Save state features have long been a staple in the emulation community, but now there’s a hint that they might be making their way to home consoles. A recent patent filing by Sony has sparked this speculation, revealing a potential new version of the PlayStation controller with a dedicated Save State button. This discovery was made by Tech4Gamers after they trawled through legal documents on PatentScope. One interesting excerpt from the patent describes how users could enter a “rewind mode” during live gameplay, allowing them to replay sections or fast-forward back to the current action. However, it’s essential to remember that not every patent leads to a market product.
For those familiar with emulators, the mention of “rewind mode” might bring to mind the save and load state features that are prevalent in that sphere. Nintendo Switch Online has embraced similar functionalities in its retro games, offering save states and brief rewind options. Unlike the PC emulators or the Nintendo Switch which use button combinations or key bindings, Sony is contemplating a designated button for this feature, likely positioned conveniently near the D-Pad for easy access.
The accompanying patent image, titled “Gameplay Rewind With User Triggered Bookmarks,” showcases this functionality and hints at how players could interact with it through an overlay, managing save states and more (Image credit: Sony via Patentscope).
Outside of emulation, gaming has ventured into save state-like territories before. A notable example is the 2003 release, Prince of Persia: Sands of Time, available on PlayStation 2, Xbox, and GameCube. In this action-adventure, players could control time using the iconic Sands of Time mechanic, letting them reverse unfortunate events or dangerous encounters, much like how save state features in emulators allow for instant resets.
Nonetheless, there are limitations to consider. A system-level button dedicated to save states won’t be applicable across all types of games. Multiplayer games, which require synchronized states between players and servers, won’t support such functionality. Even in single-player scenarios, some gamers might argue it could diminish the intended difficulty or experience—especially fans of challenging genres like Soulsborne, who cherish the static difficulty and the thrill of overcoming it.
Overall, while the idea of a dedicated button for saving and loading states is fascinating, its potential impact and implementation are multifaceted and depend much on game design and player preferences.