I’ve got to be honest: unless it’s a first-party game, I’ve come to expect the worst when it comes to publishers using PlayStation 5’s unique features. Many of them will talk a big game prior to release, but once you get your fingers on the pad, it falls apart. Titles like DIRT 5 have disappointed me with their supposed support of the DualSense – improvements are on the way, apparently, so kudos for that – while the Activity Cards are rarely implemented properly.
But it’s beautiful when things come together. We’re all familiar with the gold-standard, of course: games like Astro’s Playroom demonstrate how transformative the PS5 is when everything works correctly. However, if I’m honest with you, the support has been so rare that I’d forgotten what it was like to play a game where all of the features work in unison. It’s made my experience with A Plague Tale: Innocence very pleasant, then.
This is a third-party game that totally understands the PS5 from top-to-bottom. Some readers will recall my original PS4 review of this game, and I stand by a lot of it – although in hindsight I think I was a little bit harsh. I always liked the game, but I guess I wasn’t in the mood for it at the time – replaying it has held my attention a lot better. But more than that, I really think this is a game that “gets” the PS5, and that’s definitely improved my experience.
Yes, it runs at a slick 60 frames-per-second and loads in seconds – that much we’re already familiar with. But it also uses the DualSense and Activity Cards exactly as Sony intended, and for me it takes the experience to another level. For example, I’ve been trying to find all of the collectibles during the campaign, and rather than turn to YouTube I’ve been able to just push the PlayStation button and bring up simple, spoiler-free guides to help me along the way.
I even got stuck on a puzzle, and with a quick push of the PlayStation button the console knew where I was and what I was trying to do. Within seconds, I could watch a short video showing me how to solve the problem. I never needed to reach for my phone, which kept me immersed in the experience I was having and helped me on my way. These kind of features are obviously not ideal for sites like Push Square that, admittedly, profit from guides, but purely as a player I really appreciate it.
A Plague Tale: Innocence also gets the DualSense in ways most developers don’t. While it’s tempting for third-parties to slap on irritating trigger resistance and buzz the pad as much as possible, the best games are more subtle about it. So in Asobo Studio’s historical adventure, you can feel the brush of grass against your fingertips or the footsteps of rats. The trigger pulsates ever so slightly when you tug it to run, giving you the sensation of footsteps.
I feel like, when you pair proper use of the Activity Cards with good DualSense support, the PS5 easily separates itself from the PS4. Of course, the immersion of 3D audio, richer visuals, and the speed of the SSD add to that as well. But very few developers are succeeding with all of these features at the same time, and it’s something that Sony needs to encourage more. This console feels truly revolutionary when it all comes together, it just happens far too rarely right now.
What are your thoughts on the PS5’s primary features, and how well do you feel developers are using them right now? What are your favourite examples of DualSense and Activity Card support, and what would you like to see more of moving forwards? Let us know in the comments section below.
Comments 71
I forgot about all that hint and activity card stuff. It’s really not supported well at all.
I still don't have a PS5 (don't really see a need to own one yet), so i will most likely get its "slim" or "pro" version when they come out. They will have probably made good use of all of the PS5 capabilities by then.
I'm gonna have to try Plague Tale out now. Also, I've never seen the hint system and I've had a PS5 since launch. But the dualsense is so transformative that it really puts other next-gen devices (PC included) at a disadvantage. This is the most transformative reworking of a controller since the joysticks were added. Or the Wii, expect it's not a limited novelty (though some Wii games were great with it).
Even decent but not great usage of it makes it so much better.
@nessisonett Agreed, but when it is, it's useful. Especially as developers keep hiding useless collectibles all over their worlds for some silly reason!
Looking forward to replaying A Plague Tale on PS5 (6 was always harsh Sammy) with all the features especially dual shock utilised.
