The top shoulder buttons on the controller are used to turn from side - to - side when moving around, while the left
analogue stick on goes forward, backward, and strafes.
Use the right
analogue stick on the main menu to scroll the monochrome city background forward and backward at will.
I know DS4 works with it but
an analogue stick on Move would have made VR controls so much slicker, e.g. for turning; because turning your head or the whole «aim at the edge of the screen» to turn isn't the same as turning your head independently from your body.
In Brothers: A Tale of Two Sons you control two brothers (surprise), but the unique feature here is that
each analogue stick on your controller, controls one of the brothers.
I still have that feeling that I wish that they had put
analogue sticks on the Move as an option though, as the thought of playing Elder Scrolls 5 with Move, using the bow and sword and shield ect....
While I can certainly hold my own using
the analogue sticks on the controllers, I would have absolutely loved to see d - pad on Joy - Cons.
Quill is controlled by
the analogue sticks on the DS4 and you (The Reader) can help out by pushing and / or pulling blocks by holding R2.
Two
analogue sticks on the front of the wheel mean you won't be missing your DualShock anytime soon
Not exact matches
The first two entries
on the Nintendo GameCube explored a single -
stick lock -
on aiming system reminiscent of early Resident Evil while Metroid Prime Hunters
on the Nintendo DS explored
analogue aiming by manipulating the camera with the touch screen.
You move Lara with the left
analogue stick but the controller often interprets the input directions incorrectly because the grid you're moving
on is always diagonal.
As you progress, the game mixes things up with notes that need to be held, or pressed in conjunction with a direction
on the d - pad, and «star notes,» which require a quick flick of an
analogue stick in any direction (standing in for the touchscreen used in the Japan - only Vita version).
I prefer the configuration
on the Nyko since it keeps the XYBA buttons
on the pad instead of moving them down where the right
analogue stick is.
agreed, i hate to admit it, but nintendrones are looking at this game with bear goggles
on, LOL but seriously, they could have improved the models allot, an also in this video, the animal artificial intelligence, seems very poor, also did they bother to map the camera controls onto the second
analogue stick??
Most of the time you feel like you're just moving a cutscene forward by holding forward
on the
analogue stick.»
But you never know... there is an expansion port
on the bottom of the Move, so maybe they could release some sort of clip
on peripheral or something with an
analogue stick at some point!
I refuse to do Zangief's supers
on a
analogue stick like a girly man!
Quite often I'll play with the lights out to better highlight the
on - screen action, so every time I moved one of the
analogue sticks, and let's face it, that's quite a lot, I'd get a flash of light at the bottom of my eyes.
On the other hand, though, the cover system certainly isn't particularly great in comparison to many others out there (coughGearsofWarcough) A simple tap of the A button on the Xbox controller will slam your cell - shaded avatar into whatever wall or chest - high piece of cover happens to be in the immediate vicinity, while another tap of A while pushing the analogue stick in any direction will disengage you from cover — Simple
On the other hand, though, the cover system certainly isn't particularly great in comparison to many others out there (coughGearsofWarcough) A simple tap of the A button
on the Xbox controller will slam your cell - shaded avatar into whatever wall or chest - high piece of cover happens to be in the immediate vicinity, while another tap of A while pushing the analogue stick in any direction will disengage you from cover — Simple
on the Xbox controller will slam your cell - shaded avatar into whatever wall or chest - high piece of cover happens to be in the immediate vicinity, while another tap of A while pushing the
analogue stick in any direction will disengage you from cover — Simples.
The
analogue sticks are different
on an xbox pad, and the button layout was not invented by sony Removing a paywall.
Press up
on the
analogue stick and you'll move forward at what seems like a crawl, until you realise that this is the speed soldiers would move forward at.
It's not a game - breaker and I'll be playing these games
on my 3DS all the same, but obviously only one of the directional controllers could take prime position
on the console and the D - pad has had to make room for the new
analogue stick.
There are two alternative control schemes that swap around the face buttons and d - pad and an entirely customisable control scheme to change the feel of the controls to your own personal preferences with a southpaw option that swaps the left and right
analogue sticks around
on any control scheme, while a further option swaps ducking and hopping from the right
analogue stick to the left
analogue stick.
Thorough touch screen implementation sees the player being able to utilise a touch screen alternative to every face button, d - pad or
analogue stick by tapping any of the 9 icons to select a specific power followed by tapping
on the icon next to the furniture which can be manipulated by that particular power and tapping
on an area if the power requires it to be designated; swiping across the touch screen to pan the camera; and tapping the pause icon to display the pause menu.
Crafting is a central element of the gameplay and is possible through combing various items you pick up and manage with the right
analogue stick, and then can craft with in the quick menu which is available through one of the left shoulder buttons
on the DS4 controller.
The controls are well mapped to the Vita with the control scheme consisting of pressing L or R to scroll between special characters; pressing X to select or activate powers and accept in menus; pressing O to cancel in menus; changing the direction of the left
analogue stick or alternatively pressing left or right
on the d - pad to switch power selection; changing the direction of the right
analogue stick to pan the camera; and pressing start to display the pause menu and skip cutscenes.
