Yeah, I had seen your adjustments. While I think your lighter "PS" logo is an improvement, and your enhanced contrast does help present the controller much better, your changes still don't adress what actually bothers me, which is the actual shape that the silhouettes form with this current design. I've made some schematics to better show what I mean.
A first disclaimer is that I LIKE sony's design. I don't think it is terrible. I think it is a great start, but I could have had some tweaking. It looks distinctively japanese. But in some ways, it has some 2000's design choices, with its round curves and bevels everywhere, clashing with more late 2010's sharp edges and unashamedly geometric parts. It feels like it didn't know what kind of design it wanted to be, and ended up as an incoherent mix of the two.
Here is what the front of the new controller looks like:
Now squint and see the weird shape the dark area forms. It is very un-defined, and un-decied. I've done a vector tracing of the main features to better exemplify my point.
This is the main visual silhouette this design creates in it's front view. The shape this view creates is extremely important, as this abstraction is the one that sticks to our mind as the essential iconic representation of this controller. When icons and pictograms are made for the new DualSence, they will look somewhat like this. This view's main silhouettes forms must feel whole. I don't think they do.
Here I break it down further.
Look how weird of a shape the dark part's silhoutte creates. It looks to me like a skinny Space Invader's Alien with some even skinier antenas, and then than all the edges got beveled out almost as if it it got blurred and then resharpened.
The tiny bevels in the corners where the blue LED strip kind of merges with the dark plastic part is what bothers me the most, because it disagrees with the whole visual language of the rest of the controller, and completely breaks the flow of what the curves of the dark part were trying to follow.
Look at the White Part's silhouette. It has large soft curves broken up by abrupt hard edges. It is a shape that nows what it wants to be, and where its lines want to go. It is also not afraid of corners.
Now lets follow the curve of the dark part starting from its lower-left corner. From that corner, the silhouette's line moves up in a wide arch, much like it's big sister: the white shape's silhouette. That wide arch is moving in the clockwise direction. Than as it reaches up, it changes to a tiny counterclockwise curve that quickly settles into a straight line, that is further broken into another tiny arch curve and a 90° corner, only for it to return back in a straight line, forming this very thin antena.
If we try to ignore this round-trip the dark silhouette does to form the antena, and try to continue the arch large it was forming before, it connects to nothing, nowhere. if we extend its top horizontal line, it also connects no-where. The movements of the silhouette feel arbitrary and unmotivated.
Here I point out another thing that bothers me. The design seems to create this structures there the controller has a soft dark core, and these white modular plates on top of it, one for each side, and a center one for the touchpad. There is nothing wrong with that conceptually, but again, the way they executed it create terrible silhouettes from the most iconic view angle of the controller. Here, the side plates have sometimes pointy-corners, and at other times soft curvy ones. It's undecided.
Well, could it have been done better? I think it could, and I tried to put together a mockup of how I might have changed the design as to create a more pleasing main silhouette for the controllers front-facede.
Here I went with a slighly different concept. instead of the controler being made of these three plates that fit together with beveled edges that reveal a darker core, I thought of the two side parts and the dark area as a single connected piece, with the touch-pad as a plate that comes hovering above it (this is all conceptual of course, the touch-pad does not physically need to be sit hovering above the rest of the controller, but rather, it lends our visual system enough cues to interpret it that way.
See how the dark part now forms a more coherent and solid overall visual form. It feels more solid this way. No skinny antenas. No melty corners coming out of nowhere.
That's my case on it. I do recognize that the controller is actually a 3-Dimensional object with volumes and such, and here I am reducing it to a 2-Dimensional view of one of it's angles. But as I elaborated before: because this front-angle is the one that becomes the iconic-representation of the controller, it absolutely has to form shapes that sit well together and feel well resolved. Of courser, a hypothetical design that looks the way my mock-up does, would require rethinking of the rest of it's volumes and forms within the 3D space, which I certainly did not do, but I think that would be doable.
I invite anyone to take a look at sony's design and mine for a bit, and I feel like once you get accustomed to my proposal, it's harder to like sony's original. At least I feel that way.