Sammy barker i wasn't in the mood at that time when i played ps4 version of a plague tale.ok🤔. But still review it😏 .ok.but yeah the dualsence controller is a game changer even phil spencer wants to add it for miro you so soft.word up son
I think the PS5's features are great, but ultimately they aren't going to push me to invest my time into a mediocre game like Plague Tale, at least not when I have a very large backlog of better games to play.
I know devs are still in a learning curve with the DualSense, but maybe I'm just old, but I found the implementation of the half-way down trigger in Ratchet & Clank irritating and tired my finger out. I'm sure there's cool things to be done, but I haven't played a non-gimmicky use of it yet imho. Unfortunately this reminds me of the DualShock 4 with its light bar. Tomb Raider's torch effect was AMAZING in a dark room, but the fact I can think of that and of few other implementations has me concerned and agreeing with what this article is trying to drive home.
Back when I had a PS5, I found the help feature useful when playing Astro’s Playroom. Using the activity cards to quickly get back to a certain place in Sackboy: A Big Adventure or Spider-Man: Miles Morales was really handy too. The haptic feedback was hit and miss for me. It worked well in Astro’s Playroom, but I had to turn it off in Call of Duty: Black Ops Cold War.
@doctommaso Just out of interest, have you played it?
I’ve had a ps5 since launch and I’ve never used the cards system once. I don’t understand why I’d need it when I just usually suspend my game and go from there. I also forget that there’s a help guide. I wouldn’t even know where to find it. The dualsense controller is awesome. I still play Astro’s playroom and it’s sensation of rain drops and sloshing on water is unreal.
Still haven’t tried A Plague Tale but I completely agree in general
I forgot to download this one, I will now! Astro's Playroom and Mile Morales have implemented the activity cards and help cards really well, not really seen them on other games. As for the dualsense, your hands do have this weird painless slightly aching sense after 2 hours of gaming if you have the haptics on. I know a large amount of ps5 players don't use the haptics at all for this and other reasons. Here's hoping they aren't as wasted an opportunity as the light bar was on the dualshock 4 (only great examples of using it right were GTA V and Firewatch to my mind).
@playstation1995 Makes you wonder how many reviewers were “not in the mood”. Not very professional!
@nessisonett It's brilliant in A Plague Tale. Just perfectly implemented, helps you out when you get stuck in a simple and effective manner.
Really well done.
@Spiders @playstation1995 I stand by the review and all my criticisms of it and would score it exactly the same today if it helps.
I do think this PS5 version is a lot more polished and benefits from the smooth 60fps, though.
Can't get your hopes up. Half of developers didn't even care about DS4's speakers or light bar. I remember Sixaxis 😆😆 ...some Devs made use of the motion controls but users just turned it right off.
Here I am banging the drum for Returnal again but for me it definitely uses the controller and 3D audio the best out of all the PS5 games I’ve played so far. It didn’t do activity cards too well though but I don’t think they would ever work well for a game like that. They are better for games where you can jump in at different points so sackboy was obviously perfect for that and they work quite well in Spider-Man too.
The help stuff I have used one and that was in Soulstorm. It worked reasonably well but then I always just forget about it. It almost needs to remind you it’s there, like if they had some annoying paper clip that popped up that would be perfect 🤔
@render I agree, they could definitely surface it better. I didn't realise the collectibles guides were in A Plague Tale until I reached Chapter 3.
This is a really solid assessment of what these features bring. I'm a big fan of the activity cards in particular.
What I would say is that, as an older gamer, I've not naturally adopted them since I am used to turning to my iPad and online guides for help as I play. But when I have used them, they have been excellent.
For younger gamers however, it has been really interesting to see my 14yo son use the activity cards naturally and extensively - from jumping straight into specific FIFA modes without launching the game, to checking out bolt locations in Ratchet & Clank.
Clearly there's both current capacity and a promising future for these features.
I love the ps5 and its gimmicks...ooops sorry i mean all of its revolutionary new features but if i'm really honest so long as the game plays great then it really dosn't matter that much..doom eternal i turned the haptics off as i found them to be horrible..turned them off in fifa 21 too..really cool in astro bot and i liked the way they were used in control especially when transitioning from carpet to marble floor..really cool..
