So the Resident Evil 4 remake is, surprisingly completely no one given the standard of the supply materials, good. It appears nice, it has some fashionable concepts about stock and, on the PS5, it additionally is aware of the way to take advantage of out of the DualSense controller’s fancy adaptive triggers.
When you’ve by no means held one, the DualSense doesn’t simply have triggers, it has triggers that may have their resistance adjusted by the sport, and which might additionally ship vibrations by the participant’s fingers. Loads of video games use them, however most of them use them solely in probably the most predictable, rudimentary methods.
Not Resident Evil 4! Capcom actually put in work right here, utilizing the triggers in methods which are in some methods enhancements on present concepts, and in others simply model new concepts totally. Take footsteps, for instance. Whereas many video games provides you with somewhat rumble to match the participant’s stroll, in Resident Evil 4 that suggestions will range relying on the kind of terrain you’re strolling on (or in some instances strolling in).
Weapons are one other instance of some outside-the-box considering. Once more, practically each recreation that options firearms will ship some rumble by the triggers once you hearth, however Resident Evil 4 extends that to the act of switching between weapons; should you pull out a handgun it’ll really feel gentle, whereas swapping to a shotgun will add some heft.
Additionally nice (if indirectly associated to the triggers) is using the controller’s small speaker. As soon as extra, a great deal of video games use it, and lots of use it properly, so on this case it’s not like Resident Evil 4 is pioneering something, however nonetheless. The best way the sport’s radio conversations play out all crackly by your controller (as a substitute of a cutscene like they used to) is a neat piece of immersion, and in different instances you’ll get tips like a lot of the audio taking part in by your TV whereas a few of the spookier results come by the DualSense.
None of this can be a game-breaker, and I’m by no means saying variations on different platforms are any worse for missing these options. It’s simply good to see, prefer it was with the Dreamcast’s VMU and the GameCube’s varied add-ons, when studios take the effort and time to cater to a console’s bizarre, specialised promoting factors!
(PS, is anybody taking part in on PC with a DualSense? Would like to know if the options work on that model too, or in the event that they’re simply locked to the PS5 version)