also seriously the fucking hd rumble. we gotta talk about that shit. once I started noticing it I stared noticing it everywhere. like, I'm not even going to remember all the unique implementations if I start listing them off but it's great. it's not super intense and if you don't pay attention it could just fade into the background. it could just feel like the game being the game in terms of what you notice because it works so well in conjunction with everything else.
you can feel the curling bomb as it's rolling if it's near you and you'll feel when it stops and explodes
you can feel the ink jet rev up when it's initiated and then fly off the ground
you can feel when one of your teammates is shooting ink at you
you can feel when you're in enemy ink
you can feel when the enemy is shooting at you
you can feel when you initiate the tenta missiles, when, where, and how many launch, while they're still in the air, and where they land. on top of that you can feel how far they are away from you depending on the intensity of the rumble so you know whether or not the enemy you targeted is close or far because if they're close it might be worth it to push because you just locked on and fired missiles at them. in fact, that sense of distance applies to almost every implementation of rumble in the game. when the ink jet revs up if you're right next to it you'll feel it way more than if you're not close. reminds me of a lawn mower starting.
you can feel getting targeted by the tenta missiles. you can feel them in the air right before they land and you can feel when they land around you or if you get hit. again, differing intensity for how close or far away they land from you.
and then there's little touches like the rumble when your respawn animation starts and finishes or the rumble when you moving your cursor on the map looking for someone to super jump to
and that's all I can remember
I used the pro controller mostly, really felt it with the split joy con, and then when I went back to the pro controller I felt it more as well. this is exactly what I envisioned with this game and it's getting me pretty fucking pumped oddly enough. I've posted about this very thing a few times. it's hd rumble implemented in a way where it's not overbearing, it's not gimmicky, it just enhances the overall game feel, and above all is just another avenue for game designers to tie sensory feedback into their games. really impressed right now after that hour.
you can feel the curling bomb as it's rolling if it's near you and you'll feel when it stops and explodes
you can feel the ink jet rev up when it's initiated and then fly off the ground
you can feel when one of your teammates is shooting ink at you
you can feel when you're in enemy ink
you can feel when the enemy is shooting at you
you can feel when you initiate the tenta missiles, when, where, and how many launch, while they're still in the air, and where they land. on top of that you can feel how far they are away from you depending on the intensity of the rumble so you know whether or not the enemy you targeted is close or far because if they're close it might be worth it to push because you just locked on and fired missiles at them. in fact, that sense of distance applies to almost every implementation of rumble in the game. when the ink jet revs up if you're right next to it you'll feel it way more than if you're not close. reminds me of a lawn mower starting.
you can feel getting targeted by the tenta missiles. you can feel them in the air right before they land and you can feel when they land around you or if you get hit. again, differing intensity for how close or far away they land from you.
and then there's little touches like the rumble when your respawn animation starts and finishes or the rumble when you moving your cursor on the map looking for someone to super jump to
and that's all I can remember
I used the pro controller mostly, really felt it with the split joy con, and then when I went back to the pro controller I felt it more as well. this is exactly what I envisioned with this game and it's getting me pretty fucking pumped oddly enough. I've posted about this very thing a few times. it's hd rumble implemented in a way where it's not overbearing, it's not gimmicky, it just enhances the overall game feel, and above all is just another avenue for game designers to tie sensory feedback into their games. really impressed right now after that hour.