Not exact matches
The mechanics are relatively simple to understand: enemies can
attack from three directions (up, left or
right) and your character can block any of these
attacks as long as the correct direction
button is pressed.
The
right trigger in combination with face
buttons pulls off various power and special
attacks, including the Tornado Kick (Cyclone Spin Kick in other versions) and a couple of dragon - shaped projectile pitches.
Double Dragon II has always had a slightly steep learning curve because it replaced the traditional punch and kick
buttons with
buttons for left and
right - directional
attacks.
As with most RPG games featuring our hero pressing the A
button right before you
attack is key.
I don't think every game needs to be Dark Souls, but when it seems like any encounter with a pack of human - sized jackal minions is best solved by
button - mashing and hoping I'm hitting dodge and
attack with the
right ratio to do damage while not getting hit too often, each fight starts to feel more like a chore than a rewarding challenge.
You also gradually earn the choice to interact a little more by pressing a
button at the
right time to do extra damage or make use of special abilities such as blocking an enemy's
attacks.
Stuff flies at you and you press the homing
attack button or dodge left or
right at the
right moment, and that's about it.
Van Helsing plays in a top down view without an adjustable camera;
attacks are mapped to the left and
right mouse
buttons.
When it's your turn to
attack, you must press the
button at the
right time in order to do the most damage.
While it is a system that works, occasionally the
buttons can get in the way — particularly because aiming is mapped to the thumbstick on the same side of the controller as the
attack buttons (seriously, it's virtually impossible to hold one of the face
buttons and use the
right thumbstick to aim).
that's understandable on the PSP version, but on the PS2 they put the
attacks on the
right stick and just gave a shoulder
button to centre the camera behind you.
Attack button combinations specific to the weapon you're using are helpfully displayed in the top
right corner of the screen as they come available, and consumable items and actions — such as sharpening your blade on a whetstone — are available from radial and scrolling menus while playing without needing to pause the action.
Each
attack uses a set amount of CP when equipped so choosing the
right combo for a
button is what matters.
The
Buttons are well mapped on the Vita with the face
buttons used to
attack and jump, with shoulder
buttons (left) for blocking and (
right), engage in a finishing manoeuvre.
When equipped with the blade — rather than relegating the
attack to a face
button — you use the shoulder
buttons to block and the
right analog stick for precise control over how Bryce swings the blade.
They can keep a total of 3 full bars for the momentum gauge that allows you to basically press a
button at the
right time when
attacking an enemy, visualized by a quick flash of lighting during the
attacking animation.
You can tap left or
right to fence and the
attack button to lunge.
While you could retreat in exchange for chip damage, you could also side - step
attacks or counter them all together by pressing the
right combination of
buttons around the same time as your opponent.
Coming from other 3D action games, it's easy to pick up the pad and play, while there's always tooltips in the top
right hand corner of the screen to let you know the
buttons for
attacks and abilities you can use while stood still, while armed, while sprinting, and so on.
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The
right mouse
button is used to block
attacks, and eventually riposte as well.
By allowing players to assign an
attack button to enemies by moving the
right analog stick, Mark of Kri made it shockingly easy to battle a variety of foes.
As with any fighting game worth its salt, every character in Injustice 2 has their own strengths and weakness, as well as specialized
attacks accessible only by hitting just the
right combination of
buttons.
- Revelations 1 and 2 are based on the PlayStation 4 and Xbox One versions - Joy - Con support with motion control and HD Rumble - Joy - Con share play is only available in Revelations 2 - all DLC is already included from the start - supports multiple languages in both voice and text - local co-op - Revelations features a 1080p resolution when playing on a television, and 720p resolution in portable mode - Revelations is 60 fps - by holding ZL on the Joy - Con, you can aim your gun with the
right Joy - Con's motion control - use the left Joy - Con as a magazine to simulate a reloading motion - other motion controls include slashing horizontally to simulate a knife
attack, and swinging for a quick reload - motion controls are optional and can be set to on or off from the options settings - motion controls are not supported with the Pro Controller - classic controls are also available - HD Rumble allows for more detailed and complex vibrations, meaning new kinds of rumble not available in PS4 / XB1 versions - Revelations 2 also runs at 1080p when playing on a television - Revelations 2 is not 60 fps - due to the fewer
buttons available when sharing Joy - Con, the developers have said that it will have a unique control scheme
-- Even though it's cool to use the
Right Stick to slice in «Blade Mode», just use the Weak
Attack and Strong
Attack buttons.
