The game selection is also inconsistent, but it's a little more forgivable than on the Roku, considering that using a phone touch screen to
control action on screen is a dodgy proposition at the best of times.
Not exact matches
The patent, called «Game Apparatus and Information Processing Apparatus,» describes a gaming device that uses both a touchscreen and dual thumbsticks to
control on -
screen action.
Manual interface To
control the movements and
actions of your
on -
screen character, you must memorize several dozen distinct button combinations
on a video console handset or a PC keyboard (far left).
Using intuitive
controls made possible with the Wii U GamePads gyro sensor makes it easy to look around and aim, and the
on -
screen map displays the entire arena at a glance, both of which feel great and redefine multiplayer
action.
Facing: bad camera
controls near enemies and walls; pointless trips through multiple loading
screens just to refill items, (like knives, cocktails, oil, etc);
controls that have you jumping into mobs, when you are trying to jump / side step away; lock
on targeting that will sometime work, or sometimes spin you so you are facing away; controller
actions that make you time
Precision
controls — Because of the amount of
action on screen, Bangai - O would be a completely broken game if it didn't
control well.
It provides one - to - one absolute positioning, so a tap
on the pad perfectly corresponds to an
action on the
screen — it's the industry's most intuitive audio and information
control system.
Control of the
action on screen - outside of the display itself - falls to four touch buttons at the bottom of the
screen.
Though «Guardians of the Galaxy» is a full - fledged mass media hit, with Kitty Pryde and Ben Grimm — two characters whose live -
action rights are
controlled by 20th Century Fox, not Disney's Marvel Studios — now
on the team, it's a different landscape than what's currently legally possible to depict
on screen.
«The performance is fantastic,» Caccia said as he tilted a PlayBook to
control an
on -
screen action film character.
Key
action is shallow but firm and crisp, and you have
control over a number of tablet functions as well as pure typing
on the keyboard — you can alter
screen brightness, switch things like Wi - Fi
on and off, and you can
control music playback.
Using the bottom
screen to manage and
control the
action on the top
screen keeps presentations, movies or web pages free of icons and other navigational tools.
Performance leaves a lot to be desired, there's just too much
action on screen, the
controls seem poorly thought - out, the power - ups lack balance and above all the whole experience of playing the game is devoid of a sense of satisfaction.
When it comes to
controlling the pinball
action you can use either button
controls (L and R buttons for flippers and left stick for nudging the table) or touch
controls (tapping the left or right section of the
screen to
control the flippers and sliding your finger
on the back touch for nudge) or a combination of both.
Each Toy - Con interacts with the Nintendo Switch in one form another, some of them using the Joy - Con controllers to sense different motions and
actions which correlates to
on -
screen actions, others using the Joy - Con's HD rumble feature to vibrate the cardboard Toy - Cons and make them move around, all
controlled with the Switch's touch
screen.
In a small number of games, the player is conflated with another character who observes and
controls the
action; in LifeLine, the player must give audio instructions to the character
on -
screen as someone observing from a distant security room.
The Los Angeles Times review suggested the game would «fit better
on a big
screen in some multiplex», and also added that «Uncharted 2 is ridiculously immersive, so much so that you forget you are
controlling the
actions of treasure hunter Nathan Drake... everything is done right.»
Anything with a higher than 40ms response time will mean a significant delay between when you press the button
on your
control pad and seeing an
action on screen.
The Solitaire portion is pure classic card playing fun but with the bonus of giving you — the \» jockey \», the time to bond with your horse and make its speed increase while the
Control portion is the real racing
action game where you use the stylus
on the bottom
screen to giddy up your horse
on the top
screen.
The touch
screen controls work pretty well in all modes, Snooker and Pool utilise strokes
on the
screen to execute the cue
action, Darts affecting your aiming and the use of the puck in Air Hockey, although dual
controls would have been appreciated in the latter.
- more
action on screen with ingame graphics so that if the game starts you will think something wrong until you move the
control stick.
- specialize in movement and various forms of support - switch into a Nyanter by selecting one of your Palico Felynes at anytime before accepting a quest - in single player mode, you can go as a Nyanter and have your two Palicoes tag along as well - Nyanters have their own exclusive quests, but they can play any quest a regular Hunter can - tag up to make a party of four Nyanters with your friends - Nyanters don't have a stamina gauge - their
controls are the same as regular Hunters - they can also run around with their weapons unsheathed - dig underground to avoid attacks - can do other similar
actions as Hunters, such as gathering - they are faster at it and they don't need to carry around Pickaxes or Bug Nets - two acorns
on the top - left part of the
screen that counts as a couple of extra lives - once they lose all Acorns and then get KO'd, it'll count as a regular KO
I don't see anything intuitive in that, at least not more intuitive than pressing and holding a button, just compare it with aiming, or fishing, now that is trully intuitive, the other
controls are just the same, you are asociating an
action, whether is pushing a button or waggling the remote, with an
action on screen.
