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Presenting PlayStation’s first global ad spot showcasing key immersive features for the PS5 console generation


Aranea Highwind

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PlayStation fans, I hope you are just as excited as I am for the launch of the PS5™ console this holiday season. Each console generation provides an opportunity to tell a unique story through our marketing. This new generation will be especially fun for us given the new suite of features that will come with the PS5 console. 

 

Today, I am pleased to share with you our first global spot for PlayStation that showcases some of the immersive gameplay you will experience on the new PS5 console.

In our first global digital ad for the PS5 console, you’ll see the new console’s features come to life through a young woman’s eyes and her movements. It starts as she walks across a frozen lake, feeling the crack of ice at her feet. As the character senses danger, the sudden explosive reveal of the kraken from the icy surface showcases the haptic feedback sensation you can feel from DualSense™ wireless controller for the PS5 console. 

 

Sound then comes from all directions as the central character reacts to everything she hears – whether it’s coming from the front, the side, above, or from behind her – showcasing the PS5 console’s Tempest 3D AudioTech. Closing out the spot – as the central character draws her bow – the tension of her bowstring is a sensation you’ll also feel, made possible through the DualSense wireless controller’s adaptive triggers.

 

We are quite excited about these features and we can’t wait for you all to get more immersed in the world of games with the PS5 console and DualSense wireless controller in your own hands. 

Our partners in the development community have been hard at work either creating or dreaming up the next generation of games. Read on to learn some of the ways they are working with the DualSense wireless controller and its built-in capabilities.

 

Marvel’s Spider-Man: Miles Morales

 

“The haptic feedback precision allows us to do all sorts of new things. In Marvel’s Spider-Man: Miles Morales, we’ll be hinting to players which direction attacks are coming from by providing haptic feedback from the appropriate direction on the DualSense wireless controller. 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

 

Deathloop

 

I’m really excited by the adaptive triggers and the haptic feedback, both features that will bring some physicality in game experiences, and give important feedback. Deathloop being a first-person shooter, we do a lot of things to make weapons feel differently from one another. 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

 

Ghostwire: Tokyo

 

Just as the name “trigger” suggests, the main use of the DualSense wireless controller’s adaptive triggers in Ghostwire: Tokyo is for “active” actions—to shoot or trigger something—and we also use them to create the sensation of recoil. We’re also looking at ways to take advantage of the adaptive triggers to express a sense of persistent energy, or a balance of forces if you will, and for perhaps actions such charging, loading, and a sense of accumulation of power or energy for things.The haptic feedback, in comparison to the vibration function of previous generations, allows us to utilize a much wider range, starting from a very strong vibration that is much more powerful than before, down to extremely light vibration. 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

 

Horizon Forbidden West

 

Horizon Forbidden West features new weapons that are designed to feel unique and play a specific role in combat with machines and human opponents. The DualSense wireless controller adaptive triggers will help us to make the weapons feel even more unique and satisfying to use.— Mathijs de Jonge //  Game Director, Guerrilla

 

Dark souls

 

With the DualSense wireless controller and the power of haptics, we can make the combat [in Demon’s Souls] feel grittier, darker, and deadlier. Now you feel every blow as you strike down your enemies and cast each spell. You’ll experience the force of a titanic boss’ attack as you pull off a well-timed guard. Metal strikes metal when your foes block your attacks or you block theirs. That extra sensory feedback through the controller allows you to know your attack hit home and your perfectly-timed parry was a success, so you can react faster and more decisively.

 

We can also turn the simple act of pulling a lever to open a gate into a sensory experience. This is something that rumble could never do. It could never replicate the feeling of metal striking metal or fire crackling in your hand as you conjure magic. Haptics [are] integral to the experience, to immersing the player in the world and adding to the gameplay. The visual, aural, and tactile working together takes this new generation of gaming into the future. — Gavin Moore // Creative Director, SIE Japan Studio

 

Godfall

 

As a player, I’m excited to finally FEEL which weapon I’m holding in my hands without looking at any UI. I can also sense where an enemy is spatially, even outside of my field of view. — Keith Lee // CEO, Counterplay Games

 

Ratchet & Clank: Rift Apart

 

The adaptive triggers are something we’re excited to feature [in Ratchet & Clank: Rift Apart]! For instance, the Enforcer is a dual-barreled shotgun type weapon. As you pull the trigger, you’ll fire from one barrel, and you can feel resistance around halfway down the trigger. Need a bigger blast? Pull the trigger through that resistance point and you’ll fire both barrels at the same time. — Marcus Smith // Creative Director, Insomniac Games

 

Astro’s Playroom

 

As a developer, we want to surprise with unexpected feelings so the haptic feedback has been our central focus [for Astro’s Playroom]. The concept of “feeling the world” is omnipresent, that’s a significant step forward in immersion. I tried turning haptic feedback off once, and could not believe how much I missed it. It is a game changer for sure!

