Sentences with phrase «analog controls movement»

The left analog controls movement, and the right analog gives you a 360 degree control of the camera, most of the time.
The original tank controls are still available, but the analog control movement makes avoiding bio-weapons so much easier.

Not exact matches

The analog sticks are used for controlling the Mech's movement.
There's no way to alter controls for ship movement other than deactivating the left analog stick, but all other actions (shooting, burst, fixed burst, and turn fire) are fully remappable.
Game movement is controlled using a context - sensitive action button combined with a virtual analog stick to provide movement, making Madden Mobile very touch - screen friendly!
Each controller has its own analog stick, with the left controlling movement and the right adjusting the camera.
Further, the D - pads allow you to control your point of view and you can press it again to switch to the sports mode — where you can use the D - pad to control your movement and the analog sticks to control your point of view.
The right analog stick still counts for tasks such as juking and trucking opponents, while the left stick controls the players movement, but also takes into account how / which way the player is leaning.
The analog stick controls movement and the X button allows you to jump into the air for a moment of brief flight.
The controls for the game are very flexible with both dual analog stick controls (left movement, right look) as well as digital left / right up / down buttons.
The analog nub controls your movement, Circle activates the lock - on, Triangle is boost, X is primary fire, Square fires missiles, and the shoulder buttons cause your aircraft to roll in either direction.
All of that said, there is an «Easy» control option that puts forward movement and head control on the left analog stick.
* Features include: adjustable 3D effects via the 3DS» 3D slider, improved graphics and analog controls, an variety of possible character movements, unlockables and more.
You'll still have to use the «Monster Hunter Claw (controlling movement with your thumb on the analog stick and bending your pointer finger around the PSP to control the camera with the d - pad)» when shooting and targeting, but an upgrade allows for ranged weapon lock - on a little later in the game.
Even if the movement of the camera via the headset is a problem for you, the game also allows you to change the control to where the right analog stick controls the targeting reticle, even if it takes away some of the spectacle of the game that way.
Nevertheless, the right analog stick moves the camera, so players have complete control over what they see if they're unhappy with the default movement.
You have the full analog range of jump heights combined with a distinct weakness of air control, which leads to a much more planned an executed movement than your typical reactive action shooter.
A lot of effort was made to make you feel like you aren't missing anything without a more traditional analog movement control.
With normal controls, complex, Street Fighter-esque movements with the analog sticks are required to pull off the best grabs and reversals, and even the game's amazing tutorial isn't quite enough to bring on newbies 100 percent competency.
Normally that restricts movement controls to the left analog stick (or nub) and forces players to aim awkwardly with the face buttons.
The controls themselves are fairly simple, with both analog sticks managing the movement of the tank vs the movement of the cannon and the predictable triggers giving better viewing options in addition to actually firing the weapon.
The use of a dual - analog control pad is highly recommended for this, since the right analog is used, for example, to trace Commander Video's movement through the loop.
The game controls just as you'd expect it to with the left analog stick controlling movement...
Silent Hill Shattered Memories plays differently between platforms; on the Wii, the motion controls are used to physically turn knobs, pick up objects, etc. (Much like in Heavy Rain) On PlayStation 2 and PSP, the analog sticks allow for more accurate movement, alleviating some of the reported frustration.
This becomes an issue because movement is controlled by the left analog stick.
Control choices such as using the L / R buttons on the Joy - Con to open sidebar menus feel natural over time, but the mouse cursor you control with the analog stick is less than ideal if you're used to the snappy movement of an actualControl choices such as using the L / R buttons on the Joy - Con to open sidebar menus feel natural over time, but the mouse cursor you control with the analog stick is less than ideal if you're used to the snappy movement of an actualcontrol with the analog stick is less than ideal if you're used to the snappy movement of an actual mouse.
With this game requiring such precision in movement when things start to get hectic, I found that the analog stick offered the best option when controlling your robot.
The left analog stick controls movement, the right analog stick aims, and R1 shoots.
It was one of the first games to feature fully analog controls, giving players an incredible range and precision of movement that hadn't been done before.
When transformed in vehicle form, controls also perform admirably, with movements performed easily with both analog sticks in addition to shooting.
It also keeps the controls insanely simple, with boost on the X button, movement on the left analog, and the rest of the buttons dedicated to your various attacks.
Point - to - point teleport controls are available for those who get nauseated with free motion, but the real highlight is how they created full ambulatory movement controls on a pair of controllers that don't have analog sticks or directional buttons.
The controls promote fast paced footwork by utilizing the dual analog sticks where one controlling player movement and the other control his foot.
If feels a bit odd to play a traditional shooter like this, having to sweep and aim with the right stick to pick off the gnats while focusing on navigating the tightly woven bullet streams, but the game controls fine aside from some potential sensitivity issues inherent with the analog control notwithstanding (Score Rush supports digital control for movement but not for shooting).
The analog sticks control the movement, and then there's shooting.
Apart from poor characterization, the clunky control scheme should have been a non-issue, had Nintendo used the analog stick for movement and the Wii Remote Controller for aiming / shooting.
A camera movement control on the right analog stick to view surrounding areas would have been a nice addition as well.
The lack of direct analog stick control (used exclusively for panning and zooming the camera) and the insistence on the use of touchscreen prompts makes issuing what should be simple movement and positioning commands far too difficult.
More than that, it weaponizes your movement and can also be controlled remotely with the second analog stick.
This is perhaps best realized in the specially commissioned large - scale sculpture by the artist collective MSHR, which requires the physical activation of space in order to produce and manipulate the sound, which is made from a collection of analog synthesizers, optical sensors, light bulbs, oscillators, and microphones that are directly controlled by touch, movement, and light.
a b c d e f g h i j k l m n o p q r s t u v w x y z