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As shown in VGC’s video below, the PC version of the action-adventure game now supports the PS5’s controller’s adaptive triggers for aiming. When firing a bow, the triggers will stop half way and require an extra ‘click’ to fire, just like on PS5.
Because Valhalla’s DualSense integration on PS5 is minimal compared to other games, PC players likely will not notice much beyond the aiming feature. DualSense also only works on PC via a wired connection.
Valhalla appears to be the second major PC game to add functionality of the PS5 controller, following a similarly stealthy update added to Metro Exodus: Enhanced Edition in May.
Following the patch, the PC version of Metro makes use of DualSense’s unique features such as its adaptive triggers and haptic feedback. Like Valhalla, the features only work while in wired mode.
The DualSense controller has been usable on PC since launch but this is the first time a major game has made full use of its features on the platform.
PlayStation has recently stated its commitment to increasing its output on PC. In a corporate report published last summer, Sony first said it would explore bringing more PlayStation exclusives to PC, following Horizon Zero Dawn’s release on the platform.
Then earlier this year SIE’s president confirmed PlayStation will bring “a whole slate” of games to PC, starting with a recent Days Gone port. Currently, Horizon Zero Dawn, Predator: Hunting Grounds and Helldivers are the only other PlayStation PC titles available for purchase on Steam.
Speaking to GQ, SIE boss Jim Ryan said that the opportunity to bring PlayStation’s IPs to a wider audience, as well as an easier port process, meant that making more games for PC was now “a fairly straightforward decision” for the company.
Asked why SIE is now embracing PC, whereas before it was hesitant to bring its games to the platform, Ryan said: “I think a few things changed.
“We find ourselves now in early 2021 with our development studios and the games that they make in better shape than they’ve ever been before. Particularly from the latter half of the PS4 cycle our studios made some wonderful, great games.
“There’s an opportunity to expose those great games to a wider audience and recognise the economics of game development, which are not always straightforward. The cost of making games goes up with each cycle, as the calibre of the IP has improved.
“Also, our ease of making it available to non-console owners has grown. So it’s a fairly straightforward decision for us to make.”