Returnal has pretty fantastic Dualsense implementation. I think companies will get there with the dualsense—it’s still new.
The activity cards though—pfffft, don’t use em!
@Spiders i agree it is what it is because that was one rush review.haha.but at least the ps5 version is way better.word up son
I still have no idea how activity cards work.
Do they like...automatically load you into the location of said activity?
I have never used them because I was always worried that it would overwrite my current progress. Seems like something to do AFTER already finishing a game.
I actually got stuck on a puzzle in this game (on PS4) and was too annoyed to look it up – the built-in hint system will see me through!
@Kidfried It was one of the best games released in 2019 imo.
If you like third person, action adventure games (with a medieval/horror twist), you’ll love this. Brilliant atmosphere throughout.
Damn Sammy now I gotta try Plague Tale and I wasn't even interested in it.
@get2sammyb. Fair enough.it was getting great reviews on ps4 also.but now its better on ps5.dualsense controller is the best thing about the ps5 word up son
Unfortunately there isn’t much Sony can do. They need their competitors to add similar features, otherwise third parties just won’t bother to implement the features
I originally had zero interest in this game but I’m definitely going to give it a whirl.
I've only played 2 PS5 games so far. Astro and Scarlet Nexus. Astro definitely used everything to great effect.
Scarlet doesn't really use the cards much although there aren't really collectables like what you find in Plague Tale but I do think it uses the duelsense pretty well. Lifting trains and stuff feels powerful.
Happy to hear Plague Tale uses everything well. I do plan to do at least one more playthrough before Requiem next year.
@get2sammyb but there's no xbox game pass and you need to buy games.
How can you tolerate this awful fact?
Funny to come here and see this as I’m currently playing ratchet and clank on my 65 inch OLED TV and I literally pan the camera in awe of how gorgeous the game looks! It’s probably the best looking console game I’ve ever played!
@Blacksmith1985 Well, actually this was free with PS Plus.
I couldn't have said it better. Astro was a look into what could be, and these features largely feel like an afterthought in other games. I'll definitely be giving this game a look, now knowing they can work with the medium well.
@GamingFan4Lyf There's a couple of different uses for them so far. In Miles Morales, they show side-quests you haven't completed yet, and if you select them you'll be taken directly to the beginning of the quest in the open world.
In Plague Tale, you can jump directly to chapters (or your last save point) or use them to bring up guides/hints as mentioned in the article. You can then overlay these on top of your game while you're playing so you can follow the steps if you want to.
Could even have stopped at the first 3 words.
'PS5 is beautiful'
I agree 👍
EDIT
'This console feels truly revolutionary when it all comes together,'
BTW that is exactly what Jim Ryan was talking about when he said Sony believes in generation in an interview at a time only the Dualsense was just revealed.
"I always liked the game, but I guess I wasn’t in the mood for it at the time" 6/10 quality reviewing there
some one else reviews it on push square gives it an 8/10 maybe he was in the mood for it more
Hopefully it becomes more standard as we transition from PS4 to PS5. Considering how we're still in the cross gen phase, where many games are still being pushed out on PS4, It'll still be a little while yet before we see broad implementation of these convenient features across the board.
@get2sammyb I adore the activity cards for this game. First time I've fully utilized them. I played through the whole game to experience the story first(fantastic), and now am using the activity cards to get all of the collectibles I missed. I haven't played many 3rd party games on ps5 but it seems they are really dropping the ball out there
@Kidfried totally agree with your assessment! There were portions that definitely grated on me, but overall it had quite a lot of heart and there are moments that still come back to me because of the soundtrack and cinematography.
I wonder how many other games review scores get affected because the reviewer "wasn't in the mood"
Thanks for article, i was feeling like that after i finished A Plague tale yesterday. It's a really good game and i really enjoyed it on the PS5. The fact that i died multiple times on certain parts really made a difference for my stress levels, having the ssd speed to get respawned and the dual sense was really nicely implemented. I've also found Control quite good on the PS5 as well, especially compared to when i played it on the PS4.
