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The PlayStation 5 is a graphically overloaded console with lots of potential, but its standout feature is clearly the upgraded DualSense. Launching Astro’s Playroom, the game preinstalled on the PS5, you get a showcase of what it can do. Its triggers stop and start to make it seem like you’re gripping ledges or pulling back bowstrings. Walking across ice, the controller tinkles and taps just perfectly to make it seem like I can feel the crunchy surface. The DualSense’s vibrational haptics really do create moments where I can almost touch the game.

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«You could close your hand and the fish would be moving along with the trigger. So it would be flipping and the trigger would be flapping too. And you could hear it coming from the controller.» Doucet says it was particularly surprising: «Seeing something moving inside your hand, fighting back because it’s moving, because it’s alive, it’s a very, very different kind of feeling. We didn’t put it in just because we didn’t have a good place to do it.»

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But Bodo/Glimt’s players were forced to make an unusual and unexpected alteration to their plans ahead of kick-off when their bus was stuck in traffic and struggled to negotiate the narrow north London streets near the Emirates.

A playground of demos «A lot of games usually come from a narrative or a desire to tell a particular story. And in our case, the story is all about the mechanical device and its possibilities,» Nicolas Doucet, Creative Director at Sony’s Japan Studio, says about Team Asobi and how it made Astro’s Playroom.

Japan Studio’s work helped evolve the controller, too. «For the adaptive triggers, we applied existing mechanism design technology and went through multiple concepts and mockups to create something that worked with the DualSense controller, while making sure we didn’t sacrifice comfort and ergonomics,» Sony’s Igarashi says. «We played demos that were provided by the Astro’s Playroom team in Japan Studio and we bounced ideas off each other to come up with a variety of different vibration patterns.»

A lab to showcase magical possibilities While Astro’s Playroom is clearly made to entertain PS5 owners, Doucet’s team has used its experiments to showcase ideas for developers, too, as part of their role exploring how to make the most of Sony’s new hardware. 

‘I cannot put in enough words my gratitude to you, and how much I owe to you. We will miss you so, so much. Thank you for everything my friend. I am sending all of my love to you and all of your family.’

Sony has leaned on its own creative team to showcase the possibilities. Japan Studios’ Team Asobi has made games showcasing the PlayStation 4’s camera and shadowaccord.nwlarpers.org PlayStation VR headset, and Astro’s Playroom does the same for the PS5. It’s as much a tutorial for new owners as it is an inspirational attempt to spark what other game developers could do next.

The first time I picked up the PlayStation 5 DualSense controller, I thought: it’s like a little living thing in my hands. I was playing Astro’s Playroom, a free PS5 game designed to highlight the new controller’s features. But, I also wondered: How many other PS5 games are going to take advantage of its wild, subtle features?