Since your
attacks with either of the siblings auto - lock on the nearest enemy — which can be exceptionally useful if you're not pointed in the
right direction — it enforced the fact that in many battles you can just jam the A
button or left mouse
button and ultimately walk away victorious.
AC III had an entirely different control scheme and made the
Right Trigger pointless, B would be the counter
button, X would still be
attack and A would break enemies defenses.
The
Buttons are well mapped on the Vita with the face
buttons used to
attack and jump, with shoulder
buttons (left) for blocking and (
right), engage in a finishing manoeuvre.
The left - handed control configuration provides three sets of individual options to switch the
buttons layout for the weapon selection wheel from L1 to become R1 and the sprint of R1 to become L1; the L2 and R2
button layout for the secondary
attack of L2 to become R2 and the primary
attack of R2 to become L2; and the sticks layout for moving your character with the left analogue stick to become the
right analogue stick; and for looking around with the left analogue stick to become the
right analogue stick.
Battles are turn - based but you constantly have to press
buttons at the
right time to either increase your
attack or dodge an enemy, which keeps things from getting boring.
Here's the trick to parrying, you quickly tap the direction of the opponent
attacking you along with the light
attack button at the
right time and it'll work if done correctly, the game seems to imply you hold the direction and tap the
attack button which is not the case.
The controls are appropriately mapped to the DualShock 4 controller with the control scheme consisting of pressing X to jump or double tapping X quickly to double jump; pressing O to build LEGO objects or interact with an object or holding O to perform a Spinjitzu
attack; pressing triangle to switch from controlling one character to a nearby character or holding triangle to enter the character wheel; pressing square to perform an
attack or holding square to perform a ranged
attack; pressing R1 or L1 to cycle through to the next or previous character; pressing L2 or R2 to perform a dodge roll; changing the direction of the left analogue stick or alternatively pressing up, down, left or
right on the d - pad to move your selected character; changing the direction of the
right analogue stick to pan the camera or pressing R3 to centre the camera; pressing the share
button takes you to the share feature menu; and pressing the options
button to display the pause menu.
The controls are appropriately mapped to the Vita with the control scheme consisting of pressing X to
attack an enemy Digimon; holding R then pressing X to escape; pressing select to let your Digimon act independently; pressing triangle to pause gameplay, while opening the Digivice to view the Digimon field guide, look through your inventory, save your progress and more besides; tapping the touch screen to display the DigiLine; changing the direction of the left analogue stick or alternatively pressing left,
right, up or down on the d - pad to move Keisuke during on - foot exploration or navigating between menus whilst battling an enemy Digimon; and pressing start to display the title menu, alongside various scenarios and combinations in which certain
buttons have different contexts.
The presentation of the game is solid due to its stylistic TV broadcast inspirations with a mostly great user interface across various menus such as the main menu, off - road masters menus, free race menus, online multiplayer menus, time
attack menus, online leaderboards, weekly challenges menus, options menus, add - ons menus and various gameplay menus with support for navigation via the left analogue stick, directional pad and face
buttons, although it does not include support for navigation via the
right analogue stick and touch pad.
You still have to be on your toes with most
attacks having their damage boosted if you can time
button presses just
right, and tapping a
button just after getting hit fills up your ultimate
attack.
There's no
button mashing; you just hold down the
right trigger to keep using your default
attack, then press various
buttons to enact specific abilities at opportune moments.
When you're surrounded by enemies and dancing over the various
attack buttons, calling in arrows from Atreus while blocking at the exact
right moment to stun your enemy, you might find yourself entering a kind of trance where you're locked so tightly into the rhythms of that combat that everything else momentarily fades away.
You have to tap various
buttons in the
right sequence to strike and block at the
right times, unleashing your extra-powerful
attacks when needed.
