Combat does take a while to master, but once I started experimenting with the small nuances like using the right
analog stick to issue quick commands for your party members, the battles became much more engrossing.
Not exact matches
Movement is another
issue; you can only use the
analog stick, and not the d - pad,
to move around each stage's grid of blocks.
Konami's first attempt
to bring the proper 3D Metal Gear experience
to handheld systems bumped up against a few critical
issues, like the fact that the system it ran on — PlayStation Portable — lacked a right
analog stick for convenient camera management.
According
to those players, Project Cars is still showing graphical
issues, such as in - game blur not performing as it should, causing the in - car view
to be a bit of mess with the drivers» hands blurring when turning around via the
analog stick.
It's far from an insurmountable
issue, but the limitations of an
analog stick are never more clear than when trying
to very accurately place objects, though five different camera movement speeds does help you get around it.
I'm not
sticking up for the lack of
analog triggers, I'm just saying that if they include this scheme in Wiiu Project cars, then that will go some way
to solving that
issue.
now i actually want
to know if they really did recall or fix the
analog stick issue or if they have actually changed anything?
Also, when running through said action stages, cutting corners and rubbing up against a side wall while running can sometimes cause Sonic
to either come dead stop or slowdown immensely; we only encountered this once or twice, but those who may not be able
to hold a steady line with the
analog stick may have
issues.
- demo has been downloaded over one million downloads - over 45k survey responses - run by pushing the
analog stick all the way - hold B
to run even faster (although random enemy encounters go up
to balance this)- fast travel option - adjustments
to designs of the environment based on the
issues with visibility, especially in dungeons - traversable areas stand out, adjustments
to wall and floor color, and visible landmarks, and more - radar that points players towards entrances, exits and important places - improved visibility - adjust screen brightness - adjust HD - 2D filters - fixed
issue where it was too easy
to accidentally overwrite your save - 9 save slots and 1 autosave slot - adjusted text size and streamlined the UI - skip scene option - option
to replay cutscenes - option
to change text speed - game balance refinement so that battles provide a good challenge, but are not overly frustrating - battles with a full party of four and more important elements have not yet been shown
Another
issue is that the simple act of swimming feels incredibly awkward due
to the game not allowing the player
to use the right
analog stick to reposition the camera.
I generally don't have a HUGE
issue just staggering my
analog stick «clacks»
to simulate a more precise movement, but I've never got down using them for actual precision.
You can tell the actions you do with the right
analog stick, like finding secret treasures and activating rune magic, was done with the Vita's touch screen in mind, but I got used
to it and it never really became a deal - breaking
issue.
This leads me into my biggest
issue with Beyond, the combat, which basically breaks into a number of quick time events that require you
to push the right
analog stick in a specific direction.
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).
For the most part it's just an
issue of re-training your thumbs and your brain
to use an
analog stick differently.
Initially, the title's clashes require scant strategy from gamers, with character able
to issue beast - besting strikes with a simultaneous tug of the
analog stick and a button press.
My main
issue is that everything is a bit smaller, with the face buttons reduced
to mini-M & M size and the
analog sticks replaced by Vive - style trackpads.