“We want PlayStation to stand out. We want it to have a differentiator”, says Astro Bot game director

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The PS5 generation has "brought something special", insists Team Asobi


Why should someone upgrade from one console generation to the next?

In the past, the answers to that question were obvious. New consoles delivered noticeably better graphics, and developers were able to create bigger, deeper experiences that were not possible before.

But today, those generational leaps look more like incremental improvements. Developers are also expected to make games for a variety of devices, including older and less powerful machines, which makes it tricky to fully capitalise on the latest tech.

Meanwhile player habits have shifted. The most popular games on consoles today are Fortnite, Call of Duty, Roblox, GTA 5, EA Sports FC, Minecraft and Rocket League. These are all games that run perfectly fine on older devices.

Five years into the console cycle, and the PS5's biggest competitor remains the PS4.

So, I'll ask again, why should someone upgrade?

One developer at the forefront of answering that question (at least for PlayStation players) is Team Asobi. The Japanese studio developed the excellent PS5 tech demo Astro's Playroom, which was a showcase for what the PS5 DualSense controller can do. Then last year, it released the multi-award-winning platformer Astro Bot, which was a similar showcase of PS5's capabilities.

"When you put graphics side-by-side between an end-of-lifecycle PS4 game and early cycle PS5 game, you could argue, to an untrained eye, that it's hard to see the difference," admits Team Asobi studio director Nicolas Doucet.

"But early on [with PS5] we got the DualSense prototypes, with this haptic feedback and adaptive triggers. And we tried to understand what could be different about having this kind of trigger, so you can simulate pulling something, or cracking something, or crushing something... We tested all of that.

"When you've gone through [that process], you get to appreciate the changes. There are some leaps, but they're maybe less obvious than when we went to HD graphics. That's something that you can just stare at the screen for a few seconds and understand. With the controller, you have to get it in your hands and get a feel for it.

"But I do think the PS5, between the DualSense and the SSD, really brought something special. With the SSD… I'm thinking of things like the Souls games, where you die a lot. And when you die, you used to have to wait a long time before you get a second try. With the SSD, that becomes really, really fast. So, in terms of just the pleasure of play, that's really increased."

Team Asobi isn't just the maker of PS5 games. The studio is situated near the PlayStation platform team, the engineers that are building the next generation of PlayStation technology, and the studio plays a lead role in testing new prototypes.

"Sometimes those prototypes have features or functions they're not sure about, but maybe someone in one studio thought it'd be nice to try," Doucet explains. "So, they quickly mock up a version of it, they come to us, and we make the demos. Sometimes it takes a week, sometimes two, and then we invite them to see. We pretty much speak to them every week.

"We talk about game creators, but we don't really talk about the people behind the hardware. Those guys are really amazing because when they decide to put haptic feedback or adaptive triggers on the table, they're not sure what the application will be, but they have a hunch that it is going to lead somewhere. And we are just grabbing those opportunities and running with them."

The challenge around making the most of functionality like the SSD or the DualSense, is the increasing need to make games for multiple devices. PlayStation is releasing more of its games on PC, for example. Is that causing developers to be more circumspect when it comes to using PS5-specific features?

"In our case, no," Doucet answers. "We really focus on PS5. We want to take full advantage of the DualSense and SSD. There is always a way to cross bridges if we ever need it. But really, the main focus is on the PlayStation console."


When it comes to consoles vs PC, Doucet says there is one big advantage to making something only for PlayStation.

"It's specific hardware that is absolutely set. You know that what you see in your office making the game, is definitely what people will see in their home playing the game. That allows us to focus, because you're not putting in time dealing with compatibility or permutations. It's why I've always liked consoles.

"[In the past] PC permutations were much greater than they are today. Compatibility used to be a real nightmare. Today, it's more unified. But I've always preferred to be on the console side, because it's all about just plug and play."

Team Asobi is a first-party PlayStation studio, and – like other internal teams – feels a responsibility to showcase what a PlayStation machine can do. However, that doesn't mean forcing every unique feature into every game.

"We want PlayStation to stand out. We want it to have a differentiator," Doucet says.



 
The PS5 generation has "brought something special"
Where Are You What GIF by Yung Bae
 
I don't think Astro bot will make any difference for PS5 because it's a niche game. Black Myth Wukong console launch exclusive for example did more to Playstation 5 than AstroBot.

