Sentences with phrase «analogue sticks as»

Surprisingly, he singled out the seemingly prosaic dual analogue sticks as the biggest challenge when designing the PS Vita.
On another minor note, it would also have been nice be able to adjust the sensitivity of the analogue sticks as at times I found them to be far too sensitive.
As netting each note in a song is now impossible — and nowhere near as fluid with analogue sticks as they were with colored buttons — the goal here is optimize your track swapping and use of power ups in order to net that ideal gold star ranking.
Movement and aiming is controlled by the analogue sticks as you would expect and the shoulder buttons serve as your aiming and shooting outputs (using the R without aiming will melee).
You'll also avoid red barricades or rotating both analogue sticks as fast as you can.
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.
According to the development team, with MXGP3 you can now manually complete scrubs (using the analogue sticks as before).
Rad Rodgers» presentation is solid with a great user interface across various menus such as the main menu, options menus, help menu, hats menu, bonus menu and various gameplay menus with support for navigation via the left analogue stick, directional pad and face buttons, while using the right analogue stick as an alternative to scrolling through the help menu and tapping the touch pad to move back to the previous menu.
When you get close enough to interact with whatever it is, you flick the analogue stick as directed and get a closer look at whatever it is.

Not exact matches

That's likely to be an optional input method as the Vita already has analogue sticks (one for the camera too, then), but we like the sound of touch screen graffiti.
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).
Don't, therefore, be expecting to use your pro-controller unless playing alone — and don't expect to be able to use the analogue sticks to control the direction of the moving numerical blocks, either, as — you guessed it — that doesn't work either.
The new trick system, introduced via a series of specially - designed stages, is also a bit of a dud as controlling your rider via the right analogue stick lacks precision and often looks ridiculous in terms of the unnatural animation.
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....
Chris: Sony announces the new PSP does actually have dual analogue sticks, as well as an OLED screen and two needles that inject caffeine directly into your palms.
Thankfully, I have a New3DS, so I opted for controls that are reminiscent of traditional shooters, using the nipply C - stick as a second analogue stick.
The presentation of the game is solid with a great user interface across various menus such as the main menu, character gallery menus, options menus and various gameplay menus with support for navigation via the left analogue stick, directional pad, face buttons and touch pad, although there is no support for navigation via the right analogue stick.
The presentation of the game is solid with a great touch screen based user interface across various menus such as the main menu, options menu, extras menus and gameplay menus with support for navigation via the left analogue stick, d - pad and face buttons, although there is no support for navigation via the right analogue stick and rear touch pad.
You can flick the right analogue stick to ram opponents at close range, and there's also a special thermometer style gauge that fills up as you race — this can then be expended to generate a shield to block attacks, or power up your nitros for a temporary boost in speed.
The presentation of the game is solid with a great user interface across various menus such as the main menu, options menus and 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 touch pad.
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.
The presentation of the game is solid with a great user interface across various menus such as the main menu, Digivice menus, online battles menus, options menus and gameplay menus with support for navigation via the left analogue stick, d - pad and face buttons, although there is no support for navigation via the right analogue stick, touch screen and rear touch pad.
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.
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.
However, the lack of control optimisation can be forgiven due to the fact that important elements of the control scheme including technical and signature modifiers are mapped to L and R respectively, while the potential of re-mapping anything from the rear touch pad to the touch screen in such a technical fighting game could have possibly been more problematic as the player would need to utilise both analogue sticks at times.
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.
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.
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.
However, as I've said from the moment Move was announced... it's a shame the controller doesn't have an analogue stick.
The machine, as previously reported, boasts a 3.5» widescreen, analogue stick and a slider that adjust the «amount» of 3D that is applied to the top screen.
The presentation of the game is solid with a great user interface across various menus such as the main menu, World Tour menus, Quick Mode menus, online multiplayer menus, online leaderboards, My Rider menus, options menus and 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 or touch pad.
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.
DrinkBox even turns your limited field of view into a feature as you cycle between your opposition with an analogue stick while small icons at the bottom of the screen indicate who's about to attack.
Controls The game does not require you to remember any complex controls as you will only press one button along with the left analogue stick to move.
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.
The battle system isn't just an «attack, and watch an animation play out» affair, as the game will ask you to perform rudimentary actions, such as spinning the analogue stick, in order to deal extra damage to a foe.
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.
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 presentation of the game is solid with a great user interface across various menus such as the main menu, character customisation menus, inventory menus, clan menus, settings menus and gameplay menus with support for navigation via the left analogue stick, directional pad and face buttons, while being able to rotate your character with the right analogue stick, although it does not include support for navigation via the touch pad.
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.
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.
You don't have the same precise motion of the wheel when flicking the analogue stick, with more noticeable tyre squeal as the cars can be put on edge much quicker.
The button configuration is, at first, as you'd expect — two analogue control sticks, a bumper and trigger button on each side, and four shape - marked action buttons on the front.
The controls are well mapped to the DualShock 4 controller by updating the controls for every season to that of A New Frontier with the control scheme consisting of pressing X, triangle, square or O to perform actions, start a conversation with a person in your group or to choose a response in a conversation with the buttons being clearly marked towards the bottom of the screen; pressing R2 to run or perform fight actions when defending yourself; pressing up or down on the d - pad to look at your inventory; mashing certain face buttons such as X, triangle, square or O when in one - on - one encounters with walkers; changing the direction of the left analogue stick to move around cover in a tight situation or walking around as you explore the environment during your search to find people and supplies; changing the direction of the right analogue stick to move the cursor around the environment for you to investigate and observe certain objects and items of importance as well as deciding who to start or continue a conversation with or even positioning your aim when you are about to defend yourself from a walker; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
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.
The Walking Dead: The Telltale Series Collection's presentation is solid with a great user interface across various menus such as the main menu, my choices menus, settings menus and 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 the lack of a touch based user interface via the touch pad is proven as a realistic prospect given the fact of how effective and responsive the touch screen user interface is in The Walking Dead on Vita.
The presentation of the game is solid with a great user interface across various menus such as the main menu, career menu, challenge mode menu, quick race menu, online multiplayer menu, split - screen menu, stats menu, settings menu and 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 or touch pad.
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.
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