For years, save state functionality has been a staple in the emulation community, and now it seems consoles might soon embrace this handy feature. A new patent filed by Sony hints at a future PlayStation controller equipped with a special Save State button. This discovery, made by Tech4Gamers via PatentScope, reveals Sony’s ambition to integrate a unique gameplay experience. The patent document notes, “The user can enter the rewind mode during gameplay using specific controller inputs to review recent actions, like rewinding or fast-forwarding, before jumping back to live gameplay.” Of course, it’s important to remember that not every patent translates into an actual product.
For those familiar with various emulators, the idea of a “rewind mode” immediately brings to mind the save and load state functionalities commonly featured in those programs. In fact, even retro games available through Nintendo Switch Online now include save states and slight rewind abilities. Sony, however, appears to be taking a different approach by planning to add a specific button for this feature, likely located close to the D-Pad, rather than assigning it to key bindings as seen on PC emulators or custom button combos like on the Switch.
Take a look at Sony’s “Gameplay Rewind With User Triggered Bookmarks” patent diagram. This visual shows off the futuristic button design, aimed at easily accessing control overlays and save states.
Beyond the realm of emulators, save states find their use in certain video games, and not just as traditional save files. A standout example has to be the 2003 action-adventure game, Prince of Persia: Sands of Time, which released on PlayStation 2, Xbox, and Nintendo GameCube. This game featured a unique time-reversal mechanic, allowing players to correct mistakes by rewinding time—a concept that resonates with save state functionality in emulation, letting users undo untimely deaths or regrettable errors.
However, such a button, even if built into the system level, won’t be a universal solution. Multiplayer games that depend on synchronized game states across players or servers can’t incorporate such features. This sort of functionality would primarily cater to single-player experiences, though it might stir debate among gamers. Especially among the dedicated fans of Soulsborne games, who appreciate the challenge of a fixed difficulty setting and might feel a rewind option diminishes the intended experience.
So, while this new addition presents an interesting concept for gaming, its true impact might only be seen in certain contexts, adding a new layer of strategy to how single-player games can be played.