Skull and bones It’s practically among us. It is not in vain that today the open beta phase began, which you can all join by downloading the client from Ubisoft Connect, Microsoft Store or PlayStation Store. This way you will be able to get in touch with this open and online world that Ubisoft It has been in development for a few years and which the company’s most unrepentant fans already considered practically lost until recently.
As we told you, the open beta of Skull and bones It is now available although it will end on the 11th and, as we announced to you a few days ago, all the progress you make will be transferred directly to the final version when it officially launches on February 16th. This way, everything you do at the start of the game serves not only to see what this game actually offers, but in case it convinces you you will not have wasted the hours
A unique Skull and Bones experience on PS5?
In the middle of the game’s launch week, some members of the development team are completing a turned of media which they take advantage of to extol the virtues of this type of marine MMO. Today it was the turn of what the experience will be on one of the three platforms for which it will arrive Skull and bones (if we don’t count Luna, from Amazon), particularly in PS5.
It turns out that, since its origins, the console Sony It arrived on the market with an element that differentiated it from its competitors: the new design of the gamepad, which ceased to be a simple Dualshock and became a Double meaning (and no, it doesn’t work on PS4). And that meant a larger repertoire of sound options and also the ability to offer the player haptic feedback beyond just vibration at certain times. Same degrees of pressure and force on the triggers.
The result is, according to the game’s technical director Jussi Markkanen, that “the arsenal of ammunition and lighter weapons requires only a light pull of the trigger to fire”, but in the case of heavy or long guns “there is “stronger resistance in these same triggers”, so the player has to press harder on them to trigger them. This way, practically without looking at the game information, we can guess what type of weapon we are using against other ships.
A satisfying and unique experience
As Markkanen himself says, the ultimate goal of having introduced these types of answers into the Double meaning is to ensure that “adaptive triggers replicate the weight of the most destructive arsenal, like bombs or rockets, ensuring that every shot feels satisfying and only”. And the truth is that questions like this are appreciated when we enter the battle and feel that the cannon we have equipped on the front flank is going to cause great damage to the ship we are facing, simply because that it is difficult for us to press the trigger.
As if the above wasn’t enough,”the remote control vibrates in very specific situations, depending on where your weapons fire and on which flanks you take damage from the enemy. When a ship launches a burst of cannons to starboard, you will be able to feel the intensity of the attack in the palms of your hands, just as we would see it on the screen. Not bad at all, right?