The controls are well mapped having translated appropriately from the Vita to the DualShock 4 controller with the control scheme consisting of pressing triangle to produce the contents of your inventory; pressing square to examine an inventory item, a character or part of the surrounding environment; pressing X to start or continue a conversation with a nearby character, select an item, use an item or walk; pressing O to cancel the selection or usage of an item; changing the direction of the left
analogue stick to move the cursor; changing the direction of the right
analogue stick to pan the camera to the left or right; pressing left, right, up or down
on the d - pad or alternatively changing the direction of the left
analogue stick to navigate through the inventory items; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu including immediate access to the main menu, hints, character gallery and saving.
The controls are appropriately mapped to the DualShock 4 controller with the control scheme consisting of pressing X to jump or double tapping X quickly to double jump; pressing O to build LEGO objects or interact with an object or holding O to perform a Spinjitzu attack; pressing triangle to switch from controlling one character to a nearby character or holding triangle to enter the character wheel; pressing square to perform an attack or holding square to perform a ranged attack; pressing R1 or L1 to cycle through to the next or previous character; pressing L2 or R2 to perform a dodge roll; changing the direction of the left
analogue stick or alternatively pressing up, down, left or right
on the d - pad to move your selected character; changing the direction of the right
analogue stick to pan the camera or pressing R3 to centre the camera; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
If the camera control is proving to be too difficult, then there is the option to make the main movement control of the snake
on the left
analogue stick instead of using both.
The default control scheme consisting of pressing R2 to fire a weapon; holding L2 to aim down iron sights; pressing R1 to utilise alternative fire or block; pressing L1 to throw a grenade; pressing X to jump; pressing square to reload or holding square to heal; pressing O to use or holding O to weld a door; holding triangle to enter weapon select; pressing up
on the d - pad to equip healer; pressing down
on the d - pad to toggle flashlight; pressing left
on the d - pad for voice comms; pressing right
on the d - pad to throw dosh; pressing L3 to crouch or sprint; pressing R3 to perform a melee
on an enemy; changing the direction of the left
analogue stick to move; changing the direction of the right
analogue stick to look around your surroundings; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
The controls are appropriately mapped to the DualShock 4 controller with the control scheme consisting of pressing R2 or alternatively pressing square to fire Rad's blaster; pressing L2 to use the aim lock; pressing O to perform Dusty's slam; pressing triangle to use such as entering passages; pressing X to jump; changing the direction of the left
analogue stick or alternatively pressing up, down, left or right
on the d - pad to move Rad when exploring a level or Dusty within the Pixelverse; changing the direction of the right
analogue stick to aim Rad's blaster; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
Thankfully, the update to Kingdom Hearts doesn't stop at the graphics, they've finally moved the camera controls to the right
analogue stick, instead of its god - awful placement
on the shoulder buttons in its original iteration.
The controls are appropriately mapped to the Vita with the control scheme consisting of pressing X to attack an enemy Digimon; holding R then pressing X to escape; pressing select to let your Digimon act independently; pressing triangle to pause gameplay, while opening the Digivice to view the Digimon field guide, look through your inventory, save your progress and more besides; tapping the touch screen to display the DigiLine; changing the direction of the left
analogue stick or alternatively pressing left, right, up or down
on the d - pad to move Keisuke during
on - foot exploration or navigating between menus whilst battling an enemy Digimon; and pressing start to display the title menu, alongside various scenarios and combinations in which certain buttons have different contexts.
The controls are appropriately mapped to the DualShock 4 controller with the default right handed control scheme consisting of pressing R2 to fire right weapon; holding L2 to aim down iron sights or pressing L2 to fire left weapon when dual - wielding; pressing R1 to throw a grenade or holding R1 to display the weapon wheel; pressing L1 to lean around cover; pressing square to reload ammunition or interact with an object; pressing triangle to cycle through to the previous weapon; pressing X to jump; pressing O to crouch; pressing up
on the d - pad to toggle dual - wield; pressing left or right
on the d - pad to toggle left or right weapon upgrade respectively; pressing down
on the d - pad to receive an objective waypoint marker; changing the direction of the left
analogue stick to move; changing the direction of the right
analogue stick to aim; pressing L3 to sprint; pressing R3 to perform a silent takedown or throw a hatchet; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
The controls are well mapped to the DualShock 4 controller with the control scheme consisting of pressing X to jump; pressing O to interact with an object or to cast a spell from the spell wheel, build, use or activate; pressing triangle to switch from controlling one character to a nearby character, holding triangle to show spell wheel; pressing square to cast magic, holding square to aim; pressing L1 or R1 to cycle through the spell wheel; pressing L2 or R2 to cycle through characters during freeplay mode; changing the direction of the left
analogue stick or alternatively pressing up, down, left or right
on the d - pad to move your selected character; changing the direction of the right
analogue stick to move the camera; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
Traversing the land of Lemuria is simple, using the left
analogue stick to move Aurora about the two - dimensional landscape using Square to interact with the environment and X to jump; you will soon bump into Igniculus the firefly that helps you
on your journey in numerous ways.
