Sentences with phrase «control of camera angles»

The game sadly was not well received in Japan due to the poor control of camera angles, the loss of gained levels with the start of a new chapter, and the lack of any character or weapon customization.

Not exact matches

Though the camera angles can get a bit iffy while controlling non-Mario characters, it's beyond worth it for the ability to fly around as a long - standing enemy of Mario.
Founded in 2006, Lytro is behind a series of cameras, which allow customers to capture «all the rays of light within a scene» giving them the ability to refocus shots after they were taken and offered «unprecedented control over focus, perspective, aperture and shutter angle
Both of the cameras can pan, zoom and control the angle on both of the cameras, and both work just as well as it would with a single camera.
The image on the laptop's screen portrays what the robot «sees» and the joystick controls the motion of its wheels and the angle of its camera.
Platforming and combat are artificially difficult due to poor controls and camera angles, and there are a host of bugs, such as enemies spawning right on you when you load a checkpoint.
A year - old game newly ported to the PC that plunges players into a world of bad camera angles and overwrought control elements.
The original SH1 - 4 all had this feature, where the camera angles constantly changed angles, giving the player beatiful vistas / panoramas of the ingame contents but still where always controllable to some extend, sometimes being claustrophobic / uneasy to control or / and placed in obscure angles in order to disturb the players nerves, and also I think it gave the character focus more presentation.
Last but not least is the surprisingly interesting «Boats»N Hoes» Music Video Editor, an innovative use of Blu - ray technology that lets you create your own edit of the film's crass music - video clip by using your remote control's number pad to select from nine different camera angles that run the length of the video.
This version of the game will have contextual touch screen commands, gyroscopic controls designed with the Joy Cons in mind and tweaked camera angles for when you're playing in portable mode.
Easily access the bed of your truck with available remote tailgate release, and see from all angles with the available 360 - degree camera.1 The 60/40 flip - up split bench allows for the flexibility you need to tackle any job, while standard trailer sway control lets you haul cargo with confidence.
The Fiat 500L Trekking is a very safe car; it offers 6 standard airbags (side, front and window bags), front headlights with the DRL (Daytime Running Lights) technology, fog lights with self - adaptive cornering function, brake assist system (B.A.S); electronic stability control and a Parkview rear reverse camera that offers a wide - angle view of the area behind the vehicle.
The Range Rover comes with the Terrain Response system's ability to automatically adjust transmission, engine, and full - time four - wheel drive system parameters for the driving situation at hand, as well as four zones of automatic climate control, cameras that can show you the view from any angle of the SUV, a height - adjustable air suspension, and of course a wide range of seating and entertainment options.
However, considering that the hybrid retains most of the Accord's offerings from the 2013 redesign — including an 8 - inch LCD display for its information, communication and app - based entertainment system, a single angle backup camera, dual zone climate control, a lane - drift detector, a power moon roof and alloy wheels — improving mileage without losing any of those amenities is a win in and of itself.
A camera button among the upper display controls changes camera views to provide a choice of six different angles.
Ditching the camera - controlling analog stick in favor of the human body, a showroom - type mode allowed the demoer to admire a vehicle and its details from all angles by literally stepping / leaning / crouching in front of the telly.
These moments offer a nice respite from the hectic fights where you can get your breath back, but constantly changing, awkward camera angles prove to be a pain in the ass thanks to controls that don't adjust with them, thus finding yourself suddenly walking backwards or straight into a piece of scenery is annoyingly common.
Activated by holding down the left trigger (if you're on Xbox 360), Blade Mode sends the world into slow motion and gives you direct control of Raiden's weapon, with the left stick controlling the camera and the right stick controlling the exact angle of your attack — simply swipe the stick in whatever direction you want and Raiden will follow the motion on - screen, neatly slicing through the enemy.
One of the interesting things about this game is that it won't be just a port, it will be using the 3DS features to its advantage, like some new camera modes and angles which can be selection the touch screen, and a new way of controlling the aim of weapons such as the slingshot through the 3DS's gyro controls, basically when you tilt the 3DS up link will aim up.
Another side bar here about handholding controls: To grab someone's hand you have to be standing next to them and press B. Instead of just grabbing their hand, the game decides to completely disorient you and shifts the camera around to the worst possible angle, then takes the relatively alright controls and throws them away.
Following on from that; the player is briefly introduced to a handful of drivers and TV broadcast style programming before being able to participate in a 1 lap race wild rush event as part of the Off - Road Masters series at the long layout of the Blue Paradise Pacific Ocean track that essentially acts as a tutorial to inform the player of how to control the car, rewind after a crash and switching between camera angles.
