|Hands-on with the PS5’s synesthetic DualSense controller | 高|
|发表时间：2021-02-10 13:07 阅读次数：|
Astro's Playroom, included with every PlayStation 5, is clearly designed as a showcase of sorts for the system. The game takes players on a fantastical platforming adventure through an imagined version of the system's innards, and through 25+ years of PlayStation history itself.
Further ReadingThe next PlayStation controller is called DualSense, looks like a cool robotMore than that, though, the game is the perfect showcase for the PlayStation 5's new DualSense controller, and the proprietary perks it has over previous DualShock controllers. But while Sony has hyped up the DualSense's fine-tuned haptic feedback and adaptive force triggers in recent months, the company has been largely silent on one of the controller's most subtly impactful features: the built-in speaker.Listen to your hands
Sony clearly wanted us to notice this speaker when we received our PlayStation 5 hardware; we were told, both in email and over a video-call briefing, not to wear headphones when testing Astro's Playroom for the first time. This was confusing at first, since the game's tutorial doesn't even mention the built-in speaker while running through the controller's many features. But it doesn't take long to hear the thing in action, and it's much better than you might expect based on recent console history.
Nintendo was the first to experiment with controller-based speakers in 2006 with the Wii Remote. In games that bothered using it, the resulting chirps and squawks sounded crackly and obnoxious on the Remote's podunk, low-fidelity speakers. The PlayStation 4 utilized a similar controller-based speaker in 2013, but that low-quality speaker was similarly ignored by developers, save for a few notable (if gimmicky) attempts.
Today, Sony has clearly invested in a higher-fidelity speaker and in a wireless connection that can handle the high-quality samples sent from the console. But that's only half of the story. Astro's Playroom doesn't use the speaker to squawk at players for attention or play audio logs. Instead, its noises sync up perfectly with the action on-screen and the rumbling sensations the controller is conveying. Advertisement
When Astro runs over sand, for instance, each footstep softly shuffles through the controller as both sound and vibration. Walk on glass, and the footsteps tap-tap-tap with both light shakes of the controller and tinkling sound effects in your hands. When Astro gets blasted with wind, the full-controller rumble is met by the sound of a breeze. And though the controller rumbling is very similar when Astro slides across the ice a few minutes later, the "skkkkt" sound of skates cutting across the rink creates a completely different sensation.
Later in the game's Cooling Springs area, when you put on a robotic frog suit, you have to compress the suit's spring-loaded legs with the triggers (which offer a strong, springy resistance in this section) while adjusting your jumping aim by tilting the controller. Here, each degree of controller rotation and spring squeezing is met by a clicky sound effect, perfectly matching the clicky vibration in your hands.A new standard
In terms of sheer rumbling precision, the DualSense's haptic feedback reminds us of the heavily promoted "HD Rumble" feature on the Nintendo Switch Joy-Cons. That's not that surprising, since both controllers make use of tech provided by Immersion Corp. The DualSense's increased surface area perhaps provides for a little more precision in the slight gradations of rumble strength and apparent location, but it's a subtle difference.
It's the subtle sound design of the DualSense's speaker that lets Sony blast past Nintendo in terms of sheer controller "wow" factor. Matching different levels of controller vibration with subtle sound effects handily multiplies the kinds of sensations you get from the controller. Once you feel and hear it in action, you'll wonder why it has taken so long for console-makers to advance to this effective level of synesthesia, over 20 years after the 1997 launch of Nintendo's Rumble Pak.
The catch, of course, is that Sony has put this feature into a platform with an emphasis on 3D audio design via its Tempest Engine (which we aren't testing just yet). Will DualSense's speaker fit into this vision? Or will players have to pick between one or the other?
And will other developers bother with the careful sound design needed to coordinate controller effects with on-screen action? It's easy to imagine first-party Sony fare cashing in on the dual aural-rumble potential (we can only imagine the impact this would have on the likes of Gran Turismo) while third parties largely ignore the feature for cross-platform titles.
For now, though, Astro's Playroom makes a hell of a first impression for a controller that's full of pleasant surprises above and beyond what we've come to expect from the now-standard dual-stick design. Here's hoping more games similarly make the most of the controller's many unique features.关注高德娱乐官网（www.huzaza.com）。
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