Players will have the chance to try Godfall in less than a month. With Godfall priced at $70 on console, devs are talking about a feature that may partially explain the cost.

In many respects, Godfall is a pioneer title. It is one of the first PS5 games, and must live up to the expectations for the console. In addition, it's billed as a looter-slasher, a new spinoff of the looter-shooter game players that have grown used to. To top it all off, this is a brand-new IP from a relatively young developer, Counterplay Games. Now it's just been revealed how Godfall is taking advantage of a new feature: the PS5's dualsense controller.

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This is by no means the first time that Counterplay Games has talked about Godfall's Dualsense utilization. Each time, the developer has gone into more detail about how haptic feedback is used. In the latest blog post, Counterplay revealed that the haptics of the controller are used to simulate the weapon the player is using. This means that heavy weapons will feel slower and weightier, while light weapons will operate more quickly. If the haptics are used right, what players see on screen will translate directly to how the weapons feel to operate in their hands.

godfall dualsense adaptive triggers

Granted, not many players have had the chance to feel haptic feedback yet. Even those who have unboxed the PS5 controller and tried it out have not had a PS5 game to feel the feedback from. Still, Counterplay has made it clear it is acutely aware of how important the feature is. Unlike a shooter, melee combat games live and die on how good up-close combat feels. If Godfall can properly utilize haptic feedback, it could pave the way for a new dimension of satisfying melee combat in video games.

At best, this could make Godfall satisfying in a way that is completely separate from its loot system. If Godfall's various weapon types feel significantly different, each one could be a new adventure for the player. This alone could add massive replay value to the game.

At worst, this could result in serious disconnect for the player. Godfall's combat mechanics revolve around using different weapons at different times. If certain weapons just don't feel right, players may completely ignore them, and thus, ignore an important part of the game. For example, if the dual blades feel too light, they may not have enough impact feedback to be truly satisfying. It's tricky, uncharted territory that Counterplay's in, but hopefully it can pull this off.

Godfall releases November 12 for PS5 and PC.

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Source: PlayStation