The Best Uses of DualSense in Sword of the Sea – A Haptic Feedback Masterclass

“The haptics make surfing feel real — the sand vibrates differently from the water. I’ve never felt anything like it.” – Reddit player

When Sword of the Sea launched, most people expected Giant Squid’s trademark breathtaking art direction and Austin Wintory’s evocative score. What surprised players and critics alike, however, was just how much the PlayStation 5 DualSense controller elevated the experience. Beyond its visual and audio beauty, this game is a tactile revolution.

By weaving haptic feedback and adaptive triggers seamlessly into traversal and trick systems, Sword of the Sea transforms gliding across deserts, oceans, and ruins into something you don’t just see or hear—you feel. Here’s how it sets a new gold standard for immersion and how it stacks up against other PS5 DualSense showcases.


Haptic Feedback: Feeling the World Beneath Your Feet

The haptic feedback in Sword of the Sea blurs the boundary between virtual and physical sensations, turning the DualSense into a storytelling device.

  • Texture-Specific Vibrations

    • Sand: gritty, granular pulses

    • Water: smooth, flowing ripples

    • Ice: slick, glass-like resonance

    • Man-made structures: metallic or melodic tones when grinding or carving

  • Environmental Reactivity
    Deserts transforming into oceans, kelp forests brushing past the board—every environmental change has a tactile echo in your hands.

  • Audio-Haptic Synergy
    As PushSquare noted, grinding on ruins produces a rhythmic clink that syncs perfectly between sound and vibration, enhancing the game’s meditative rhythm.

🔑 Why it stands out: Where games like Returnal use haptics for atmospheric immersion (rainfall, alien terrain), Sword of the Sea ties feedback directly to momentum and terrain, letting you physically feel every carve, drift, and jump.


The Best Uses of DualSense in Sword of the Sea
Adaptive Triggers: Precision in Motion

Though less emphasized than haptics, the adaptive triggers provide subtle enhancements:

  • Trick Execution: Nuanced resistance during flips and grabs, scaled by trick complexity.

  • Boost Mechanics: Later upgrades add propulsion bursts that strain the triggers—akin to the rocket thrusters in Astro’s Playroom.

Comparisons:

  • Returnal → weapon alt-fires with half/full pulls

  • Astro’s Playroom → climbing tension, rocket propulsion

  • Sword of the Sea → smoother integration, prioritizing flow over mechanical intensity


DualSense vs. Traditional Controllers: A Night-and-Day Difference

On PC or non-DualSense controllers, the game still plays beautifully, but you lose tactile nuance:

  • Without DualSense, vibrations become generic, and trick feedback is nearly absent.

  • On PC, DualSense is supported, but only Sony’s controller captures the full experience.

As one GamesRadar reviewer put it: “Everything feels 100% more grounded with haptics—without it, you’re missing half the magic.”


How It Stacks Up Against Other PS5 Haptic Masters

  • Astro’s Playroom (Tutorial King)
    Showcases every feature in a tech-demo style. Impressive, but more showy than organic.

  • Returnal (Atmospheric Benchmark)
    Immerses through rain, terrain, and combat precision. Shares Sword’s subtlety but focuses on adrenaline, not calm.

  • Gran Turismo 7 (Realism Pioneer)
    Simulates tire grip and road textures with unmatched realism. Sword of the Sea offers equal textural diversity, but in a more poetic, abstract way.


Community and Critical Reception

  • Praise

    • PushSquare: “Easily the most immersive use of DualSense since Returnal.”

    • Reddit players: “The sand and water feel completely different in your hands. It’s wild.”

  • Criticism
    Some felt trick-related haptics added little compared to traversal. Accessibility advocates also highlighted the need for vibration intensity sliders.

  • Developer Insight
    Creative Director Matt Nava explained: “We wanted players to feel the spiritual magic of surfing through their hands.”


Tips to Maximize the DualSense Experience

  1. Play with Headphones → blends controller audio with Austin Wintory’s soundtrack for total sensory immersion.

  2. Experiment with Tricks → flips and grabs showcase adaptive trigger nuance.

  3. Replay in New Game+ → enhanced HUD elements sharpen timing and feedback precision.


Conclusion: A New Gold Standard for Haptics

Sword of the Sea doesn’t just “support” the DualSense—it reimagines what a controller can do. By marrying haptics to the game’s themes of flow, renewal, and spiritual surfing, Giant Squid creates a meditative yet physical experience unlike anything else on PlayStation 5.

If Astro’s Playroom teaches DualSense basics and Returnal perfects combat immersion, Sword of the Sea shows how haptics can become art.

🎮 For PS5 owners, this is a must-play showcase of DualSense done right.


💬 Have you tried Sword of the Sea on DualSense? Did the haptics change how you experienced the world? Share your thoughts in the comments! 


Sources & Further Reading

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