Sentences with phrase «analogue stick which»

I was not a big fan of this as the camera angles were often unviewable while moving around during the combat, to change the angle requires you to move your finger from the dodge button to the right analogue stick which can result in a punch in the face from your opponent.
Something else that always felt like an unnecessary omission was the second analogue stick which has already been mentioned.

Not exact matches

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).
Likewise the analogue sticks gave a swift response when turning, and when combined with the PrecisionAIM tech, which slows down aiming and movement when aiming down the sights or sneaking, it produces a nice feel, although the sticks do have a slight deadspot, so it can feel like you're going from no movement to lots of movement in an instant.
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.
Enter The Gungeon has relatively simple controls with one analogue stick doing all the aiming and the other controlling your movement, which is the standard configuration for almost every game of this genre.
The DualShock 4 controller only vibrates when the left analogue stick has moved the cursor over an object, although rather strangely it will not vibrate when the touch pad moves the cursor over an object, while there is no light bar implementation which could have produced a separate colour for George and Nico when controlling either character or unique colours for individual inventory items.
Fans of the series will already know that the nape of the neck is your best chance for a quick kill, however you can flick the analogue stick around to tether yourself to different parts (legs and arms for example) and slicing these appendages off before dispatching your giant enemy will often reward you with rare materials which are needed in order to upgrade and buy better weapons and equipment.
There is no touch screen or rear touch pad controls which is surprising as 10Tons» Crimsonland previously featured the touch screen as an accurate alternative to pressing R to fire and the right analogue stick for aiming.
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.
In order to protect himself, Raiden has access to a parry ability, which is performed by pressing the light attack button and flicking the analogue stick toward the incoming attack as the same time — something that feels a little odd to start, but soon becomes part of the game's natural flow.
Head tracking detects the particular menu you want to enter before pressing X to display that menu in which menus are navigated via the left analogue stick, directional pad and face buttons in addition to tapping the touch pad to exit a menu.
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.
Fallout 4 also includes a powerful new character creation tool with which players can edit facial features by simply dragging their mouse or analogue stick.
Acceleration and braking would have perhaps been better suited to the R and L buttons respectively, especially as you may have to lift your thumb from steering with the left analogue stick to brake or learn to manage the steering and braking simultaneously which can be awkward without when manually braking, but is fine when utilising the brake assist.
Once you get the hang of running with one analogue stick whilst aiming spells in opposite directions with the other — an ability which took me an embarrassing amount of time to discover — you'll feel like an all - powerful wizard.
There is no touch pad implementation which is a surprise as Crimsonland previously featured the touch pad as an accurate alternative to using R2 or L2 to fire and the right analogue stick for aiming, while there is also no light bar implementation which could have been used to display an alternative HUD as to when your character had earned the chance to perform a particular special move, although there is seemingly no vibration which could have reflected the recoil of your weapon, the force of your character's special move or when your character dies from enemy fire.
I owned the launch psp - 1000 which eventually broke (the analogue stick, which I have to say was fairly awful anyway) and got modded and used as an awesome emulator machine.
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.
There are three different control schemes, which includes the classic three click mechanic, as well as the arcade and tour options, with the latter two each making use of the analogue stick in different ways.
You enter «Blade Mode» by holding down L1, using the analogue sticks to control the camera and the angle at which you want to cut.
There is no gyroscopic, touch pad or light bar implementation which is surprising as the gyroscopic motion sensing functionality could have provided an alternative to the left analogue stick in regards to steering your hydro jet, while the touch pad could have been used as an alternative to activate a boost or swiping in specific directions to perform stunts or alternatively to look behind your hydro jet, alongside the light bar that could have displayed a tone of colour to represent the colour of your team.
There are a variety of gameplay secrets and unlockables such as the ability to unlock Big Head mode by pressing up, up, down, down, left, right, left and right on the d - pad or left analogue stick followed by pressing X on the title screen, while there are a total of nine Easter eggs to collect that are hidden throughout each of the tracks which unlocks a Chicken Head player decal, alongside references including locations, characters and even posters from Vector Unit's other games such as the Beach Buggy series and even their first game Hydro Thunder Hurricane.
Laughably, and including podcasts, these guys state they prefer similar titles on an IPad, completely shooting themselves in the foot by ignoring again EXACTLY what actual Vita owners appreciate; the dual analogue sticks, which will always beat purely touch controls, hands - down
It's a little different than an average controller which means it contains the trackpad and not analogue sticks as you can see in the image above.
The New 3DS also has something known as the «c - stick» which is basically a second analogue stick that sort of puts it where the Sony Playstation Vita is in terms of controls.
You also lose the independent motion control for each fist, as you can only change the angle of one or both with the left analogue stick, which also means you can't move while doing so.
It has twin analogue sticks and physical buttons which make playing console quality games, like Killzone Mercenary, a possibility.
Nina uses an entirely analogue stick - based gameplay, which was frustrating for players who love to button - bash, the touch - sensitivity of these crafted manoeuvres meant you had to be precise with your assassinations.
The white analogue stick and buttons are more prone discolour which was seen in the original grey Dualshock controller.
In a modern title, this simply doesn't fare well, which is precisely why a newcomer to this title might find it tough to traverse the many levels with standard analogue stick.
The classic Sixasis gyroscope / accelerometer double header of the PS3's Dualshock controller is present for motion - sensing malarkey, as is a very good attempt to recreate its dual analogue sticks, which though necessarily on the small side reduce the PSP's thumb - hating waffled tormentor to a misdemeanour.
This is accomplished during the transition to the next level by ensuring that a certain object stays in the centre of the screen, which is done via the Playstation Vita's motion sensor as well as the left analogue stick.
This time around you do get to use the analogue stick though, which is a lot more intuitive than the old D - pad.
What makes it instantly appealing for retro gamers is that you can pair Bluetooth pads for the authentic gaming experience, or purchase Nvidia's own controller, which has a lovely D - Pad, twin analogue sticks and a host of other buttons.
As with the original 3DS, the XL only includes a single analogue control stick, so if you want to fully experience 3D action titles like Monster Hunter and Metal Gear Solid: Snake Eater 3D, you'll need to purchase a modified version of the Circle Pad Pro accessory, which is promised for future release (existing Circle Pad Pro accessories are not compatible with the 3DS XL).
If you can't track down an N64 and a copy of the game, you might have more luck digging out the actually - quite - good Nintendo DS remake, which comes complete with playable Luigi, Wario and Yoshi characters and a host of minigames — though it suffers for the handheld's lack of an analogue stick.
Using the left analogue stick to move, you're tasked with following a glowing blue ribbon which marries with the melody or vocal line of the current track.
You control a snake named Noodle and you traverse each level in serpentine fashion, by which I mean, you control Noodle by rocking the analogue stick back and forth to slither and grasp the trigger buttons to tightly coil Noodle around things.
You move with the D - pad (or analogue stick) and only have two useable buttons which are jump and use.
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