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[Digital Foundry] Astro Bot on PlayStation 5: We've Played It - Hands-On Impressions



Hands on with Astro Bot: creative, beautiful and authentically PlayStation

A game of the year contender.




Astro's Playroom was one of the highlights of the PlayStation 5 launch, showcasing the DualShock's haptic feedback features, creative level design and a lot of good old-fashioned platforming fun - and now a proper full-fat release, called Astro Bot, is coming to PS5 in September. I went hands-on with some of the game's early levels for over an hour at a preview event in Frankfurt, and I'm genuinely impressed at how good it looks. In fact, Astro Bot is now the game I'm most looking forward to this year.

From the off, Astro Bot feels creative and fun, as you pilot a (DualSense-shaped) spacecraft around a galaxy map, with different systems and planets scattered around. Enter a system, of which only one was available in the preview, and each planet within represents a different level. Our preview included two main stages, a boss fight and a couple of smaller challenge levels that reminded me of those in Super Mario Sunshine. The transition from spaceship to on-the-ground gameplay is extremely smooth too, as your ship comes out of warp and flies through a short section under your control, before crash-landing as the level proper begins.
It looks like the game is using the same basic technology as Astro's Playroom, which is to say, slick and attractive with a distinctive Team Asobi style. The internal resolution of the game looks to be around 1872p - somewhere north of 80 percent of a full 4K, similar to Playroom - and looked good on the large 4K TV at the event.

Landing Made It GIF by PlayStation


Another place Astro's Playroom impressed was in its use of the DualSense controller, and Astro Bot looks to have gone even further. Talking to the developers, the idea is that everything you can interact with in the world, whether it's relevant to the gameplay or not, should provoke a tactile reaction on the controller. There's constantly a wide range of sensations, often quite subtle ones, rather than the strong but almost one-dimensional rumble you tend to expect in other games. You can easily tell the difference between materials while walking on different surfaces, which is super impressive. In fact, if the demo is any indication, this might be the game with the best haptic feedback ever.

Beyond the force feedback, the controls feel as snappy and responsive as you'd hope from a top-tier platformer, and the whole demo has the same feeling of polish, fluidity and overall quality that you'd expect from a first-party Nintendo release. Combined with the more PlayStation-like creativity and callbacks, it feels like Team Asobi really understand what made these consoles great in the past. The initial trailer shows the bots that you can run into and rescue based off characters from past and present PlayStation franchises, and I was delighted to run into Um Jammer Lammy from the '99 PS1 game of the same name.

In every inch of the game, it feels like there's always something to notice; everything you can interact with push back and interact with you too. I'm sure this is where a lot of the development time has been invested.

Speaking of development time, it looks like Astro Bot may arrive in the same time window as the rumoured PlayStation 5 Pro. If these two releases do coincide, there are some obvious areas where the game could run better on more powerful hardware - for example, the circa 1872p internal resolution could be pushed to a native 4K, 2160p, for an even sharper end result. We also wonder if there's a case for ray tracing effects - the existing build is RT-free.

Perhaps more interesting would be a 120fps mode, as platformers tend to benefit substantially from the lower input lag and increased responsiveness that higher frame-rates provide. The game already feels responsive at an almost perfectly locked 60fps - I only noticed one moment of obvious slow-down in the hour-long demo - but it would be great to see a high frame-rate option if CPU performance isn't too much of a constraint.

Lets Go Astro GIF by PlayStation


As well as impressing on the visual front, the game's soundscape seems well done. The score is fantastic, with some really catchy tunes and fun integration of Astro Bot vocals. As with the game's other elements, it's clear that a lot of time and attention was spent on making everything just right.
It feels bold to say so early on, but if the demo's quality is representative of the full game, Astro Bot looks like a strong candidate for the top spot on my own game of the year list. Astro's Playroom certainly shows a similar level of polish and fun game design, so I'm optimistic that the full release will be equally good if not even better.
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In fact, if Team Asobi can execute on the vision the demo provides, this might be one of the best 3D platforming games ever made. There's a huge amount here that's unexpected, imaginative and absolutely joyous, and I can't wait to play the full release.

 

Dacvak

No one shall be brought before our LORD David Bowie without the true and secret knowledge of the Photoshop. For in that time, so shall He appear.
It really sounds like this is gonna be a GOTY contender for platformer fans. 💪
 
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Quantum253

Gold Member
Atro 2024 / Knack 2025 (tuned for the Pro) watching the video makes me think Knack could use the boost for the style of gameplay the devs original planned
 

Mownoc

Member
Cool. Look forward to playing this on my 4090 next year 😉
I jest I jest…..
TBH if any Sony game wasn't going to PC it'd be this one. The game is entirely themed around PlayStation hardware lol. If it's anything like playroom with a playstation museum, collectable hardware and accessories, it'd feel weird. A PC game that's entire point is celebrating playstation hardware. Plus platformers usually sell like crap on pc too lol.
 

bender

What time is it?
I guess my only concern is for this title is replay value. I really enjoyed my time with Playroom. It had wonderful set pieces and seeing the history of PlayStation hardware was a treat. I'm sure shifting from Sony's hardware legacy to showcase Sony IP will be equally delightful. Astro controlled beautifully but his move set are a little limited and because of that, I didn't have much desire to replay the game once I had all the collectables.
 