I've honestly been a bit underwhelmed with the ps5 since I got it. There's not been a game yet where I've verbally gone 'wow' at the visuals like I have with other generational jumps. Demon souls is pretty...but nothing that couldn't be done on the pro if we're being honest. Maybe that's the problem...I'm coming from a half step console.
The controller I like. The feel of it is more solid than the dualshock (not as cheap feeling). But I think we'll see the same level of dualsense support as we've seen with the switches HD rumble. When it works it's nice to have. I don't think it will ever be a revolutionary game-changer though tbh. First time I felt the triggers fight back in astro I was impressed. I can imagine it could be used horror game where you're about to open a door and it pulls away from you and shuts. But its ultimately always going to come down to little gimmicks like that.
When I first read about the controller people were excitedly going on about feeling every grain of sand in astro, and drop of water...it's nice, but not as revolutionary as it sounds. And honestly, if you're a switch owner it's not going to blow your mind like it's something you e never experienced before. It's the same as the joycons HD rumble only better quality.
The card things...I've never used them. They've always seemed pointless to me.
The dashboard though is super fast. And the console itself is whisper quiet when you're not playing from a disc. When I have a disc in the console boots spinning it like the PS4 used to...that's the only time I hear the ps5.
Loading times have been a mixed bag. Demon souls, astro, and plagues tale has near instant loading. And it really is impressive experiencing that for the first time. Metro though has still pretty long loading.
I've also seen framerate dips in the likes of Observer...which I wasn't expecting.
Ray tracing...has been a mixed bag too. Very few games have shown it off. Observer being easily the most impressive. Metro can actually look quite abit worse with it.
Having a ps5 tax on everything leaves a bad taste. And having so few games simply run better by taking advantage of the hardware is very limited compared to what's happening with xboxs implementation of backwards compatibility. This does cause some envy.
I'd say wait on the ps5 abit. FOMO is going to be high, I know. But you're honestly not missing out on all that much yet. It will get there...but it's really not there yet.
@GamingFan4Lyf I’m playing Ratchet and Clank and you can use cards to show you the location of collectibles. You can play a little video and there’s a text description too. It only shows the ones for the level you’re on and it works well.
@nessisonett It’s only really Astro and Ratchet I’ve used them for so far. Spider-Man had them but weren’t so useful and the Returnal ones only really showed your progress for glyphs etc but were wrong for ages.
I find the way Ratchet & Clank: Rift Apart makes use of the PS5's abilities is what makes an already-amazing game even better. I've had the same experience with the Activity Card support helping me find gold bolts and spybots without pulling me away from the experience while I check my phone. The haptic feedback with the DualSense is also great, particularly the way the trigger button feels dead when attempting to fire a weapon with no ammo.
are those pictures actually from the ps5 version? because mine looks awful. like the PS4 version. loading time ok, controller ok. achievements are not available my system for some reason... o.O
@Secryt the primary reason for the light bar was for when they released PSVR so the controllers could be tracked👍🏻 all other uses were a bonus (like when you're getting chased by the police In GTA)
And I pretty much guarantee that because PSVR2 will have inside out tracking, is why the dualsense has the two small light bars either side of the track pad. so that the headset can look down and see & track the controller. Heard it here first.....if im correct that is 🤣
Of all the consoles I’ve ever bought, I’ve enjoyed the PS5 out of the box the most. Though I haven’t played with the activity cards yet, everything else it brings to the table has been a noticeable upgrade from my Pro. Also, the DualSense is my favourite iteration yet by a country mile.