There's some occasional radio conversations and video messages to keep it interesting, and you're even provided with an
on - board music selection, but I couldn't help noticing my interest drifting onto other things while I held the
analogue stick firmly in the «up» position until I got from point A to B at times.
The control scheme consists of holding R2 to accelerate; pressing L2 to brake or reverse; pressing X to engage the boost; pressing L3 to switch between boost types, hover or beep a horn
on applicable vehicles; pressing square to apply the e-brake; pressing triangle to change camera angles; pressing L1 to look behind your vehicle; pressing L1 and R1 simultaneously to enter crash mode; pressing R1 to select the next song
on the soundtrack; pressing right
on the d - pad to open and navigate through the easy drive online multiplayer menu; moving the direction of the left
analogue stick to the left or right to steer your vehicle accordingly; moving the direction of the right
analogue stick forwards, backwards, left or right to appropriately manoeuvre the third - person camera angle to look in that direction; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
The presentation of the game is solid due to its stylistic TV broadcast inspirations with a mostly great user interface across various menus such as the main menu, off - road masters menus, free race menus, online multiplayer menus, time attack menus, online leaderboards, weekly challenges menus, options menus, add -
ons menus and various gameplay menus with support for navigation via the left
analogue stick, directional pad and face buttons, although it does not include support for navigation via the right
analogue stick and touch pad.
The game walks you through its full
analogue control, where you move the left side of the body with the left
stick, and the right side of the body with the right
analogue stick, giving surprising depth at times to what
on the surface looks like a simple pick - up - and - play game.
Also useful is the right
analogue stick, which serves as a free aim option that's particularly useful in tougher levels; the Wii Remote alternative is to fire in the direction you're facing and lock -
on to enemies, which is a decent alternative.
At your side is a trusty companion named Igniculus, a glowing ball of energy that can be controlled using the right
analogue stick or keyboard, depending
on how you're playing.
Input lag also feels off - whether that's down to deadzone issues
on the
analogue sticks or the variable frame - rate remains to be seen (it's something we're looking into) and in this respect at least, it's the same story whether you're gaming
on a standard Xbox or the X.
I really loved the flip out controls and although it did miss out
on that second
analogue stick once again, Sony gifted me about fifteen games which kept me busy enough and more than justified its cost.
The control scheme consists of changing the direction of the left
analogue stick or alternatively pressing up, down, left or right
on the d - pad to move the cursor in order to have a tile highlighted for selection; pressing X to select a tile; pressing O to cancel the selection of a tile; pressing triangle to be provided with a hint for the next possible pairing of tiles; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
The presentation of the game is solid with a great touch screen based user interface
on Vita, despite the touch pad
on DualShock 4 not being supported; across various menus such as the main menu, story menus, time attack menus, options menus and gameplay menus with support for navigation via the left and right
analogue sticks, directional pad and face buttons.
The controls are easy to master as they are as responsive and intuitive as the first Destiny with the default control scheme consisting of pressing R2 to shoot; pressing R1 to perform a melee attack; pressing L2 to aim down the weapon's sights; pressing L1 to throw a grenade; pressing L1 and R1 to perform a super ability; pressing X to jump; double pressing X to engage thrusters in order to reach greater heights; pressing O to crouch; pressing square to reload; holding square to interact with an object; pressing triangle to change weapon; pressing up
on the d - pad to wave; pressing right
on the d - pad to dance; pressing down
on the d - pad to sit; pressing left
on the d - pad to perform a customised movement; changing the direction of the left
analogue stick to move your character; pressing L3 to sprint; changing the direction of the right
analogue stick to look around your surrounding environments; pressing R3 to highlight a player; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
The controls are well mapped to the DualShock 4 controller with the default control scheme consisting of pressing R2 to fire a weapon; pressing L2 to aim down sights; pressing R1 to throw a grenade or use lethal equipment; pressing L1 to use tactical equipment; pressing X to jump or mantle; pressing square to reload or use an object such as opening an unlocked door, breaching a locked door or entering a vehicle; pressing O to crouch, go prone or dive; pressing triangle to switch between your primary and secondary weapons; pressing up
on the d - pad to activate a morale ability; pressing down
on the d - pad to perform a specific action; pressing right
on the d - pad to use a first aid kit; pressing left
on the d - pad to use a weapon skill; pressing L3 to sprint or use sharpshooter; pressing R3 to perform a melee attack
on an enemy; changing the direction of the left
analogue stick to move forward or backward and strafe left or right; changing the direction of the right
analogue stick to look up or down and rotating left or right; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
For a handheld console with dual
analogue sticks, you'd certainly expect there to be a few more first person shooters
on it by now.
The gameplay is very basic and it took a while to get used to not being able to use the left
analogue stick to move around, instead having to use the D - Pad, with the left
stick being reserved to place objects in your inventory
on whatever part you wish to use them
on whether that be a key to a door or hitting someone with a fire extinguisher.
Turn them sideways and you get two basic controllers, each with their own
analogue stick and face buttons — the d - pad acts as face functions
on the left controller.