Sentences with phrase «character moves in the direction»

The old tank controls are still in there, but you can also use the more modern method where the character moves in the direction you are pressing.
you hold down the move button and tilt the controller a little and the character moves in that direction.

Not exact matches

We have to move in the direction of decommunalising politics and fellowships of religious faith if politics and faith are to find their genuine democratic or human character.
The universe is through and through a realm of becoming and thus essentially temporal in character, but it moves in the opposite direction.
We pray for our brothers and sisters around the world, dying and starving and losing some cosmic lottery that we didn't ask to win and, from far away it looks like we are all losing but there are stories of redemption there, too, and isn't prayer more about us being changed into God's character than actually about moving his hand in our direction?
Spending several minutes trying to get the character to move in the direction of the controller over and over again, in more than one scene, strongly encouraged me to quit playing.
A much more restrained Xavier Dolan after his pretentious previous film, and he displays an assured direction and firm control of this suspenseful thriller, even though the narrative seems to move too fast as the characters start to act in ways that are not always convincing.
The camera will be more user friendly, it'll be behind the player and pressing the pad in the direction you see will move you in that direction, rather than the direction the character is facing.
The Far Cry 3 «I need a trout jaw to craft my quiver from a carrying capacity of 10 to 15 arrows» keeps things moving in enough directions to fill out the character progression.
This is a two - player board game where you take turns moving three characters to the other side of the board as your opponent does the same but in the opposite direction.
However, when shown at E3 2011, it was clearly moving in a different direction, pitting four robust characters in a barmy, blood - soaked quest to rid the world of Adolf Hitler.
The third is a bit of a slip in the wrong direction, but the characters really don't matter in this installment, which moves from one plot point to the next, stopping only for exposition, a random bit of usually unsuccessful humor here and there, and revisiting old memories before the gang's climactic return to Vegas.
Written, produced, and directed by Charles Kiselyak, the comprehensive retrospective flows in a logical direction, starting with the book and moving onto the long process to get it made into a film, casting, the story and characters, and the experiences filming in a real mental hospital.
This movie's primary character certainly moves in a positive direction as he leaves his street life in Los Angeles and becomes a responsible college student desiring to earn a degree.
Chilean - born Ruiz is a director whose love of storytelling and narrative play is often more engaging than the films themselves but with Mysteries of Lisbon, an epic based on a classic Portuguese novel (one yet untranslated into English), his engagement with the characters and their defining stories guides his direction, and his graceful camerawork and unerring eye for images both classical (like paintings in a cinematic frame) and fluid (his camera moves with purpose and grace) are in the service of the trajectories of the characters.
- hear comments from GLaDOS as you play - sounds from the Portal series - «cake is a lie» graffiti makes an appearance, with «the cake is in the kitchen on floor 2» written below it - the three light - up sections of the toy pad must be colored by positioning a character on a colored pad - then you move the actual minifig to the correspondingly colored panel on the toy pad itself - find hidden items in the world using the toy pad as a guide - toy pad flashes red when you go in the wrong direction and then gradually shifts to green when you're going the right way - use an environmental «keystone» to scale Batman to about ten times his normal size - use Gandalf's gift for magic to propel a levitated Companion Cube through a series of tubes and onto a button
In keeping with Quantic Dream's style that started with Indigo Prophecy, the controls in Heavy Rain are an interesting beast; movement is controlled by R2, the left stick points which direction the character moves in and the right stick carries out actions indicated by a white arroIn keeping with Quantic Dream's style that started with Indigo Prophecy, the controls in Heavy Rain are an interesting beast; movement is controlled by R2, the left stick points which direction the character moves in and the right stick carries out actions indicated by a white arroin Heavy Rain are an interesting beast; movement is controlled by R2, the left stick points which direction the character moves in and the right stick carries out actions indicated by a white arroin and the right stick carries out actions indicated by a white arrow.
