![]() The rumble feature of the DualShock is similar to the Japanese version of the Dual Analog Controller, a feature that was removed shortly after that controller was released. The Rumble Pak uses power from a battery for the vibration effect but all corded varieties of the DualShock use power supplied by the PlayStation. The DualShock is different from the Nintendo 64's Rumble Pak in this respect as the Nintendo 64’s Rumble Pak uses only one motor. ![]() These motors are housed within the handles of the DualShock controller, with the left one being larger and more powerful than the one on the right, so to allow for levels of vibration that vary. Its name derives from its use of two (dual) vibration motors (shock). The DualShock Analog Controller (models: SCPH-1200 US models: SCPH-110U ), is capable of providing vibration feedback based on onscreen actions taking place in a game (if the game supports this feature), and provides analog input through two analog sticks. Devs won’t forget about vibration and triggers, but my fear is that few will explore all the possibilities.Original grey version of the DualShock controller Think of the DualShock 4’s touchpad, a feature I thought was pretty cool upon the PlayStation 4’s launch-but few developers, even Sony’s own, made much use of it. Many teams crunching to get a game out on time for multiple consoles and PC might not allocate the resources to fully utilize the PS5’s adaptive triggers and haptic feedback. While the controller feels incredible, game developers might not take full advantage of the best features here. Of course, the DualSense could turn out to be a gimmick. The DualSense also boasts an updated controller speaker, a more sensitive touchpad and advanced motion controls, though none of these feel like major upgrades-if anything, it’s the combination of the triggers, the haptics and the speaker that truly heighten the whole experience. And though fairly simple, I’ve loved the feeling of the triggers when taking a picture in Bugsnax. In Miles Morales, web slinging includes a slight bit of satisfying tension. Sure, there’s bow tension in Astro’s Playroom, but there are also fragile climbing moments that require delicate trigger-handling, while controlling a rocket ship offers a new sensation altogether. But seeing how some launch games have used the technology makes me even more excited for whatever’s next. The DualSense’s Adaptive Triggers were less surprising you’d expect some tension while drawing a bow or pulling a trigger. And when it starts raining on Astro, the haptics across the DualSense controller provide an amazing simulation of getting stuck in a downpour. ![]() When you pick up a gun, every shot feels different. There’s an unexpected distinction between Astro walking across metal versus a sandy beach, for instance. While Miles is impressive enough, the haptics in Astro’s Playroom, the PlayStation 5’s free pack-in demonstration game, really blew my mind. When he turns on a TV, you’ll feel the click of the button. When Miles is on the subway, you’ll feel the tracks underneath. When swinging in Spider-Man: Miles Morales, for instance, you’ll feel little vibrations of web stretching out from our hero’s arms. The haptics included in the DualSense provide a tangible sense of connection that I’ve frankly never experienced with a video game. Turns out, Sony vastly undersold it-this is not the disappointing “ HD Rumble” Nintendo included in the Switch’s Joy-Cons. The company promised that the DualSense’s haptic feedback would provide “a variety of powerful sensations,” but those of us steeped in video game marketing are skeptical people.
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