When controller rumble first appeared in the '90s with the Nintendo 64 Rumble Pak and the original PlayStation DualShock controller, there was plenty of speculation about how widely used the feature could be. With the limited technology at the time, there wasn't much more the controllers could do beyond shaking a bit when a player was hit.

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Over time, developers found ways to feature entire design choices around the rumble in a system's controller, ensuring that games became more engrossing for players. Whether it was integrated wholly throughout the controller, focused on the triggers, or refined to be felt in only bits of the controller at a time, vibration— and its cousin, haptic feedback— have come a long way from its early days.

10 Trigger Feedback Makes Racing More Intuitive

Before the Xbox One, controller vibration feedback was integrated throughout an entire controller. Usually, a player could feel their car collide with a rival, or the pulsing of the engine revving up. When Forza Motorsport 5 released, though, that feedback became much more integral to a player's connection with the car.

Isolating rumble to the controller's triggers, the developers at Turn 10 Studios were able to let the player feel feedback from both acceleration and braking systems through the right and left triggers, respectively. This helped to recognize red-lining and braking in a more natural way.

9 Psycho Mantis Was The First To Use Vibration As A Story Mechanic

MGS 1 Psycho Mantis boss fight cinematic

When Metal Gear Solid was released, the DualShock's full capabilities were still unknown to many gamers. After their fight with Psycho Mantis, however, the vibration feedback became an awe-inspiring, fourth-wall breaking tool that became synonymous with the game.

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At one point in the boss fight, Psycho Mantis instructs players to place their controller on the ground, telling them he will move it with his mind. Once the players do as instructed, the controller vibrates, sending it rattling across the floor. This gave new immersion to video games that would repeatedly be used as example of how to do vibration well.

8 Charging & Releasing A Shot Became Much More Satisfying With Resistance Triggers

Ratchet using the blackhole storm on a boss in Ratchet & Clank: Rift Apart

Expanding on the DualShock controller, Sony released the DualSense in 2020 as the controller for its PlayStation 5. With more developed haptic feedback in the triggers, the new controller touted resistance features that allow for new ways to interact with a players arsenal in Rachet & Clank: Rift Apart.

When a gun in the game has a charged effect, the player can now pull the trigger down halfway in order to charge their shot. The controller will give resistance at that halfway point, and when the player is ready to fire, they can click down past that resistance. It's an interesting way to engage with weapons.

7 Feeling The Patter Of Rain Helps Players Immerse Themselves In A Setting

returnal playstation

Ratchet & Clank wasn't the only IP to make use of the DualSense's new features. Returnal, a rogue-like bullet hell game from HouseMarque, also incorporated the new haptic features in ways that would immerse the player beyond what was capable with previous generations.

When rain falls on the main character, the controller vibrates in small, focused patterns to mimic the feel of the rain patter across its surface. The triggers also use a similar mechanic as Rift Apart, but instead, pulling down halfway sees the player aim their gun, while a full pull actually shoots it.

6 Not Only Can Players Pet The Cat, They Can Feel It Purr

Games Like Far Cry 6 Ghost of Tsushima

One of the most important modern factors in whether a player will buy a game now is a simple one: Can the animals actually be pet? Ghost of Tsushima: Director's Cut, the PlayStation 5 upgrade of the acclaimed PS4 title, sought to bring this idea off the screen and into the controller.

When visiting animal sanctuaries on Iki Island, Jin Sakai can pet the various animals found there, whether they are dogs, cats, or even monkeys. The controller will softly vibrate as he pets them, but even better, when cats purr, the player can feel a small purr-like vibration in their palms.

5 Dialing In A Lockpicking Mechanic Gave Elder Scrolls Advantage Over Its Competitors

Elder Scrolls Skyrim Lockpicking

Lockpicking mechanics are rarely done right as mini-games. They can be frustratingly difficult or so easy as to not even seem worth the animation it takes to pull them off. Elder Scrolls V: Skyrim sought to fix this when they developed their lockpicking system.

When the players are asked to pick a chest or a locked door, they are supposed to move each analog stick until the lock is opened. As they get closer, the controller will vibrate in a sort of "hot or cold" game. Once the vibration is at its strongest, players will know that the lock is either close to being picked, or the pick is about to break.

4 Jump Scares Can Follow The Player From The Screen To The Controller

Until Dawn Character Hiding From Enemy

Until Dawn is a horror game about decisions. Making the wrong one can permanently kill a character, and potentially even end a game. Players must contend with being hunted by the game's villains repeatedly throughout the game, while being ready for an immersive mechanic during any chase.

When an enemy is nearby, sometimes a prompt pops up instructing players to stay as still as possible, in order to mimic the character hiding. One thing they may not be expecting though, is a jump scare in the form of a controller vibration.

3 The Nintendo 64 Rumble Pak Showed How Feedback Can Help Players Navigate A Game World

The Legend Of Zelda Ocarina Of Time Shadow Temple Entrance

As an early indicator of what the Nintendo 64's Rumble Pak was capable of, The Legend of Zelda: Ocarina of Time made use of the feature by helping to guide players through the game in a novel way for its time.

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As players explore Hyrule, they have the chance to uncover secret treasures buried under the ground. After acquiring the Stone of Agony for getting 20 Golden Skulltulas, players can use the Rumble Pak to help with their hunt. If it starts to vibrate, they'll know that they are near one of these hidden spots. It is a gimmick that has been copied in countless games since.

2 HD Rumble Was Showcased In Impressive Ways With 1-2 Switch

1-2-switch milking cow

With the release of the Nintendo Switch came the release of a new type of motion controller called the Joy-Con. Sporting focused haptic feedback, these controllers could localize vibrations in a way that the player could feel it in individual parts of the controller.

1-2 Switch was a launch game for the system, and consisted of a variety of mini-games all designed to show off what the HD Rumble in the Joy-Con could do. One such mini-game was counting "marbles" created from the haptic feedback which showed of the impressive detail to which the controllers could replicate sensory feedback.

1 Fishing Mini-Games Still Provide The Most Satisfying Vibration Feedback

Four players collecting from fishing ponds in Stardew Valley

More of a catch-all entry, fishing can be found in many different games. Whether its the wide-open JRPG Final Fantasy XV, the calm farm life of Stardew Valley, or the retro-inspired Shovel Knight, fishing provides a way to wind down from the hustle and bustle of gaming life.

In almost all fishing mini-games, sensing whether a fish is on the hook or not is based around a controllers vibrating feedback. A nibble is a small pulse while a bite is a long vibrate. It helps the player immerse themselves in to the action, and feel as though they actually made that big catch.

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