Adjustments - Timing shortened from being downed to rising, rising into a movement, mid-air quick recovery, jumping, dashing, moving (on ground or midair), attacking, or guarding - Awakening: Fixed bug where attacks at very close range came from unguardable angles; these can now be guarded - Dash Combo: Fixed bug where Tag Combos weren't counted for achievement purposes unless landed on a foe who was incapacitated by a Tag Combo - Brynhildr (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Ares (Summon Special Move 1): Removed hitbox between Ares and spear that appeared right after throwing a spear - Odin (melee mode, neutral melee attack): Boosted time between when Odin begins swinging his blade and when hitbox appears - Odin (melee mode, side melee attack): Boosted time between when Odin begins swinging his blade and when hitbox appears - Grim Reaper (Special Move 2): Boosted movement speed, turning radius, and max movement time for zombies when targeting foes as long as the Awakening gauge isn't empty - Grim Reaper (Down + Special Move 2): Fixed bug where dog zombies occasionally didn't face the correct direction while moving - Grim Reaper (Awakened, Character Ability Power) Added fire effect to characters who take damage after being hit by a zombie ball when Grim Reaper is in fire zombie ball mode - Ra (bomb mode, Special Move 1): Bombs can now be destroyed by enemy attack - Ra (ranged / bomb mode, Special Move 1): Changed reload when out of ammo to constant reload - Slayer (Melee Attack, Down + Melee Attack branch): Reduced freeze time upon landing on the ground - Slayer (upper Melee Attack): Reduced movement speed when pursuing foes - Slayer: Reduced turning radius when moving to attack - Loki (Special Move 1): Fixed bug so Grim Reaper's Special Move 1 zombies, Ra's Special Move 1 bombs, etc. are now drawn in - Loki (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Loki (Special Move 2): Fixed move so that Loki isn't motionless while chargMove 1): Removed hitbox between Ares and spear that appeared right after throwing a spear - Odin (melee mode, neutral melee attack): Boosted time between when Odin begins swinging his blade and when hitbox appears - Odin (melee mode, side melee attack): Boosted time between when Odin begins swinging his blade and when hitbox appears - Grim Reaper (Special Move 2): Boosted movement speed, turning radius, and max movement time for zombies when targeting foes as long as the Awakening gauge isn't empty - Grim Reaper (Down + Special Move 2): Fixed bug where dog zombies occasionally didn't face the correct direction while moving - Grim Reaper (Awakened, Character Ability Power) Added fire effect to characters who take damage after being hit by a zombie ball when Grim Reaper is in fire zombie ball mode - Ra (bomb mode, Special Move 1): Bombs can now be destroyed by enemy attack - Ra (ranged / bomb mode, Special Move 1): Changed reload when out of ammo to constant reload - Slayer (Melee Attack, Down + Melee Attack branch): Reduced freeze time upon landing on the ground - Slayer (upper Melee Attack): Reduced movement speed when pursuing foes - Slayer: Reduced turning radius when moving to attack - Loki (Special Move 1): Fixed bug so Grim Reaper's Special Move 1 zombies, Ra's Special Move 1 bombs, etc. are now drawn in - Loki (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Loki (Special Move 2): Fixed move so that Loki isn't motionless while chargMove 2): Boosted movement speed, turning radius, and max movement time for zombies when targeting foes as long as the Awakening gauge isn't empty - Grim Reaper (Down + Special Move 2): Fixed bug where dog zombies occasionally didn't face the correct direction while moving - Grim Reaper (Awakened, Character Ability Power) Added fire effect to characters who take damage after being hit by a zombie ball when Grim Reaper is in fire zombie ball mode - Ra (bomb mode, Special Move 1): Bombs can now be destroyed by enemy attack - Ra (ranged / bomb mode, Special Move 1): Changed reload when out of ammo to constant reload - Slayer (Melee Attack, Down + Melee Attack branch): Reduced freeze time upon landing on the ground - Slayer (upper Melee Attack): Reduced movement speed when pursuing foes - Slayer: Reduced turning radius when moving to attack - Loki (Special Move 1): Fixed bug so Grim Reaper's Special Move 1 zombies, Ra's Special Move 1 bombs, etc. are now drawn in - Loki (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Loki (Special Move 2): Fixed move so that Loki isn't motionless while chargMove 2): Fixed bug where dog zombies occasionally didn't face the correct direction while moving - Grim Reaper (Awakened, Character Ability Power) Added fire effect to characters who take damage after being hit by a zombie ball when Grim Reaper is in fire zombie ball mode - Ra (bomb mode, Special Move 1): Bombs can now be destroyed by enemy attack - Ra (ranged / bomb mode, Special Move 1): Changed reload when out of ammo to constant reload - Slayer (Melee Attack, Down + Melee Attack branch): Reduced freeze time upon landing on the ground - Slayer (upper Melee Attack): Reduced movement speed when pursuing foes - Slayer: Reduced turning radius when moving to attack - Loki (Special Move 1): Fixed bug so Grim Reaper's Special Move 1 zombies, Ra's Special Move 1 bombs, etc. are now drawn in - Loki (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Loki (Special Move 2): Fixed move so that Loki isn't motionless while chargMove 1): Bombs can now be destroyed by enemy attack - Ra (ranged / bomb mode, Special Move 1): Changed reload when out of ammo to constant reload - Slayer (Melee Attack, Down + Melee Attack branch): Reduced freeze time upon landing on the ground - Slayer (upper Melee Attack): Reduced movement speed when pursuing foes - Slayer: Reduced turning radius when moving to attack - Loki (Special Move 1): Fixed bug so Grim Reaper's Special Move 1 zombies, Ra's Special Move 1 bombs, etc. are now drawn in - Loki (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Loki (Special Move 2): Fixed move so that Loki isn't motionless while chargMove 1): Changed reload when out of ammo to constant reload - Slayer (Melee Attack, Down + Melee Attack branch): Reduced freeze time upon landing on the ground - Slayer (upper Melee Attack): Reduced movement speed when pursuing foes - Slayer: Reduced turning radius when moving to attack - Loki (Special Move 1): Fixed bug so Grim Reaper's Special Move 1 zombies, Ra's Special Move 1 bombs, etc. are now drawn in - Loki (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Loki (Special Move 2): Fixed move so that Loki isn't motionless while chargMove 1): Fixed bug so Grim Reaper's Special Move 1 zombies, Ra's Special Move 1 bombs, etc. are now drawn in - Loki (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Loki (Special Move 2): Fixed move so that Loki isn't motionless while chargMove 1 zombies, Ra's Special Move 1 bombs, etc. are now drawn in - Loki (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Loki (Special Move 2): Fixed move so that Loki isn't motionless while chargMove 1 bombs, etc. are now drawn in - Loki (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Loki (Special Move 2): Fixed move so that Loki isn't motionless while chargMove 2): Fixed move so that Loki isn't motionless while chargmove so that Loki isn't motionless while charging.