At the end of day the top sellers for Playstation in this generation are going to be
1. GTA
2. COD
3. EA Soccer
4. Madden
5. NBA2k
6. Battlefield
7. College Football
8. Spiderman
 
And this is what Sony meant by they believe in generations, not that no games should be cross gen, but when playing on the next gen there are differentiating factors over the previous gen (OS functionality, Controller, SSD).
 
Niche or not, I want more of them.
I want a consistent flow of niche games from PlayStation.
Parappa, Astrobot, Ape Escape, just bring them all back in please.
 
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If theres one thing that stand out on PS5 its your game. But the problem is...thats just it. I could risk a guess that your game might be a miracle taking into account that PS5 gen was mostly composed of remakes, remasters and moronic money burning GaaS games.
 
I don't think Astro bot will make any difference for PS5 because it's a niche game. Black Myth Wukong console launch exclusive for example did more to Playstation 5 than AstroBot.

At the end of day the top sellers for Playstation in this generation are going to be
1. GTA
2. COD
3. EA Soccer
4. Madden
5. NBA2k
6. Battlefield
7. College Football
8. Spiderman
But the games that are the differentiators aren't really the top selling games in many cases. They are the smaller titles, the niche titles that just because you release one or two it means little, but when you start to account for all of them, your platform is kind of unique.

ICO, Shadow of the Colossus and The Last Guardian are just that. Same for titles like Astrobot, Concrete Genie, Media Molecule titles like LittleBigPlanet, Tearaway. Returnal and the future Saros, etc...

The titles you mentioned are the big sellers, multiplatform titles you get in every platform. Why would they be the differentiators?
 
The PS5 generation has "brought something special", insists Team Asobi
Every generation has brought something unique:
PS1 - Excitement, novelty.
PS2 - Tsunami of games.
PS3 - Evolution and peak of the medium.
PS4 - Father simulator boredom and studio closures.
PS5 - First generation without fucking nothing, not even father simulators.
 
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With the SSD… I'm thinking of things like the Souls games, where you die a lot. And when you die, you used to have to wait a long time before you get a second try. With the SSD, that becomes really, really fast. So, in terms of just the pleasure of play, that's really increased."

This generation has made me realize how fucking cancerous dark souls has become. The only major title that is exclusive to the PS5 is still demon souls and I've heard that game had butchered the original art style.

Soulslike has genuinely become a cancer to industry in both major AAA development and indie games. Too many really lame and shitty soulslike dodge-roll mechanics in every game.
 
I'd buy it for $10, and screw dualsense i'll go M&K
The game is built around the dualsense (you literally ride one in the game).
Unless your M&K has motion controls, TouchPad, pressure sensitive buttons and a microphone, I don't see how you would be able to play it on pc .
 
Astrobot is such a fun game, and very relaxing. The physics is fantastic and dual sense functions is superb. I cant wait for there next PS exclusive, possibly an Astrobot sequel on Ps6 launch. I just hope they add VR mode this time.
 
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The game is built around the dualsense (you literally ride one in the game).
Unless your M&K has motion controls, TouchPad, pressure sensitive buttons and a microphone, I don't see how you would be able to play it on pc .
Motion controls and touchpad can easily be replaced by a mouse. Pressure sensitive buttons and microphones are used for such specific case scenarios you can easily replace them with some slightly differently configured buttons.

Rather, i welcome replacing that whole blowing on microphone mechanic. That was a mistake that needs to remain in the past, and is only at all here as a callback (and apparently even auto-completes if you dont have the mic on).
 
But the games that are the differentiators aren't really the top selling games in many cases. They are the smaller titles, the niche titles that just because you release one or two it means little, but when you start to account for all of them, your platform is kind of unique.

ICO, Shadow of the Colossus and The Last Guardian are just that. Same for titles like Astrobot, Concrete Genie, Media Molecule titles like LittleBigPlanet, Tearaway. Returnal and the future Saros, etc...

The titles you mentioned are the big sellers, multiplatform titles you get in every platform. Why would they be the differentiators?
AAA 1st party, Launch exclusives and exclusive contents are the true differentiator for Playstation console while the games you mentioned above are barely relevant for Playstation ecosystem.

