Sentences with phrase «button prompts»

Plug in a controller and you'll usually see the on - screen button prompts change from mouse and keyboard to Xbox controller buttons.
Not only does it not look at nice, it IS a bit confusing for the average person to see button prompts that don't correspond to the controller you're holding.
Transistor even has the added bonus of automatically changing all the button prompts to PlayStation prompts when playing with a DS4 wired without any additional software.
Transistor even has the added bonus of automatically changing all the button prompts to PlayStation prompts when playing with a DS4 natively.
There is software that makes the Dualshock work in any game that supports Xinput but that leaves you with Xbox button prompts, but that happens in quite a few games has Dualshock support built in anyway...
Instead, it's a series of not - especially - engaging button prompts, where you're hitting buttons as they flash on - screen.
Also as you can see in the video they've changed the finishing move indicator from button prompts to skull icons above weakened enemies» heads and they've changed the QTE's from button prompts above the enemies» heads to highlighting the enemies in the colours of the buttons you're supposed to press, which makes it a bit more challenging, especially if you're totally mentally exhausted after a day at a videogames show like I was, lol!
For those who don't know, Dragon's Lair is an arcade title based around quickly pressing button prompts onscreen (basically the precursor to quick time events) in order to proceed to the next scene.
These button prompts does suggest that Cave Story + will come to other platforms at some point though I doubt it will come to Wii U at this point.
During tense moments, the game will have all the button prompts shiver to try and falsify an added sense of pressure.
The windows for their inputs are short and awkward, and the small button prompts are practically hidden in the busy scenery every time, essentially forcing a replay because you weren't supposed to be looking at what Mitchell was actually focusing on during the action scene.
Elsewhere, the controls are mostly intuitive, with clear button prompts negating the need to keep the instruction manual close to hand.
Through the configuration tool, players can change the game's resolution, change FOV, tweak Shading and MSAA and even change button prompts, a welcome addition for players like me who use the DualShock 4 controller for PC gaming, and much more.
One item of note is how small the button prompts are during quick - time events (QTEs).
It's a sweet toybox of a game where everything is a new friend, where the button prompts are strange and unexpected verbs from «bomb» to «poop», and where the bright, colorful world takes you by surprise every few seconds.
You can display button prompts on screen (there's no need to go into a menu).
Button prompts often come up, suggesting tapping triangle to perform a counter or finishing move.
There's also the use of nice, bright button prompts for QTE sections and that's far better on the 360 than on the PS3 with much brighter button prompts since the colors are more bold and easier to see.
Given the PlayStation button prompts and the fact the video is in 4K makes it seem like this is another PS4 Pro showcase, and it just shows that Mass Effect Andromeda remains one of the best games to highlight the capabilities of the hardware.
The interface also has issues; it's rather overwhelming and cluttered, with lots of data crowding the screen, including button prompts, mission objectives which can accumulate so much in certain areas that they aren't all visible, and a lot of on screen waypoints that often distract you from the actual gameplay.
Timing button prompts, ruining emotional cutscenes, coordinating madness, and endless mini-game distractions.
Whatever other type of action you might see in any gameplay video is basically a cutscene, with quick - time button prompts, and don't let the fact that it all also looks like shit fool you.
As a designer, I love being able to put players inside a world and let them not just interact with it not just by button prompts but by lifting, throwing and examining objects you can hold in your hands.
Whilst I'm on the subject of boss battles, quite why the dev team felt the need to put button prompts for simple actions on screen during one of the final fights in the game is absolutely beyond me.
There are platforming sequences, but they're all essentially just bad QTEs — there are no explicit button prompts, but the passages are completely linear and every time Yaiba has to jump or grab a hook with his chain to swing around, the game goes to slow motion and the next step in his way flashes up, so there's no need to figure out how to go on and no challenge, really, except the deaths that arise from the game's arbitrary distinction whether it wants you to press the jump button to smash a wall in midair or not.
The button prompts are also color coded to match the buttons on the controller.
A line goes around a circle, and you hit button prompts when the line reaches them.
Ten randomised button prompts appear on the screen, the first to complete the string draws iron, the second eats lead!
Once it unfroze, the button prompts were still going, which caused me to have to restart the song since I had then missed a handful of notes.
The Xbox 360 controller has become so ingrained as basically the standard PC controller over the last ten years that most PC games simply default to Xbox - style button prompts onscreen when you plug in a controller.
Like the first in the series, Project Diva X is a music rhythm game in which the player follows a series of button prompts in sync with the music while an in - engine performance featuring one of the few Vocaloids plays out in the background.
The solely time it is advisable to raise a is finger is to press button prompts for parries and activating your social gathering member's particular assaults alongside flinging your finger ahead for warp strikes.
I know a lot of people hate these sort of button prompts, but if you fail one it's no big deal.
Quick Time Events (QTEs) are essentially interactive cutscenes whereby the player must quickly respond to button prompts shown on screen to achieve a correct — and predetermined — outcome.
Players work together to solve puzzles, mainly through quick time events and simple button prompts.
In this one you'll still spend plenty of time busting up every piece of scenery you can until you figure out what it is you need to do — which still has a simple charm to it, don't get me wrong — but at least Pirates is a little better about directing your attention via floating button prompts and other onscreen iconography than previous Lego games like Batman and Harry Potter.
Quantic Dream pushed the boundaries in storytelling and gameplay in gaming and created a ground - breaking new method of delivering an interactive story by expanding upon the classic button prompts but with a modern twist that kept the player engaged throughout.
You'll make dialogue choices along the way, press buttons in time with prompts onscreen and, if you aren't careful, kill a handful of the teenagers by botching said button prompts in the heat of the moment.
For me, one of the complaints I always have with Hatsune Miku games is how easy it is to get distracted by what's taking place on the screen in front of you, and losing your place when it comes to the rhythm and button prompts.
I can't even begin to describe how many times I'd start watching what Miku or her vocaloid friends would be doing in the accompanying video, thus getting lost within the song or missing button prompts altogether.
All of the button prompts still feel really responsive and easy to learn.
, my wireless Xbox One controller worked without a hitch with all the button prompts reflecting the controller's own.
The button prompts were often sudden and unexpected, and they always made sure I was engaged and on my toes.
Imagine quick time events time events as a procedurally generated series of button presses that change every time you replay a section, or as something that meshes real - time third - person combat with randomized button prompts, to get an idea of what I'm getting at.
Also, if you watched the demo closely, you'll notice that we've replaced some of our QTE mini-game button prompts with a new prompt-less free - form system.
Even death had a certain rhythm to it, thanks to «Last Chance» button prompts that can save you.
If you want to change from full guard to half guard and so on, it all has to go through the button prompts involving a particular direction.
Yes, some are cheap such as the dreadful timed button prompts during the games stealth sections, but others offer multiple options to attack in the heat of the moment.
These are most often contextual button prompts, and failing even once usually results in catastrophe and a restart of the scene.
Flying around the map, collecting building blocks, gaining power ups, rearranging your base, beating up baddies and performing quick - time button prompts are all familiar elements to the average gamer — but we guarantee you've never played a title that asks you to do them all at the same time, especially not the way SBS does.
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