All of the objects in the environment look blocky and most have lagged edges, and the character animations look like they come from the days of the original Xbox and PlayStation 2 (think black space between neck and body when the head moves in a certain direction).
Every direction on the D - Pad even serves a purpose here, and it's kind of overwhelming looking at all the text on the screen before you've even moved your character around, but once you get into the game itself you'll quickly realize why the control system is presented in such a way that's new to point and click adventures.
Modern takes on the genre have solid controls — look at Diable 3, Van Helsing or Victor Vran — the character can move smoothly and freely with no limitations, in any direction and the push of the left stick will increase the amount you move.
Pressing to the side with the left thumbstick will make your character turn and move in that direction.
In Resident Evil, you had to rotate the character left or right to move them in a new directioIn Resident Evil, you had to rotate the character left or right to move them in a new directioin a new direction.
Whatever direction you move the stick in, that's the way your character will slice.
The camera is set above the play and it plays like a twin - stick shooter, that is one stick moves your character while the other causes him to look in the direction that stick is pointing and shooting in that direction as well.
For example, sometimes I may be heading in a certain direction and I'll let go of the stick, but my character continues to move for a moment.
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 characters each move in the opposite direction through treacherous levels filled with traps.
This is a set in the right direction as it mixes up the gameplay and gives the players a lot more control of your characters move and how they are preformed instead of just some random string of pre-set options.
The camera will be more user friendly, it'll be behind the player and pressing the pad in the direction you see will move you in that direction, rather than the direction the character is facing.
The Far Cry 3 «I need a trout jaw to craft my quiver from a carrying capacity of 10 to 15 arrows» keeps things moving in enough directions to fill out the character progression.
The controls are not complicated at all, the combos are not too hard to pull off, and moving the right stick in any certain direction allows you to easily pull off a characters special attacks.
There are still some hiccups when performing moves where characters will totally misread their surroundings and run in the wrong direction from time to time but it felt a little rarer here.
Dragging the left finger to a direction slightly will move the character in that direction.
The default control scheme consists of pressing square to perform a light attack; pressing triangle to perform a medium attack; pressing X to perform a heavy attack; pressing O to perform a character power; pressing L1 to perform a throw; pressing R2 to perform a meter burn; pressing R1 to interact with the arena; pressing L2 to flip stance; combining any of the basic fighting moves into a powerful combo; changing the direction of the left analogue stick or pressing up, down, left or right on the d - pad to move your character and position your character in accordance with the fighting move; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
It adds a much more fluid journey throughout the world instead of logically moving from location to location, outside the main story quests AI character helps point you in the right direction sometimes which helps you from losing track.
The touch pad could have provided an alternative to the analogue sticks and d - pad in regards to swiping in the appropriate direction to move your character, while tapping the touch pad could have just as easily provided an alternative for the light, medium and heavy attacks or character powers.
Swiping in a specific direction moves your fighter around, and you only need to tap the screen on your enemy to have your character attack.
«The classic control scheme remains for fans of the original play style or there's an alternative scheme where the character moves directly in the direction of the analogue stick, utilizing the standards of the current generation of gaming,» detailed Capcom.
I'm talking about input lag that's specific to this game, in that when you press a direction there's a brief pause before your character moves.
The updated Resident Evil will also offer two control schemes: an emulation of the classic control scheme, and a new modern style where the character will move in the exact direction a player moves the analogue stick.
You hold the Joycon in a thumbs up position and lean them in different directions to make the characters move.
This is pretty handy, since characters move and turn so much you're never going to be facing in the same direction for too long.
Thanks to the three game types you can play in the style of the classic sonic games across familiar but modified levels, play in the new and exciting high speed direction of the Modern sonic as all games should be moving forwards and lastly get the gamers themselves involved by making their own character who they can show off and share online.
I was particularly frustrated by my inability to disable click to move, resulting in my constantly sending my character careening off in the wrong direction as I tried to pan the camera.
«The classic control scheme remains for fans of the original play style or there's an alternative scheme where the character moves directly in the direction of the analogue stick, utilizing the standards of the current generation of gaming,» Capcom explained.
This is completely the opposite to many non-horror games, where the character simply moves in the direction you press.
Putting out your left or right arm turns you in that direction, while moving your arms forward (as if you were running or power walking) makes your character walk.
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