Deep Rock Galactic, a co-op game about gnomes in space mining and fighting bugs, has been out on PS4 and PS5 for a couple of months now. And it was amazing to see so many new players joining us in the caves of Hoxes. If you purchased the game when it was available with PlayStation Plus, or if you bought it recently, welcome!
The release of DRG for PlayStation took place during our very first season in the game, and soon on May 5 we will release the second season: Season 02 – Escalation of Rivals. There are four new secondary weapons this season, and this gave us the opportunity to design them from the very beginning with the DualSense wireless controller in mind.
When we were working on the PlayStation version of the DRG, we decided to make the most of the DualSense controller’s features to improve the weapon experience in the game (see our previous blog post on how the DualSense controller improves mining and combat). Below you can read how we used the DualSense controller features for each of the new weapons.
Gun with ArmsKore spool
The haptic feedback helped convey a sense of the power of each weapon. Take a rifle with you this new season: although it is small and compact, it packs a lot of power. And with haptic feedback, we could really capture the essence with increasingly strong pulsations during the charging phase, reporting an unstable, large amount of energy that is released with a strong impact.
Nishanka Boltshark X-80
The Boltshark was the thinner of the group and greatly benefited from the finer detail that haptic feedback provides. Although it is quieter than the others, it gave us more room to emphasize the fine details of the click of the crossbow parts, the setting of the bolts, and the impact of the bowstring against the barrel when fired.
The Shard Diffractor was the simplest of the bunch in terms of design, firing a constant laser with such power that the player could barely stand. However, transferring that power over such a long time through rumble would be too difficult compared to other minor engineers. We decided to make a softer rumble on the beam and focus on the impact force. Due to the granularity of haptic feedback, a strong impact gives a sense of power.
Colette wave plate
The wave plate was very different from other weapons, it had no projectiles at all, and instead it worked like a dangerous flashlight. Therefore, we wanted to create a feeling of movement of small parts inside the gun during a shot, without drowning out the overall vibration of the weapon. This is the level of detail that makes haptic feedback possible.
The DualSense controller really helps us make each weapon unique in the game. When designing every aspect of development, we emphasize the feel we want the player to get when shooting. From mechanics, models, animations, sound, effects, etc. We also make overclocks for each weapon, which allows players to customize the effects of each weapon through compromises.
The most extreme type of overclock, Unstable, helps us emphasize the theme of each weapon. Each of the above weapons comes with new overclocks. An example is the blistering necrosis for the Colette Wave Cooker, which has a chance to create weak spots on enemies you hit, as well as increase heat generation and reduce reload speed.
Season 02 releases May 5 on PS4 and PS5. We can’t wait for you to try out these new weapons and see how the DualSense controller really brings each one to life.