Sentences with phrase «analog stick to issue»

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.
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