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hands-on: sony’s dualsense ps5 controller could be a game changer

AVATAR Devin Coldewey
Devin Coldewey
Writer & Photographer, TechCrunch
October 27, 2020
hands-on: sony’s dualsense ps5 controller could be a game changer

Following several hours of experience with the PlayStation 5 and its thoroughly reimagined DualSense controller, I am confident in stating that the innovative haptics and audio capabilities demonstrably function—and have the potential to fundamentally reshape the gaming experience. However, this will only materialize if—and it is a significant condition—game creators fully utilize the technology.

The DualSense controller succeeds the exceptionally well-known and favored design of the DualShock, which has maintained a largely consistent form factor since its initial release alongside the original PlayStation a quarter of a century ago.

Although the fundamental arrangement remains similar, the tactile sensation of the new controller is markedly distinct, and its aesthetic aligns with the PS5’s unique, though arguably divisive, futuristic appearance. While I am not yet completely convinced by the new form, I also acknowledge my extended familiarity with the previous design, and am reserving final judgment for the complete review.

I can share immediately that the controller incorporates subtle PlayStation symbols across its entire surface:

I anticipate these may attract and retain grease.

Included with every PS5 is Astro’s Playroom, which, similar to Nintendoland and Wii Sports, serves as a showcase for the controller’s novel features. While it may not possess the same level of originality or enduring appeal as Nintendo’s bundled titles (which remain among the finest games available for those systems), it is an enjoyable experience that effectively demonstrates the capabilities of the DualSense.

The foremost and perhaps most immediately noticeable feature is the haptic feedback integrated into the trigger buttons, L2 and R2. It is a characteristic that, once experienced, immediately prompts consideration of its potential applications.

Image Credits: Sony

This functionality enables not only precise vibration but also the introduction of resistance to the triggers, a concept that may seem abstract but is readily understood in practice.

For example, during the introductory sequence of Astro’s Playroom, the feature is presented by simply requesting the user to depress the triggers and perceive the effect. You have undoubtedly used them previously, and are aware that they typically operate with minimal friction. However, they now offer resistance against your finger—followed by a click, and the resistance disappears.

“What is this technology?” I remember exclaiming aloud at the time, or uttering a similar sentiment with more colorful language. It is genuinely that immediately captivating.

Image Credits: Sony

Subsequently, in the initial level I explored within the game, your robotic character enters a spring-loaded suit (a metal spring, not a linen outfit) and requires trigger activation to initiate a jump. In this instance, the haptics genuinely convey the sensation of compressing an object (although, having experience with springs, I recognize the sensation differs), and crucially provide a non-visual, instinctive indication of trigger depression depth. My brain registered the extent of trigger pull more rapidly through the combination of sound, haptics, and visuals than through visuals alone. Furthermore, because the sensation is confined to the specific trigger in use, there is no ambiguity with the broader vibrations of the general rumble system.

The Switch’s Joy-Cons incorporate a form of precision haptics, and while the demonstration of this feature was intriguing—experiencing small objects rattle “within” the controller—it proves challenging to envision practical gameplay applications. Indeed, few games have implemented this functionality, though it is plausible that general rumble benefits from its existence.

In the case of the DualSense, I immediately contemplated, “this would be ideal for…” and wished for its inclusion in past games. It unlocks possibilities I had not previously considered, such as “partially depressing the trigger for one action, and fully depressing it for another.” It also represents a potentially valuable accessibility feature.

The inclusion of a speaker and microphone within the controller is not unprecedented, though they appear to have been enhanced for the DualSense. Few games have effectively utilized these features, and Astro’s Playroom resorts to the familiar “blow into the controller to activate a propeller” mechanic. I struggle to envision anyone desiring this in a genuine game—but why can’t I command “Advance, cyberdog! Engage the monster on the right” to direct my (regrettably fictional) companion, or something comparable?

Unfortunately, this highlights the core challenge that could render even the impressive haptic feature unrealized. Developers must intentionally design for these features, which is difficult when the demand or ability to utilize them cannot be guaranteed. Moreover, if simultaneous release on Xbox and PC is desired, these features must be removed. Consequently, they become optional—and optional features cannot be integrated as deeply into the game, diminishing their overall impact. This pattern has recurred throughout gaming history with various innovations, and may repeat with this generation’s novelties.

Sony’s optimal strategy is to streamline integration and provide substantial incentives, though it is difficult to foresee how multi-platform developers like Ubisoft can contribute beyond the minimum requirements. Meaningful implementation will likely be restricted to a select group of premium PS5 exclusives funded by Sony, which players will find remarkable.

It is an intriguing new gameplay element, but hardly one that heralds “next-generation” gaming. Indeed, little about the new consoles from Sony or Microsoft suggests a generational leap, aside from their specifications. This does not diminish their value—but do not anticipate a transformative experience.

#DualSense#PS5 controller#PlayStation 5#Sony#gaming#haptic feedback

Devin Coldewey

Devin Coldewey is a writer and photographer who lives in Seattle. You can find his portfolio and personal website at coldewey.cc.
Devin Coldewey