ASTRO’s PLAYROOM is ridiculously fun! Devs should take note re: Dual Sense
On a whim, I gave ASTRO’s PLAYROOM a spin. What a refreshing, relaxing, nostalgic and fun experience! It’s like Super Mario Odyssey combined with a trip down memory lane, while turning the Dual Sense into the amazing toy it was always meant to be.
It would be great if more games took advantage of the Dual Sense’s capabilities, especially motion sensing and the microphone. I know that some games do, like Returnal’s use of the speakers and the haptic triggers, but I can only think of a few examples.
Some ideas for how it can be used -and please chime in if you’ve seen this kind of feature in a game I haven’t yet played:
From Software’s bonfire mechanic: blowing into the microphone to kindle the flame. Baldur’s Gate 3: Swiping the touch pad to roll dice, or using the touch pad to move around the map. Using the edge lights on the controller as part of a puzzle solving mechanic, or as a sensor when you’re getting close to an objective or item. That would be great in Ghostbusters! Using motion control to turn items for closer examination, like in RE2. Or combining all the elements of the controller in a way that intuitively corresponds to a puzzle box. The Room could be a great type of game to develop this.
I just want devs to be encouraged to explore more ways to bring the controller more into play. I don’t think it breaks immersion -I think it would deepen immersion.
Anyway, back to the playroom. I have a few more artifacts and puzzle pieces to find. If you haven’t tried ASTRO’s PLAYROOM yet, I highly recommend it for a fun afternoon. #games