 

We use haptic feedback throughout the entire game. The most striking are the surfaces because players will notice within the first few seconds. Astro’s steps can be felt running on plastic, metal, sand, and even splashing in water. –– Nicolas Doucet // Studio Director, Japan Studio

 

Sackboy

 

Adaptive triggers have enabled us to provide sensations which match what Sackboy would feel in game. For example, when picking objects up, there is a tension to each press which conveys that the little guy is struggling to carry it. Similarly, when equipped with the grappling hook, R2’s ‘Weapon Mode’ makes the player feel like they’re actually firing it themselves.— Ned Waterhouse // Design Director, Sumo Digital

 

Gran Turismo 7

 

I think the most effective use of the adaptive trigger [in Gran Turismo 7] is for representing the operation of the antilock brake system (ABS) while braking. A typical ABS releases brake pressure intermittently while the driver applies pressure to the pedal. The adaptive trigger is suited for recreating this pedal feel, and it will allow the player to accurately feel and understand the relationship between the braking force they want and the tire’s grip.

 

Compared to the rumble force feedback we had in the past, the special character of the haptic feedback is that it has a bigger range of frequencies it can produce.

What this means, is that sound design and tactile design can be handled in a continuous, integrated manner. — Kazunori Yamauchi // President, Polyphony Digital

 

We’ll have more to share in the coming weeks. Keep your eyes peeled.

 

https://blog.playstation.com/2020/08/20/presenting-playstations-first-global-ad-spot-showcasing-key-immersive-features-for-the-ps5-console-generation/

 
Edited by Aranea Highwind
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On 8/20/2020 at 3:21 PM, Aranea Highwind said:

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.

 

This is the one I like the most so far. I have been playing without vibrations for like 5+ years now but this gives me a reason to put them back on to try all these features on. I also hope they will incorporate haptic feedback for their new PSVR controllers.

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Look at all this shit I don't care about. I don't need or want more immersion I want fun games. There's PS1 and SNES games that are just pixels and chiptune that give me superb immersion without any of this bologna. Any clue if it kills the controller's battery life and if we can turn it off?

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42 minutes ago, MandA60VISE said:

Any clue if it kills the controller's battery life and if we can turn it off?

 

21 minutes ago, sepheroithisgod said:

but is there any word if you can break the controllers easily.

 

These are part of Sony next advertisement:

 

"All these new features we're spending money showing off... they all kill your battery life. So in our next feature ad, we'll spend just as much time showing you how to turn off these things the developers all spent putting into the game and we spent talking about how cool they are.

 

And in the follow-up advertisement, we'll show how easily breakable the controllers are. Stay tuned!"

 

(sarcasm here, when it's inevitably missed and replied to with hostility)

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They are definitely ramping up on public awareness on the product. I got the standard sony email about PS5 information.

 

Thats has to mean preorders and price announcement if a few weeks right? First time in my lfie that I can afford a console on lunch and really wanna preorder and get one day 1.

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1 hour ago, ZeromusF4 said:

They are definitely ramping up on public awareness on the product. I got the standard sony email about PS5 information.

 

Thats has to mean preorders and price announcement if a few weeks right? First time in my lfie that I can afford a console on lunch and really wanna preorder and get one day 1.

Where are you gonna lunch? 
 

I do hope pre orders will be up soon

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2 hours ago, DaivRules said:

 

 

These are part of Sony next advertisement:

 

"All these new features we're spending money showing off... they all kill your battery life. So in our next feature ad, we'll spend just as much time showing you how to turn off these things the developers all spent putting into the game and we spent talking about how cool they are.

 

And in the follow-up advertisement, we'll show how easily breakable the controllers are. Stay tuned!"

 

(sarcasm here, when it's inevitably missed and replied to with hostility)

It's fine that they're there because a lot of people will find it cool. It's ultimately just uninteresting for me. I know most non-first party and multiplatform games won't use these features in their games. I can think of two games off the top of my head that aren't first party that used the "cool new" tech for the PS4 controller.

 

Exist Archive had the flashback dialogue through the speaker for whatever reason. It was more annoying than innovative though. It's only on PS4 and Vita though and I don't think Sony licensed it. I know I searched for 15 minutes seeing if I could just redirect all audio coming out of the controller to the TV instead.

 

Transistor used the lightbar well by changing the color to various shades of blue and green when the sword talked. It's a multiplatform game so that was a neat addition Supergiant added for the PS4 version. I know some games will change the color depending on character used or in multiplayer games. I set it down to the lowest brightness because the light was too reflective on my TV otherwise. I wish I could turn it off entirely and it's not even about the battery life.

 

I've never seen any game use the touch pad besides as an extra button or two besides Gravity Rush 2. It also felt finicky in Gravity Rush 2.

 

I'll have to try it to see how I like it but I doubt the games I'll be most interested won't ever use them. Haven't been a huge Sony exclusive fan this generation but it might change. Nothing so far on the PS5 has interested me enough.

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Brilliant. I don’t care about having the most terabytes, I don’t care about slightly better graphics and lighting. I care about lightning fast loading times and new ways to interact with what I’m sure will continue to be great software. Haptics and reactive triggers along with motion controls, speakers and anything else they can give you developers to make new experiences.

It’s a massive shame MS are releasing their dead controller however because it means I’m sure these features will be used sparingly and largely by first party devs as always.

Also interested in 3D audio, which hopefully will soon be integrated into a new VR headset (the true next generation).

Edited by thefourfoldroot
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