For several years now, save state functionality has been a staple in the world of emulation. It looks like this feature might soon be making its way to consoles. Sony has recently filed a patent that hints at a future PlayStation controller boasting a dedicated Save State button. This news comes courtesy of a legal document unearthed on PatentScope, as reported by the team at Tech4Gamers. The document specifically states, “The user is able to enter the rewind mode from the live game play using one or more controller inputs to view recent game play (e.g., rewinding, fast-forwarding, playing, etc.) and returning to live game play afterwards.” However, it’s important to remember that not all patents materialize into actual products.
For those familiar with various emulators, this “rewind mode” likely conjures up memories of the save and load state features so prevalent in those programs. Even on the Nintendo Switch Online platform, retro games now offer save states and brief rewind capabilities. Unlike PC emulators that rely on key bindings or custom button combos seen on the Switch, Sony seems to be considering a specific button tailored for this feature, probably close to the D-Pad for easy access.
Outside the realm of emulators, both official and third-party, save states have found other intriguing uses in gaming. They’re not just about the typical save files we all know. A prime example of this creative approach is the 2003 action-adventure game, Prince of Persia: Sands of Time. Released on platforms like PlayStation 2, Xbox, and Nintendo GameCube in November 2003, this game introduced a mechanic where players could reverse time. This allowed them to undo missteps against foes and environmental dangers, a concept akin to how save state functions can let players reverse mistakes in emulator games.
However, a button dedicated to such a function might not be universally compatible. For instance, in multiplayer games that require players or servers to sync game states, such a feature wouldn’t be feasible. This functionality would primarily be useful for single-player experiences. There’s also a certain segment of gamers, particularly fans of the Soulsborne series, who might argue that introducing such a feature could diminish the challenge and enjoyment of these notoriously difficult games by disrupting the static difficulty that defines them.