Spiderman
GOW
Uncharted
Gran Turismo

COD exclusive launch contents and marketing rights
EA Soccer PS marketing rights
Champions League PS marketing rights

Console launch exclusives
Final Fantasy games
Monster Hunter in Japan
Black Myth Wukong
Baldurs Gate 3
Nioh
Silent hill
 
Motion controls and touchpad can easily be replaced by a mouse. Pressure sensitive buttons and microphones are used for such specific case scenarios you can easily replace them with some slightly differently configured buttons.

Rather, i welcome replacing that whole blowing on microphone mechanic. That was a mistake that needs to remain in the past, and is only at all here as a callback (and apparently even auto-completes if you dont have the mic on).
Mouse and keyboard can't fully replace the motion controls. In the flying segments the dualsense ship doesn't just move up/down and left/right, it also tilts on the horizontal axis.
Still is a lot of reprogramming for a niche game that wouldnt sell much on pc.
The low profit doesn't justify the time and resources spent on it.
 
You can tell who actually played Astrobot VR and who didn't. It's like lecturing on sex with the only experience of watching porn movies.

The "Nintendo invented gaming and everyone else copied" retarded rhetoric...

Considering the designs of Link and "Donkey Kong" it is ludicrous for Pikmins to accuse anyone of copying. Not even Metroid is free of influences. They ripped designs from Alien, and that's fine. Griger didn't patent them, thank god.
 
Post the link with the quote

The director never said it. The only thing they did was pay tribute to Nintendo when they won GOTY. Check the Twitter post and skip to 4:00 minutes:



Those old-school Mario games were my first introduction to video games, and Team Asobi paying tribute to Nintendo for their platformer work is awesome.
 
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Mouse and keyboard can't fully replace the motion controls. In the flying segments the dualsense ship doesn't just move up/down and left/right, it also tilts on the horizontal axis.
Still is a lot of reprogramming for a niche game that wouldnt sell much on pc.
The low profit doesn't justify the time and resources spent on it.
The dualsense ship segments are mostly fluff, and they even added tilt assistance options that let you use the analog since tilting the controller to steer feels clumsy. Anyway, hardly a segment that requires motion controls, pcs have had games with full 3D space movement since 1994 when consoles were just putting on their 3D pants.

And this is hardly a lot of reprograming. If your argument is purely a matter of economics, the work that would have to go to modifying the controls wouldn't even be a tenth of the normal work required for porting.
 
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I don't remember anything out of the ordinary. What dualsense feature would be required?

Tbh I never bought the game. I only played the pack in game, which I thought was very good.

But I remember they had you blowing on the controller and doing stuff with the triggers. Could be different for the full game I guess. But without the gimmicky controller stuff it's just another platformer.
 
The director never said it. The only thing they did was when they won GOTY they paid tribute to Nintendo. Check the Twitter post and skip to 4:00 minutes.



Those old-school Mario games were my first introduction to video games, and Team Asobi paying tribute to Nintendo for their platformer work is awesome.


So P pulicat , are you just taking an instance of the Astro Bot director paying homage to classic Mario and the foundations of platformers and claiming it is an admission of "copying"?
 
Tbh I never bought the game. I only played the pack in game, which I thought was very good.

But I remember they had you blowing on the controller and doing stuff with the triggers. Could be different for the full game I guess. But without the gimmicky controller stuff it's just another platformer.

I would be fine if they would remove the gimmicky stuff and release this as a regular platformer on Steam. I haven't owned a PlayStation in almost 6 years. Astro Bot is the only game exclusive to the console that I truly feel like I'm missing out on.
 
If theres one thing that stand out on PS5 its your game. But the problem is...thats just it. I could risk a guess that your game might be a miracle taking into account that PS5 gen was mostly composed of remakes, remasters and moronic money burning GaaS games.
Wait till you see nextgen! The problem is innovation. I would say the game industry is now in the same spot movies were years ago. Been there done that! Nothing is new. Same concepts and storylines.. Everything is a copy and paste and there are too many. Budgets are spiraling and no one outside indies wants to take risks.

I don't have a problem with remasters and remakes as long as they are modernized. Plenty of great games that new gamers should experience. Just put some effort into them!
 
I appreciate the load times and move towards 60 fps but I hope PS6 delivers more on the physics front, less static environments, dynamic AI dialog, AI generated animations for hair, jiggle ;-) , cloth but also walk, run, jump reacting to terrain, stairs, ladders and remove the robotic movements.
 