I really like 60 fps and quick loading time feature on most ps5 games, and dualsense support in some games are really great. And the best thing’s from this game is, it’s a free upgrade and it’s on psplus 😃
I have to say I hate the controller buzzing, I know it's a strong word but I really do. I hated it on the switch to. It may be partly because I have MS and the buzzing is a trigger but I'm not a fan. The triggers on the other hand "can" be great, when just giving the slightest feedback mind you. I'm sure many games are going to over use it. The cards I have not really thought about so that probably means I've not seen them used well in the very few PS5 games I've played. It's early days so we will have to see if third parties use or ignore these features over time. I'm pretty sure PS paid to get these features added as part of the PS+ deal as a way to promote them on the new console. Down the line they will want these added at the developers cost. I hope they get supported.
Yep, Dualsense is a gamechanger. I got Doom Eternal in the sale, and that has some great dualsense features (eg. Vega talking through the controller, gun sounds) and is third party. Definitely adds to the immersion!
I have to say I find the generic foot step implementation annoying on the dualsense. Maybe because it feels like they felt they had to do something and got lazy.
@Bentleyma- I haven't, but I did see the review here and I took a look at some video. It looks fine but nothing really to pique my interest.
The worst thing about the PS5 is it's interface. No, really.
They really haven't learnt anything from the mistakes of the PS4, or any of their other products (Sony are well-known for confusing, disorganised settings menu layouts, and so it remains). It's all flash and low functionality. Even pressing the PS button, the quick menu isn't in focus, it's the things above it (like the last saved video clip for example). The other day it wouldn't even let me select anything from the Games | Media bar, the whole thing was frozen so it needed a reboot. Games regularly don't suspend when resuming from sleep - they have to be loaded from scratch, go through all the menus again etc. Not impressive when Quick Resume on the Series X can hold somewhere between 5-8 games in perfect suspend, on average. PS5 can't manage even one? How next gen! 😂
I like the DualSense, but I don't find it particularly original. It's like they combined a Series controller with the HD Rumble feature of the Switch and polished it a bit. Best controller they ever made, but the d-pad is kinda 🤮 for fighting games, the battery life is about as terrible as the DualShock 4 was (and will get worse over time I'm sure), but yeah works pretty nice in Astro's Playroom and Returnal. Bet just like HD Rumble it'll be a neglected feature soon enough. Which is a shame because the controller is the absolute standout and the thing that - slightly better visuals/higher frame rates aside - actually does feel next gen.
The help/guide features? You know from the first time I used the PS5 I barely noticed they were there. I usually game at my desk so that means dual monitors - one for gaming and the other laptop. So I'll just YouTube search bits I'm stuck on anyway, negating the need for the feature at all. I wish you could turn it off.
I also wish you could move where the Notifications appear - unless I'm mistaken they get stuck in the top right and this cannot be changed. I believe Xbox One/Series consoles allow you to stick it in one of nine different places on the screen. Sometimes notifications showing makes it hard to get to the settings menu as the UI elements are hidden behind the notification. Not particularly bright.
From a usability standpoint I prefer the Xbox One/Series dashboard in basically every way. Turning the controller/power off is a couple of button presses; on the PS5 it takes like, a dozen. Why is that, Sony? It's lucky some of the exclusive games are incredible because otherwise it wouldn't get used.
Totally agree. It was always gonna be this way.
Been using the hint system for Sackboy and now this game. Unfortunately I have fallen down the rabbit hole in the sense as soon as I go to a new level I check out all the hints straight away, thus eliminate my need to look for them myself. I used to only look at hints only if I'm actually stuck in a game, now it's at every level/stage.
Had a couple of issues like I pin it, and couldn't figure out how to unpin it though, and there is no hint for doing that.
I think push square really need to review their 'review' process. So because Sammy got out of bed the wrong side one day and "wasn't really in the mood for it" the game is scored a 6, which can definitely influence peoples likelihood of purchasing and supporting the developer.
At least have two or more staff have input into reviews and even have opposing scores.
The controller features are awesome but not every game needs them. If someone take the time to get it right then the game will be better, but in not planning on that happening with every game.
It would be nice if more games properly used the cards. They have a lot of potential!
