Sentences with phrase «analog sticks like»

I don't recommend it, because using the analog sticks like this is pretty unpredictable, but you can (and probably should) use an MFi controller like the SteelSeries Nimbus.
Wonder how well this would work on games with virtual analog sticks like Rayman DS and Super Mario 64 DS
Instead of having full control of the camera with the right analog stick like in most games Core decided they wanted to make things worse and gave you limited control.
Instead of having full control of the camera with the right analog stick like in most games Core decided they wanted to make things worse and gave you limited control.

Not exact matches

n0ne: I personally don't like it because it affects a lot of my muscle memory timings and tech on how I hold the analog stick.
That might seem like a lot of money for a second analog stick, but we doubt you'll be complaining when you have proper camera controls or a competent aiming option for shooters.
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.
I didn't like playing with the wired Xbox 360 controller's chubby directional pad and the analog stick felt unsatisfying too.
Flicking up on the right analog stick will activate turbo boosts to help catch up to other racers, like Elsa and Sully from Monsters Inc..
Speaking of controls, the dual analog sticks of the Vita work perfectly, and there's some minor optional touch screen controls for things like the camera.
im a huge gamecube / wavebird fan but please respect greatness nothing compares to wii remote vs second analog stick aiming and caming via a stcik is seriously retarded and wooden LIKE ROBO COPS HEAD
It's entirely possible to pull off keen - looking maneuvers, like bicycle kicks and forward flips by jumping and flipping around with the right analog stick.
However, while the near perfection of the core Ninja Gaiden gameplay remains unchanged, the controls feel slightly unwieldy in Sigma Plus, like a strange mix of delayed response times due to the game running in 30 frames - per - second, and over-sensitivity due to the Vita's tiny analog sticks.
With the Mark of Kri, we got introduced to some unique ideas, like the targeting system, which makes use of the right analog stick to target enemies and map them out on the four face buttons.
For example, if you want to open the door, you move the right analog stick in that particular direction or one of the mini-game type events like dancing requires you to push a certain button on the d - pad or a direction on the right analog controller.
The wider space between the analog sticks makes the controller feel less clumsy than the previous controller and the triggers have been modified to feel more like actual triggers.
If you play shooters like DOOM or first - person games like Skyrim, having a higher analog stick on the right stick can give you better camera control for aiming your gun or bow.
Gravity Rush used Vita's motion controls to make you feel like you were looking through a window into Hekseville, but PS4's far superior analog sticks could make up most of the difference.
You just move the analog stick, like, moving, but the game will only sometimes deem you as dodging, and will other times just assume you're moving.
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.
With a left analog stick on - screen to steer, a jump button, and a space to use items (of which there are a ton, like boosts, missiles, and giant spiked balls), you're basically on your own.
However, having to flick the right analog stick to sway slightly chops the fluidity of the controls and would have been bettered by giving the sway more analog control like in Fight Night.
one thing i did nt like about gamecube controller was the hole round the analog stick, it has 6 edges.
But my Xbox brother told me it looked exactly like a DS with analog sticks, and proclaimed that was all it was.
There seems to be some lag with the analog stick and touchpad inputs, and they can't be calibrated like the face buttons can.
I also didn't like the longer left analog stick on the Nunchuk.
Though it works like most brawlers, running around with the analog stick on the Nunchuk and punching with the A button, the real fun starts with the motion controls.
It sounds like hype, but really it's a matter of fact; with two analog sticks, shoulder buttons, front and back touch controls and a motion sensor, these ten Vita launch window titles are going to put your manual dexterity to the test.
Once you're grappling in UFC 3, you're dealing with what feels like a whole other game, a game in which you uncomfortably jam the analog stick in stark directions, hold the right trigger at what might be appropriate times, and hope for the best.
My Perfect Porsche is what I am hoping the next gen Cayman is like (post-718): Mid-engine, high rev NA engine with a Maclaren - like electric torque - fill, analog dampers, stick shift, massive brakes and RWD only.
Overall, the analog sticks feel good — they're not too large, the standard PlayStation action buttons are small (tinier than the regular PSP, but about the same size as the PSP Go), but have just enough stiffness to them to not feel like they'll wear out too quickly and the plastic shoulder triggers are also snappy.
If you are not to concerned about brand and live in Europe, we suggested you to take a look at Archos GamePad, new Android tablet with features analog thumb - sticks and physical buttons that can you found on the sides of a center touch screen display for fast and comfortable gaming experience, just like PlayStation Vista.
Neither would be quite as fast as the circle - pad or the stick, but — much like dual analog vs. mouse aiming — they would still be perfectly functional.
Seems like there's just too much to do, and at the very least, a second analog stick is required.
It's not that the JoyCons are a bad option, but the analog stick can be twitchy with some games, like Splatterhouse, where I died embarrassingly because I wasn't able to duck properly.
It's always good to have input from the younger generation of Nintendo rather than just the seasoned professionals, I mean even Shigeru is losing his touch (see: less story - oriented, more gimmick focused Paper Mario like Sticker Star / Color Splash, Star Fox Zero's control wonkiness along with it essentially being Star Fox 64 Remake # 120029, single analog stick for original 3DS, etc) even though he has helped make many of my favorite games throughout his time at Nintendo.
In this 3DS version you control the camera with the A, B, X and Y buttons, similar to how first - person shooters played on older systems with only one analog stick, like Nintendo 64 or Dreamcast.
The 2D sections are a really cool little bonus but I don't like how they control because you can only use the analog stick and there is no proper d - pad on the Joy - Con (which is really going to suck when they inevitiably bring Super Mario Maker to Switch).
Still, it would have been nice if Konami could have added that functionality to the latest release for those of us that would like to use the analog sticks instead of the d - pad.
Xbox 360 Wireless gamepad has many feature similar to the Controller S. For example, the face buttons, control pad, triggers and analog sticks (both left and right) are situated on the same area like in Controller S.
Controller design has become more ergonomic, and the addition of analog sticks has made fine control of games like Star Fox easier.»
In particular when navigating stairways and slightly finicky areas of buildings that you've built, a small amount of ever - present rubber - banding often results in you walking up and down stairs repeatedly instead of exiting at the top or bottom like you should have, or you simply walk off a cliff and fall to your death because you didn't stop moving when you let go of the analog stick.
Our only real complaint is not even with the game, but rather that the 3DS» nub is not as precise as a real analog stick and can make controlling your ship feel like you're fighting against it.
Even though it looks a lot like The Legend of Zelda, the way Isaac attacks is more along the lines of something you would find in Resogun, Geometry Wars, or Super Stardust HD, where the right - analog stick is used to fire projectiles in any direction.
Existing inputs will work on the adaptive controller but Microsoft is also planning to release several optional accessories like oversized analog sticks and buttons.
It may not look like much, but the game does make great use of the N64's analog control stick to offer super precise control.
The new weapons are all 2 - handed since the PS Aim controller is a 2 - handed peripheral which is a nice change of pace, plus being able to freely walk with the use of the two analog sticks makes it feel like a new experience.
We're not talking odd on the scale of Too Human's analog stick attacks, but even as someone used to using the triggers for most commands in games like NHL 10, the trigger attacks never really grew on me.
The left analog stick is used to turn around (with up and down inversed like in a typical flight sim), while the right one allows to make minute corrections to one's position.
Initial reviews and impressions are mixed, and the New Nintendo 3DS with its extra analog stick also sounds like the right way to go (remember having sore hands with Metroid Prime Hunters on the original DS?).
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