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Greetings all!
During the launch of [b]Symphonia[/b] last week, we have omitted to mention one piece of information. But perhaps you have already 'felt' it since it's a really tangible piece of information in the truest sense of the word.
If you've been following [b]Symphonia[/b] on Steam for a while (since around mid-September or earlier), you may have noticed that we announced at the time that [b]Symphonia[/b] would be one of the first titles to support Razer's [b]Sensa HD Haptics[/b] peripherals. You know, that gaming cushion that attaches to your chair and can literally kick your butt.
[b]And yes, we kept our word.[/b]
But let's start from the beginning, with two questions: [i]'Why are you doing this?'[/i] and [i]'How should a cushion for my chair improve my gaming experience?'[/i]. Let me answer the first question first: The reason is me, Tim. Hi! Well, personally I am very open-minded about such technical gadgets. And I am convinced that an intensive gaming experience can benefit from being more than just an audiovisual experience. I am a big fan of strengthening the immersion of video games to delve even deeper and making it possible to experience them with as many senses as possible.
That's exactly why I'm the one here at Headup who initiates such implementations. And so I asked myself which of our games could benefit from also being a 'tangible' experience (which is also the answer to the second question).
A platformer should do the trick, right? After all, it is a game in which you are jumping and bouncing around a lot, catapult yourself, glide through winds, slide down walls, miss jumps and landings, and much much more. And all these actions and movements in [b]Symphonia[/b] are accompanied and reinforced by haptic feedback.
The gaming cushion ([url=https://www.razer.com/gaming-chairs-accessories/razer-freyja]Razer Freyja[/url]) has six haptic zones: two in the shoulder blade area, two in the lower back area; one each on the left and on the right. Plus one zone under each bun. The haptic feedback can be controlled in terms of intensity and can therefore be adapted to different jumps by Philemon, for example. If he performs a simple jump, the bun zones vibrate slightly; but if he bounces or catapults himself with the bow of the violin, the vibration gets stronger.
We also play with the left and right zones of the gaming cushion: if you jump up between two walls in ping-pong style with a wall jump, the respective left and right jump is supported by the corresponding haptic feedback zone. And that feels really cool!
As I said, I am a friend of gimmicks that increase immersion. That's why I also love it when the gameplay is extended beyond the limits of the screen through RGB illumination. And that is the reason why the haptic effects are additionally supported by RGB effects in Razer's [b]Chroma[/b] ecosystem. A mistimed jump or an aimless landing is not only noticeable (you'll definitely get your butt kicked for dying!), but is also communicated by a red flash on the Chroma peripherals.
Well, in the end I can only speak for us (Headup and Sunny Peak) and myself personally, and we are really happy with the results of both [b]Sensa HD Haptics[/b] and [b]Chroma[/b] and how it supports and accompanies the [b]Symphonia[/b] experience and immersion.
Personally, I love it. ❤️ If I didn't already have it, the cushion would definitely be on top of my Christmas wish list.
Pre-seasonal greetings!
Tim
https://store.steampowered.com/app/1865960/Symphonia/