils advocate, as it’s my favorite hardware feature the system has. Or, rather, the controller. It’s pretty brilliant for giving a little immersion! But it came at the wrong time. If this happened on the PS2, the feature would last about a decade plus on each controller, but we are in the midst of the “en-shittening” of everything, so it gets a bad reputation as yet another thing that can break in your $80 controller. Like your breaks wearing down.
Against all odds, I still live for how they feel in shooters or games with Rocket engines or whatever else! I think they aren’t good in Doom Eternal, but that’s because that game is so fast and intense that it doesn’t need it. It needs a keyboard and mouse, frankly. And, of course, Team Asobi are the gods of this feature. They use it SPECTACTULARLY, and show off how it can be both immersive and also make the analogue feature of the controller more of a thing, as you can use the different resistance levels to get more accurate measurements of how hard you’re pressing. Imagine how MGS3 will be with this feature! I assume it’ll be much easier to not accidentally kill in that game.
But, yeah, it’s a sick feature that is handicapped by how much it wears down a controller that is infamous for breaking.
Post automatically merged:
An addendum: it would also be something that could make exclusive games for the system stand out. However, that is only wishful thinking, as most of the high end AAA industry is PC focused anyway, so there aren’t enough exclusives to justify it being a feature we pay for in EVERY PS CONTROLLER WE BUY. It’s the kind of feature you’d get a smaller game to show off back in the day, but modern PlayStation….sucks, so we don’t get that courtesy.
I really like them in some games (Astro Bot, for example). However, games where you're constantly shooting, like a Control or something, I had to turn them off. When they're used in a creative way, they're good, when it's just to squeeze a trigger, it gets old real quick. Overall, I like the idea when they're used right. Just wish more devs did creative things with them.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.