For years now, save state functionality has been a staple in the emulation community, and it looks like we might soon see this feature making its way onto consoles. In an intriguing move, Sony has filed a patent detailing a future PlayStation controller equipped with a dedicated Save State button. Tech4Gamers uncovered this legal document on PatentScope, and it outlines quite an exciting concept. It allows players to enter a rewind mode during gameplay using a simple controller input, letting them review recent gameplay, fast-forward, rewind, and then seamlessly return to real-time action. However, let’s remember that not every patent results in an actual product.
For emulator enthusiasts, this “rewind mode” might sound quite familiar as it resembles the save and load state features they’re accustomed to. Nintendo Switch Online has even adopted similar save state and rewind capabilities for its classic games. Unlike PC emulators or the Switch, which use key bindings or button combos, Sony seems to be planning a dedicated button for this feature, possibly situated near the D-Pad for quick access.
As seen in a patent graphic titled “Gameplay Rewind With User Triggered Bookmarks,” released by Sony via Patentscope, this button would pull up a control overlay and manage save states, among other things.
Beyond emulators, save states have some notable uses in gaming. Take, for instance, the game Prince of Persia: Sands of Time. Released in 2003 for the PlayStation 2, Xbox, and Nintendo GameCube, it introduced a sorcerous mechanic where players could reverse time to correct errors, almost echoing how save states let players undo mistakes or death in emulators.
It’s important to mention, however, that such a button wouldn’t be universally compatible across all video games. Multiplayer titles, which need to synchronize game states among players and servers, wouldn’t support this kind of functionality, limiting the button to single-player experiences. There are gamers, particularly those passionate about the challenging nature of Soulsborne games, who might even argue that such a feature could undermine the intended difficulty and experience of these games.