Despite a lack of a launch date and pricing details, Sony has just released the first commercial for the Playstation 5.
You can check it out above, but don’t expect any gameplay. It’s still pretty cool however, with a cinematic approach taken to highlight the immersive gameplay that players will experience on the new console.
The ad is accompanied by a new post on the Playstation Blog that details some of these features, such as the haptic feedback of the Dualsense controller, and the PS5 console’s Tempest 3D AudioTech.
“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,” said Mary Yee, Vice President, Global Marketing, SIE.
The post also details how some developers are taking advantage of the Dualsense controller. Check out a few of them below.
- Mathijs de Jonge – Game Director, Guerrilla: “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.”
- Marcus Smith – Creative Director, Insomniac Games: “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.”
- Kenji Kimura – Director, 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.”
There are many other thoughts shared by other developers in the blog, so highly recommend that you give it a read. Sony has promised to share more updates in the coming weeks, so be sure to stay tuned for more updates.