![]() Needless to say, throughout this whole experience our minds were blown over and over again. Later, we’d run along the beach and exclaim in glee at the way we could feel the sponginess of the sand beneath our feet, only to squeal in delight again at a sandstorm section where we could feel every particle of sand pepper our character through the controller. There was a moment where we stood on a fan and through the haptic feedback, we could feel the sensation of there being a fan in the controller. We started off in the Cooling Springs stage and I would stop every few seconds and pass the controller to MrZhangetsu, saying “You need to feel this, bro”. These climbing segments proved to be interesting puzzles, but I wasn’t a fan of the control scheme which proved a little tricky to get the hang of. The most interesting thing about the latter gameplay is that there are some more fragile handholds which will break if you push the triggers in too far, so you need to use the adaptive triggers to feel out how lightly you can grip them without them crumbling. The list goes on, there’s a couple of levels where you fly a rocket, and you can feel the adaptive triggers click down fully when the rocket boosters kick in and there are some stages where you climb up walls using the triggers and motion controls to swing yoursxelf from handhold to handhold. Advertisements Riding across this texture, I had the sensation of running my hand across a radiator! Or a stage where you roll around on the ground as a ball, feeling a full range of different textures – such as grass, gravel, tarmac and speed bumps – beneath you through the insanely accurate haptic feedback. You can feel the resistance building up in the spring via the adaptive triggers which push back at you the lower you go. In-fact, the whole game was built around these features as the developers came up with ways to get the most out of it, like having a stage where you play as a spring-loaded frog and experience the adaptive triggers and motion controls to the fullest. The obvious stand-out feature of Astro’s Playroom is the way it truly makes full use of the DualSense’s built-in features such as Haptic Feedback, Adaptive Triggers, Microphone, and more. ![]() Astro’s Playroom Review The Power’s in my Hands It goes without saying that from the moment we booted the game up, we didn’t close it again until we had that tantalising platinum in our grasp. So, MrZhangetsu and I sat down together side-by-side, ready to dive into the new generation together. Pre-installed on the console to serve as a PS5 demo, Astro’s Playroom is a 4-hour fully-fledged game of its own – complete with Platinum Trophy! A Love Letter from Sony’s PlayStation Family to Sony’s PlayStation FamilyĪdvertisements What an exciting day the 19th of November proved to be! My PlayStation 5 pre-order arrived and within minutes I had the console set up and ready to go!Įxcited about the DualSense’s new features, and looking for something to do while my games downloaded, I obviously looked to Astro’s Playroom for my first PlayStation 5 experience.
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