So, for example, by pointing
the aim reticle at an area slightly below eye level, the game then knows (from a distance) the player wants to slide underneath and the action will be performed when the player gets close enough and hits the action button.
Not exact matches
The
reticle is six steps, making
aiming at a distance easy.
Sometimes you might
aim at the hand - dandy
aiming reticle which shows you how far ahead to
aim, pull the trigger and watch as nothing happens to the enemy health bar.
The game handles great, and
aiming is so much easier since all you have to do is pretty much look
at your target, lining up your
reticle, and hacking / slashing / loosing / casting.
It would essentially be like controlling an FPS or TPS character, with the left stick moving you front - back - left - right, and the right stick used for
aiming (free
aim btw, no lock - on, or
at least Armored Core 1 - style lock - on, where the enemy has to be inside a medium - sized
reticle for you to lock onto him).
Chromehounds was nice but I wouldn't call it great.The environments were sparse (a notable trend in From Software games), the assembly system was prone to abuse (cock blocking), and while I generally lift my nose
at anyone who complains a game is «too slow» I do have to to admit that the weight to speed ratio seemed skewed.A smaller nitpick that got to me was that the heavy gunner role felt underdeveloped when it came to the mechanics involved or more precisely the lack there of, using only your eyes and your misses to judge where to
aim was jarring in immersive sense (they have giant robots but no laser range finders or even an
reticle on the screen to give some form of estimation of where to
aim) and felt like an after thought.As usual, From Software had a pretty cool idea but failed to apply the extra level of polish that would push the game to greatness.
The targeting
reticle — provided for secondary weapons and some non-targeting special weapons — makes
aiming easy, but then
at times it's hard to
aim, especially if you're moving and shooting
at the same time, which is unthinkable in a car combat game.
Despite having my character
at the edge of cover, with my body nearly completely exposed and the
aiming reticle on a opponent, I found out to my disbelief that I could not shoot my weapon.
While
aiming with an
AT - ST or an
AT -
AT walker, your rounds don't go anywhere near where the
reticle is pointing.
You don't really point the Move controller
at the screen to shoot as much as you move it around to move the
aiming reticle around but it's still pretty fun.
Taking
aim at hostile ships is also a breeze thanks to the giant red targeting
reticles that let you know exactly where you need to
aim to blast your foes into twisted metal.
In this mode, you get a light
at the top that helps you
aim, a circular
reticle that also changes as you
aim (in order to help you take a photograph
at the opportune moment to get most damage) and a counter for how much film you have left.
When
aiming the Joycons
at the screen I had a hard time getting the targeting
reticle to go where I wanted and there was some lag between when I moved the controller and when the
reticle moved on screen.
Simply
aim your white
reticle at an enemy and pull the trigger.
From there, you had to move the
reticle around the screen with the D - Pad or Analogue Stick to actually
aim at your enemies.