Ratchet & Clank is another game that utilizes the Dualsense and activity cards well. Returnal and Astro Bot also.
I have really enjoyed the activity cards in games that implement them fully. Going to have to make Plague Tale my next game start up. Thanks..
Excellently written article. You've inspired me to download A Plague Tale.
@WizzNL I'm glad someone else spotted his logical fallacy there. "I like this game more now, but no, I wouldn't rate it any higher" 😂 - if you liked it more you surely would, right?
Here are my top games with dual sense support:
1. Astro's Playroom
2. WRC 9
3. Returnal / Ratchet
@TheArt "I remember Sixaxis 😆😆 ...some Devs made use of the motion controls but users just turned it right off."
One of those was Insomniac with "R&C: Tools of Destruction" - the motion control fad was put in because it had to be and as soon as anyone could, they turned it off. The Nintendo Pee has a lot to answer for!
As for the hint cards, I suspect that will end up like the Vita's rear touch pad - ignored in general apart from some 1st party studios.
The PS4's web browser isn't the best in the world but it is ideal for going into game hints and finding the location of items without quitting your game or having another device.
I've said before that I don't see much of a reason to upgrade to a PS5 yet - personally it does seem like a Pro (semi) Plus - but as PS5 only games arrive I'll eventually make the jump. Hopefully it'll be a bit smaller and darker in hue by then!
Until then, I'll continue to use the only Sony console to support 4k super sampling...(hint card: not the PS5!)
Surely we need to give devs time. Personally - adaptive triggers on COD Cold War was impressive! I almost feel Sony needs to give developers incentive though to make the most of the PS5. Thoughts?
Haptics are expertly employed with this Plague Tale update. The game is also vastly improved by the frame rate boost. Since us PS5 owners are fairly starved for software to take advantage of this massively expensive hardware we purchased, I hope to see more free upgrades and less of the paywalled shenanigans that has made its way out from Sony HQ.
@get2sammyb I appreciate your honesty.
@sanderson72 The motion control fad? It’s the cornerstone of VR and gyro controls are so much better for aiming than thumb sticks alone. It’s a shame only devs on Nintendo hardware bother to implement it. It really bridges the gulf between controllers and KB+M. Steam Controller also has built-in options to roll your own gyro controls in most games.
You’re probably right about the activity cards, but if there was the possibility of developers providing hints without spoilers (which are almost always the case online) it would be a strong selling point for me.
It would be even better if Sony would enable all the features like VRR or give us flexibility with video setting like the XSX.
@Spiders I was referring mainly to the six axis tilt controls in games like Ratchet & Clank: TOD because there was no point to it being there apart from a gimmick - it added nothing to the game.
And don't get me started on the Wii - the sensor bar never picked me up!
I agree motion sensor controls are useful for VR but other than that they are a bit more niche and don't need to be implemented in every game simply because they can.
@sanderson72 You're right Sony (and many others) dropped motion controls like a hot potato, but we're just going disagree on the practical applications. AFAIK Playstation never hosted a good implementation (Tearaway Unfolded was decent), so I understand it being a niche, but I don't think it's a gimmick. I agree they shouldn't be mandatory, but gyro controls should be seen as an accessibility option at minimum - we should be encouraging devs to implement them on systems that support them.
Being a leftie, I don't have the coordination in my right hand to aim. Using "southpaw" options is an embarrassing spectacle, as I'm trying to fight decades of muscle memory. The difference for me is being below average at FPS and TPS shooters VS being able to compete at the top ranks in games that support gyro + sticks.
If you ever get the chance, I hope you try out a game with great implementation of gyro + thumbsticks like Splatoon 2 (Switch), Doom Eternal (Switch), or Apex Legends (Switch).
@sanderson72 Well said. The one aspect of Astro's Playroom I don't care for is using the tilt control feature of the controller when in the spring suit, for example. It's like "Oh, this s**t again" - after the initial fun of Wii Sports years ago, I was basically done with motion controls forever.
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