Isa

Member
Great to hear! Especially about the DualSense features, which to me were the highlight of the previous game. Such a neat controller but so under utilized.
 

CamHostage

Member
Still seems crazy that the game celebrating the legacy of PlayStation is coming out at such a dicey time of PlayStation history. SIE Japan and London are gone, studio output has slowed to a crawl, BC is a sadly distant memory, the digital emulated releases are still imperfect plus and slim in quantity, there's no handheld to take your games with you (albeit Portal kind of helps), VR has been left to 3rd Parties to support, it's unlikely we'll get a "PS2 Classic" stand-alone hardware toy to play some of these greats being paid tribute in this game...

FUCK, I need to get past these negative worries and just enjoy the hell out of Astrobot because it does look awesome!
 

Ashamam

Member
DF joining IGN paying dividends? I've already noticed a flavour change in reporting. Early days but I find myself wondering if they go back to being platform agnostic....

Less about this particular title as its straight down Johns alley, but improved access etc may move the needle.
 
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skit_data

Member
Can't wait, got even more hyped when they released the Astros Playroom patch. I don't preorder games lightly but I put down a preorder of the Deluxe Edition of this as soon as they became available.
 

diffusionx

Gold Member
TBH if any Sony game wasn't going to PC it'd be this one. The game is entirely themed around PlayStation hardware lol. If it's anything like playroom with a playstation museum, collectable hardware and accessories, it'd feel weird. A PC game that's entire point is celebrating playstation hardware. Plus platformers usually sell like crap on pc too lol.
Yea I think Sackboy bombed. Which is too bad because it’s a fun game with great production values.
 

nial

Member
Still seems crazy that the game celebrating the legacy of PlayStation is coming out at such a dicey time of PlayStation history. SIE Japan and London are gone
Very long post ahead, but SIE Japan gone? How are they publishing this game in Japan, though?
But seriously, I know you mean SIE WWS Japan Studio, and honestly, them being gone is not really a big deal.
Even ignoring all its mismanagement issues, including their flawed contractor practices, or failing to foster a real development culture all around, I've noticed over time that people are vastly more fond of their pre-2005 output, which you know, is before Japan Studio was actually established.
JS existing before 2005 or them being SIE's first studio is among the biggest myths in gaming, IMO. And it's pretty much Sony's own fault when they started to credit all of their 1994-2005 Japanese games as them being produced by Japan Studio.
It's very off-putting when you realize that titles like Boku no Natsuyasumi 1 or Arc the Lad 3 were produced by different studios (Contrail and Arc Entertainment respectively), yet they never get acknowledged. Sugar & Rockets directly developed Pocket MuuMuu and Robbit Mon Dieu, but SIE lists them as being made by Japan Studio. It's the same problem with Polys Entertainment to some extent.
Team Asobi is just the newest internal unit of SCEI that simply replaced the previous Internal Development Department (originally called Product Development Department) established in 2016, which in turn replaced the PREVIOUS Internal Development Department established in 2011, which in turn also replaced the previous Product Department established in 2009, which in turn replaced the Internal Product Department established in 2007, which ALSO replaced the THREE DIFFERENT Production Departments that existed since September 2005, when WWS Japan Studio was created.
And the best part is that it's all easily available information.
I honestly think all your other points are just problems that Sony has had for almost 15 years at this point, and in fact, the PS5 era has treated their legacy stuff MUCH better than the PS4 era ever did.
 
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I am excited, though I knew what we were getting because I played Astro's Playroom and Astro Bot Rescue Mission. This has some real potential to become a big hit, considering what a lull Sony is in with their first party offerings - it could be the perfect time to entice people who normally wouldn't choose this type of game over others, to make a big impression. It's just a shame so few people were able to experience ABRM due to the PSVR exclusivity, and how many people overlooked Playroom as a pack-in when it just might be the best PS5 exclusive game, period.
 
The fluid sim and physics stuff has me very excited. Playroom, for as short as it was, was to me the best playing platformer since Mario galaxy.
 

Fess

Member
Cool. Look forward to playing this on my 4090 next year 😉
I jest I jest…..
This is one of the games I think will stay exclusive to PS5. At least until the digital platform era is upon us, which may take some time with Sony.
 
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