This mechanic isn't the best as the aim is your
right stick but fire is the same
button as your
attack, so square.
The game's melee, ranged and magical
attacks are each assigned to a dedicated face
button, while blocking and rolling is handled with the
right bumper.
having the primary
attack button that you do most of your work on be the central focal point of the action and the other functions clustered around that makes it very easy to drift away from that A
button to jump or a B - special, but zip
RIGHT back to that primary
attack button, which is important for doing the sort of lightning fast series of finger pushes required to comfortably perform techniques like SHFFL
attacks (Short - hop Fast - Fall Lcancel, a technique that allows for air
attacks to be performed pretty much by leaving the ground for a split second, canceling out the animation and hitting the ground so that you can lead into your next
attack quickly).
Coming from other 3D action games, it's easy to pick up the pad and play, while there's always tooltips in the top
right hand corner of the screen to let you know the
buttons for
attacks and abilities you can use while stood still, while armed, while sprinting, and so on.
No, most of your time in the game is spent training Pokemon entering those tensionless battles where I hit the same
buttons to use the same
attacks and hear the same battle noises so I can watch the experience bar move slowly but surely to the
right side until * DING!
The
right bumper throw grenades, holding the left bumper and pressing a
button with an unlocked special move according to character, will unleash as ass whoopin»
attack.
Attacking the monsters is basically pressing the «X»
button to
attack, the
right trigger
button to shoot, the «A»
button to jump and the «Y»
button to dodge / evade.
Tapping the
right shoulder
button during certain special moves triggers the EX version of the attack.In an effort to help players of all levels understand the game's base juggling system, Injustice throws in the universal feature of ground bouncing overheads and forced wall bounce
attacks for extending juggles; the latter of which opens up another layer to damage dealing: Stage Transitions.
Aside from the previously mentioned
buttons, square is always set to jump, the left shoulder
button puts you in and out of your fighting stance (as well as resetting durability by straightening your clothes) and the
right trigger aids in counter
attacks when paired with a mirrored
attack attempt.
The presentation of the game is solid with a great touch screen based user interface on Vita, despite the touch pad on DualShock 4 not being supported; across various menus such as the main menu, story menus, time
attack menus, options menus and gameplay menus with support for navigation via the left and
right analogue sticks, directional pad and face
buttons.
The controls are easy to master as they are as responsive and intuitive as the first Destiny with the default control scheme consisting of pressing R2 to shoot; pressing R1 to perform a melee
attack; pressing L2 to aim down the weapon's sights; pressing L1 to throw a grenade; pressing L1 and R1 to perform a super ability; pressing X to jump; double pressing X to engage thrusters in order to reach greater heights; pressing O to crouch; pressing square to reload; holding square to interact with an object; pressing triangle to change weapon; pressing up on the d - pad to wave; pressing
right on the d - pad to dance; pressing down on the d - pad to sit; pressing left on the d - pad to perform a customised movement; changing the direction of the left analogue stick to move your character; pressing L3 to sprint; changing the direction of the
right analogue stick to look around your surrounding environments; pressing R3 to highlight a player; pressing the share
button takes you to the share feature menu; and pressing the options
button to display the pause menu.
The controls are well mapped to the DualShock 4 controller with the default control scheme consisting of pressing R2 to fire a weapon; pressing L2 to aim down sights; pressing R1 to throw a grenade or use lethal equipment; pressing L1 to use tactical equipment; pressing X to jump or mantle; pressing square to reload or use an object such as opening an unlocked door, breaching a locked door or entering a vehicle; pressing O to crouch, go prone or dive; pressing triangle to switch between your primary and secondary weapons; pressing up on the d - pad to activate a morale ability; pressing down on the d - pad to perform a specific action; pressing
right on the d - pad to use a first aid kit; pressing left on the d - pad to use a weapon skill; pressing L3 to sprint or use sharpshooter; pressing R3 to perform a melee
attack on an enemy; changing the direction of the left analogue stick to move forward or backward and strafe left or
right; changing the direction of the
right analogue stick to look up or down and rotating left or
right; pressing the share
button takes you to the share feature menu; and pressing the options
button to display the pause menu.