I appreciate the load times and move towards 60 fps but I hope PS6 delivers more on the physics front, less static environments, dynamic AI dialog, AI generated animations for hair, jiggle ;-) , cloth but also walk, run, jump reacting to terrain, stairs, ladders and remove the robotic movements.
Those are software solutions more than hardware ones though. Its technically possible to develop hardware that facilitates physics simulation, but that would need to be either a gimmick or a full-on commitment to the concept - probably at the cost of ports, third party games and price accessibility.
 
Tbh I never bought the game. I only played the pack in game, which I thought was very good.

But I remember they had you blowing on the controller and doing stuff with the triggers. Could be different for the full game I guess. But without the gimmicky controller stuff it's just another platformer.
I platinumed it but you're right a couple minor tweaks would be needed, I'm thinking it would be easily done by a good porting studio.
 
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Those are software solutions more than hardware ones though. Its technically possible to develop hardware that facilitates physics simulation, but that would need to be either a gimmick or a full-on commitment to the concept - probably at the cost of ports, third party games and price accessibility.
no idea... but AI capabilities on CPU/APUs seem to require NPUs (just like Tensor cores for RT, which seems to work better than AMDs approach for that) so not everything I want might be feasable on normal CPUs nor those CUDA/OpenCL abilities on GPUs. Back to PhysX and Soundblaster Audigy, just for AI enhanced physics this time.
 
Wait till you see nextgen! The problem is innovation. I would say the game industry is now in the same spot movies were years ago. Been there done that! Nothing is new. Same concepts and storylines.. Everything is a copy and paste and there are too many. Budgets are spiraling and no one outside indies wants to take risks.

I don't have a problem with remasters and remakes as long as they are modernized. Plenty of great games that new gamers should experience. Just put some effort into them!

The thing people don't want to wrestle with is the cost of innovation.

First of all there's a very real time-cost for trying something new as iterating it out until its in great shape takes time.

And at the end of that time... who knows if it'll resonate sufficiently with the market to make the experimentation worthwhile.

This is a very dicey thing as what you often see is the pioneering title fail, but a successor picks up where it left off and really run with the idea, often by placing it in a context where the mechanics make sense in conjunction with a certain visual style or theme. Gears Of War is a great example of this; it didn't invent its cover-shooter mechanics, it evolved them and placed them such that people were ready to jump onboard in big numbers.

The key issue is nobody can afford to fail anymore; its too much time, too much expense down the pan.

AI isn't going to help with this particularly because that sort of technology cannot "invent" from scratch, it can only generate deterministically based on what currently "is".
A LLM cannot innovate, its why the tech has limited use in anything theoretical.

Now, on the upside, it could be argued that an awful lot of gaming's possibilities have been mapped out over the past 50 years, perhaps to the extent where without massive paradigm-shifts the territory already fully explored. I mean to a large degree what works and doesn't is a product of input tech versus display tech, so without fundamentally changing how interaction and sensory response interact (Flat vs VR gaming) we could be stuck with the creative palette we currently know.

So maybe AI could help with expediting asset/content of production, but we still run into the question as to whether the problem is quantitative or qualitative.

Myself I think its the latter, so again, we need to rely on random human ingenuity/inspiration over time to move things forwards.
 
I don't think Astro bot will make any difference for PS5 because it's a niche game. Black Myth Wukong console launch exclusive for example did more to Playstation 5 than AstroBot.

At the end of day the top sellers for Playstation in this generation are going to be
1. GTA
2. COD
3. EA Soccer
4. Madden
5. NBA2k
6. Battlefield
7. College Football
8. Spiderman
I don't he talked about sales...
 
The "Nintendo invented gaming and everyone else copied" retarded rhetoric...
Except that's not what the person is saying and they are right in that Astro Bot has lifted many ideas straight off Mario.

Off the top of my head: The level where you shrink and become big back and forth is from Tiny-Huge Island in Mario 64 or Micro-Mushroom from 3D World. The level where you become a sponge and can absorb and shoot water to clean and displace surfaces is reminiscent of Mario Sunshine. The rocket dog power-up is also from Mario Sunshine.

Nothing wrong with taking ideas and giving them your own spin, but the person wasn't even alluding to what you're saying. He was saying Astro Bot copied everything from Mario, which I don't agree with, but it's not entirely false either.
 
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