Deep Rock Galactic, a co-op game about dwarves in space mining and pest control, has been out on PS4 and PS5 for two months now. And it was amazing to see so many new players joining us in the Hoxxes Caves. Whether you picked up the game while it was available with PlayStation Plus, or purchased it recently, you’re welcome!
The PlayStation version of DRG happened during our first season in the game, and we’ll soon be releasing our second season on May 5: Season 02 – Rival Escalation. This season includes four new secondary weapons, and this gave us the opportunity to design them with the DualSense wireless controller in mind from the start.
When we were working on the PlayStation version of the DRG, we decided to use the DualSense controller’s features as much as possible to improve the weapon experience in the game (check out our previous blog post on how the DualSense controller improves Deep Rock Galactic mining and combat). Below, you can read how we’ve used the DualSense controller features for each new weapon.
ArmsKore coil rifle
Tactile feedback helped recreate a sense of power for each rifle. Take the Coil Gun in this new season: Although the gun is compact and compact, it has a lot of power. And through tactile feedback, we can really hit the point with increasingly stronger pulsations during the charging phase, delivering large, unstable amounts of energy, which give off a big hit.
Nishanka Boltshark X-80
The Boltshark was the most meticulous of the bunch and made great use of the subtleties possible provided by haptic feedback. Although it is quieter than the others, it gave us more room to emphasize the small details of the crossbow parts, setting the bolt in place and the bowstring hitting the barrel when fired.
The simplest in design was the Shard Diffractor, firing a fixed laser with such force that the player could barely stand on his feet. However, transmitting this force over such a long time through the rumble would be too much compared to other secondary engineers. We decided to use a softer rumble on the beam and focus on the strength of the impact. Due to the detail of the tactile feedback, the strong impact gives a sense of power.
Colette Wave cooker
The cooking stove was very different from other weapons in that it had no projectiles at all, but instead functioned as a dangerous flashlight. So we wanted to feel the small parts moving inside the gun as it was fired, without drowning out the general vibration of the weapon. It is a level of detail that makes haptic feedback possible.
The DualSense controller really helps us make each weapon different in the game. When designing every aspect, every aspect of development goes to emphasize the feeling we want the player to feel when they launch. From mechanics, models, animations, sound, effects, etc., we also make Overclocks for each weapon that allows players to customize the effects of each weapon through swaps.
The more extreme type of overclocking, the unstable, helps us emphasize the theme of each weapon. Each weapon above comes with a new overclocking. An example is the Collet Wave Cooker’s bubble grunt, which has a chance to generate weak points on the enemies you hit, while increasing heat generation and decreasing cooldown.
Season 02 will be released on May 5th on PS4 and PS5. We look forward to trying these new weapons and experiencing how the DualSense Controller brings each one to life.