I can't see how all the neat new secret skills could be any better with the remote, how could they be any more intuitive or responsive, since such moves are impossible to be 1:1 with the
actions on the
screen, and I don't like 1:1
controls for the sword to begin with.
Control of the
on screen action even feels better with the inclusion of the touchscreen support.
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.
The lack of touch pad implementation is surprising as the Vita's touch
screen control scheme was pretty much perfected as it saw the cursor being replaced with icons and consisted of tapping
on an icon to perform a particular
action, interact with an object, start a conversation with a person in your group or to choose a response in a conversation, while dragging your finger around the touch
screen would move Clementine around cover or exploring the environment as you search for supplies and people, so it is difficult to understand why such functionality could not have made the transition from the Vita to the DualShock 4 controller.
The
control scheme consists of pressing X, triangle, square or O to perform
actions, start a conversation with a Fable 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 L2 to show selectables or to perform fight
actions; pressing up or down
on the d - pad to cycle through your inventory; mashing certain face buttons such as X, triangle, square or O when in one -
on - one fights with Fables as the buttons are randomly generated each time you play; changing the direction of the left analogue stick to move Bigby as he walks around to explore the environment; 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 Fable; 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 by retaining the improvements from the second season with the
control scheme of Michonne consists 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.
Not only will the PSP or PlayStation Vita offer the extra nuggets of valuable information but allow players to
control the
on -
screen action for Class of Heroes 2G, creating a fully immersive experience.
Along with the four new events,
controlling your
on -
screen action consists of some basic
control schemes.
(LOL) With Kinect, it seems like allowing the players to synchronize themselves with the
controls and
action happening
on screen really adds to the immersion.
This is responsive and works well but the third
control option — the rear touch pad (which works in exactly the same as the front
screen) is even better because it means your digits don't get in the way of the
action on screen.
Button placement is very intuitive and I found that I had no problems
controlling much of the
action on -
screen.
The
controls are well mapped to the DualShock 4 controller with the
control scheme consisting of pressing X, triangle, square or O or alternatively by pressing up, down, left or right
on the d - pad to perform a particular
action, 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; there are certain face buttons, such as X, triangle, square or O that you have to button mash when in one -
on - one encounters with walkers as the buttons are randomly generated each time you play; changing the direction of the left analogue stick to move Lee around cover in a tight situation or walking around as you explore the environment and find people; 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; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
The lack of touch pad implementation is surprising as the Vita's touch
screen control scheme was pretty much perfected as it saw the cursor being replaced with icons and consisted of tapping
on an icon to perform a particular
action, interact with an object, start a conversation with a person in your group or to choose a response in a conversation, while dragging your finger around the touch
screen would move Lee around cover or exploring the environment and finding people, so it is difficult to understand why such functionality could not have made the transition from the Vita to the DualShock 4 controller.
The
control scheme being this intuitive means that you can focus more
on solving the puzzles, rather than having to split your concentration between the
on -
screen action and your button presses.
Pix the Cat matches Pac - Man CE in terms of the
action on screen, but it fails to match the near - perfect
controls.
Gamers complete levels using directional buttons
on the left side of the
screen to move, while
actions, like jumping and shooting, are
controlled by buttons
on the right side.
Players
control the zombie killing
action by using the iPhone's touch
screen and tapping
on the appropriate buttons to complete
actions such as shooting, repairing barriers, reloading and aiming.
These touch
controls include a virtual joystick
on the left side of the
screen, and static
action buttons
on the right.
Your
actions never quite matching up with what happens
on the
screen, but you've got just enough direct
control for it to be hilarious.
Upon starting the game you are led by
on -
screen instructions, which introduce you to the basic
controls and
actions, a dream section later turns into a movie - like sequence where Riddick makes his first steps into the dangerous prison environment of Butcher Bay, accompanied by dramatic music and opening credits.
Controls are awkward
on the touch
screen, using one side of the
screen to
control movement and the other side to
control character
actions and the camera.
EA chose to offer players more refined
controls over their
on -
screen counterpart's tennis racquet
actions with the introduction of Total Racquet
Control.
It's kind of hard to see how Move is
controlling the
actions on -
screen without splitscreen... Read More
A dedicated touchscreen
control method has been developed by the team at Square One which sees Abe's main movement governed by simple swipes
on the left side of the
screen and other
actions such as «use» and «sneak» via
on -
screen buttons.
The former is ideal for newcomers, as the motion
controls can be a bit too sensitive, but their implementation in the aforementioned mine cart stages (in which players get a first - person perspective of the
action on the Gamepad's
screen) is some of the best
on the system.
Up to six players can get in
on the
action online, whereas as many as four friends can enjoy the racer thanks to local split -
screen with additional online or CPU -
controlled challengers.
The game's
actions such as betting, dealing and so forth are
controlled by pressing the appropriate buttons
on screen.