I think we need to see if devs are still using it in a year to know either way.
Pretty much.
I was excited for HD Rumble before that quickly fell off the radar, so we'll have to wait and see.
Mark hasn't described haptic feedback or adaptive trigger developer workload AFAIK, this is the most detailed explanation we've had, from Sony's internal magazine.From what I remember from the Cerny presentation, these features are made easy for developers to implement. I don't think Sony would have included these features unless it was easy for developers to use--that has been Sony's MO since the PS4 (i.e. "time to triangle").
Perhaps Era didn't inform him yet that the DualSense features are just a gimmick.
But, seriously, really looking forward to DS. It's one of the things I'm most excited about for next gen.
You should be a mod lmaoThis side conversation is ridiculous.
The incidence of a certain analog sticks issue has been reduced dramatically. It happens much less.
Regardless of whether you want to say "fixed" actually means something can never happen, can we move on and stop talking in circles?
Jesus.
So the game will probably be about two hours based on this first of four levels being 20-30 minutes. Was hoping for more, but I understand it's just a pack-in. But it does mean I will be more likely to pick up Sackboy closer to launch than I was.
Or we can just get excited about it now because it really seems cool and many people seem to really like it - and if it ends up being nothing in a year, shrug and say "oh well".
Wait, where did you hear that? Are the other three levels significantly longer than the first?
Different people have said it's about 5 hours long. Not sure if that includes 100%ing but it's the figure people have been saying.Wait, where did you hear that? Are the other three levels significantly longer than the first?
it's a festivus miracle!I dont remember the last time Giant Bomb was this excited over anything, like damn lol
OMG THANK YOU FOR THIS I WAS LOOKING FOR THIS. whats the exact name of this file?Mark hasn't described haptic feedback or adaptive trigger developer workload AFAIK, this is the most detailed explanation we've had, from Sony's internal magazine.
Giant Bomb seem pretty excited about other stuff they can't talk about too on how it's leveraged in astrobot (just caught the end of them talking about it on their bombcast)
Where you have read/heard that?Different people have said it's about 5 hours long. Not sure if that includes 100%ing but it's the figure people have been saying.
Wait, where did you hear that? Are the other three levels significantly longer than the first?
The studio and I know Gregg Miller said it too but I don't know if he is just going off what has been said officially.
the 6th was the date posted by a youtuber that got the console.
Damn really??!First impressions? The adaptive triggers are the most impressive things to happen to controllers since dual analogue sticks. It's absolutely seamless, and it just goes from "oh that seems like a cool feature" to "oh no this is HUGE" over the course of one level in astro's Playroom. Devs NEED to use this tech, it's game changing.
Is it November 12th yet? I can't wait to try this for myself.First impressions? The adaptive triggers are the most impressive things to happen to controllers since dual analogue sticks. It's absolutely seamless, and it just goes from "oh that seems like a cool feature" to "oh no this is HUGE" over the course of one level in astro's Playroom. Devs NEED to use this tech, it's game changing.
It's easier to trust their opinions when they don't get overexcited and hype crazy about every new thing. When they react like this you know it must be genuinely impressive.I've fallen off giantbomb content recently, but I have not heard Jeff and Brad this excited about anything recently. It's really refreshing and reminds me why I liked the giantbomb folks in the first place.
No I came in to check impressions and replied to someone who basically said that we now know it's not a fad. Which we don't because we need to see how well supported these features are going forward.No, but you did come to a thread where people are excited to tell them "we'll have to wait and see".
It is MUCH more than a level.Never imagined I'd get this hyped over such a simple single level from a pack-in.
Ahh can't wait. This is the kind of stuff I'm looking for in a new generation. The constant backward compatibility talk was killing my hype (not that it's a bad thing but why is playing last gen games the number one thing people were constantly arguing about..) but now the excitement's back.First impressions? The adaptive triggers are the most impressive things to happen to controllers since dual analogue sticks. It's absolutely seamless, and it just goes from "oh that seems like a cool feature" to "oh no this is HUGE" over the course of one level in astro's Playroom. Devs NEED to use this tech, it's game changing.
First impressions? The adaptive triggers are the most impressive things to happen to controllers since dual analogue sticks. It's absolutely seamless, and it just goes from "oh that seems like a cool feature" to "oh no this is HUGE" over the course of one level in astro's Playroom. Devs NEED to use this tech, it's game changing.
First impressions? The adaptive triggers are the most impressive things to happen to controllers since dual analogue sticks. It's absolutely seamless, and it just goes from "oh that seems like a cool feature" to "oh no this is HUGE" over the course of one level in astro's Playroom. Devs NEED to use this tech, it's game changing.
Don't do this to me :(First impressions? The adaptive triggers are the most impressive things to happen to controllers since dual analogue sticks. It's absolutely seamless, and it just goes from "oh that seems like a cool feature" to "oh no this is HUGE" over the course of one level in astro's Playroom. Devs NEED to use this tech, it's game changing.
Video impressions?
First impressions? The adaptive triggers are the most impressive things to happen to controllers since dual analogue sticks. It's absolutely seamless, and it just goes from "oh that seems like a cool feature" to "oh no this is HUGE" over the course of one level in astro's Playroom. Devs NEED to use this tech, it's game changing.
Not terribly hard to implement at all. We had solid testing software, instructions and example materials from Sony very early on. I'd be surprised if other groups didn't support these features for the foreseeable future.
First impressions? The adaptive triggers are the most impressive things to happen to controllers since dual analogue sticks. It's absolutely seamless, and it just goes from "oh that seems like a cool feature" to "oh no this is HUGE" over the course of one level in astro's Playroom. Devs NEED to use this tech, it's game changing.