The control scheme consists of holding R2 to accelerate; pressing L2 to brake or reverse; pressing X to engage the boost; pressing L3 to switch between boost types, hover or beep a horn on applicable vehicles; pressing square to apply the e-brake; pressing triangle to change camera angles; pressing L1 to look behind your vehicle; pressing L1 and R1 simultaneously to enter crash mode; pressing R1 to select the next song on the soundtrack; pressing right on the d - pad to open and navigate through the easy drive online multiplayer menu; moving the direction of the left analogue stick to the left or right to steer your vehicle accordingly; moving the direction of the right analogue stick forwards, backwards, left or right to appropriately manoeuvre the third - person camera angle to look in that direction; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
Shadow does have a lot of speed throughout the game, but the camera angle in the game and even the controls only succeeded in hampering that sense of speed.
With the impeccable use of camera angles and slow down when button prompts appear I didn't care that I had limited control over Batman or Bruce.
Even though the port doesn't add a lot, and the dodgy controls and camera angles are kind of frustrating, we're glad that such an iconic release is available on contemporary consoles.
Even with improved image quality, God of War 3: Remastered looks sterile and two - dimensional when not in motion, and the photo mode can't do much good with the game's designer - controlled camera angles.
To build upon the 8 - bit classic, AR has a number of additional elements, such as more varied stretching during a session and a no doubt very welcome abillity to switch camera angles in front and behind the instructor, or swing the camera around freely with the analog stick on a second control pad.
I had the best remote play experience with F1 2016 after creating a custom control scheme in which acceleration was re-mapped to R1 with braking moving to L1 and switching the camera angle changing of R1 to the right of the rear touch pad and moving the voice control menu from L1 to the left of the rear touch pad; therefore providing a comfortable control scheme much better suited to the racing genre.
The default control scheme consists of pressing R2 to accelerate; pressing L2 to apply the brake or reverse the car; holding X during manual starts; pressing triangle to activate or deactivate DRS; pressing X to manually shift up a gear; pressing square to manually shift down a gear; pressing R1 to change the camera angle; pressing O to produce the multi-functional display; pressing L1 to produce the voice control menu; moving the direction of the left analogue stick to the left or right to steer your car in that direction; moving the direction of the right analogue stick forwards, backwards, left or right to appropriately manoeuvre the camera angle to look in that direction; pressing up, down, left or right on the d - pad to scroll through the MFD menu; pressing R3 to chat in online multiplayer; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
But there's another side to the design of Valkyria Chronicles that I consider far more important than its experimentation with controls, timing and camera angles.
Unlike user controlled camera angles in games today, they were for the most part part of the issues in the older games.
Rockstar's noir thriller plays to the strengths of the Switch with console - specific enhancements, including a Joy - Con mode with gyroscopic, gesture - based controls, HD rumble, new wide and over-the-shoulder camera angles, plus contextual touch screen controls for portable detective work.
While I do note that the game's loose controls, finicky camera angles, and somewhat repetitive gameplay present as a bit of a concern, the fact remains Scarygirl's positives clearly outweigh any negatives.
The game is described as «extreme procedural freeriding» and while the graphics may not look cutting edge, the camera angles and extreme controls of the bikes look fantastic.
A trailer offers a tantalysing glimpse of this month's content updates, including a look at the replay controls and cinematic camera angles, as well as revealing what free car you'll be getting.
The double jump, air dash, and cancel controls make for a fantastic degree of control, with only a few moments where a combination of small platforms and uncooperative camera angles resulted in frustration.
It's a deadly dance of frustration and throwing caution to the wind, as swinging your weapon while moving around like a tank doesn't always respond to the awkward controls, and then you'll also struggle with seeing what's going on as the camera likes to be in strange angles and get trapped in buildings, making it just as bad as your enemy.
The default control scheme consists of pressing R2 to accelerate; pressing L2 to apply the brake or reverse the car; holding X during manual starts; pressing X to manually shift up a gear; pressing square to manually shift down a gear; pressing triangle to activate or deactivate DRS; pressing triangle to engage the pit limiter; pressing R1 to change the camera angle; pressing O to produce the multi-functional display; pressing L1 to produce the voice control menu; moving the direction of the left analogue stick to the left or right to steer your car in that direction; moving the direction of the right analogue stick forwards, backwards, left or right to appropriately manoeuvre the camera angle to look in that direction; pressing up, down, left or right on the d - pad to scroll through the MFD menu; pressing R3 to chat in online multiplayer; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
The bad part is, most of these angles are far from ideal, and even if manage to get a hang of the controls for the character, the constantly switching camera angles are just so jarring.
In terms of graphics and controls, MySims Agents reminds me of playing LEGO Star Wars — everything is presented from a fixed camera angle as you move around in the nicely detailed 3D areas.
Most of the time you can rotate the camera with the right analogue stick, yet sometimes the game takes full control instead, forcing fixed camera angles that are often confusing and downright frustrating.
While traveling over big open spaces, the camera is fine and you have lots of control over it, but when in tighter spaces or special sections, the camera starts picking completely unnecessary angles which hinder the gameplay instead of helping it.
It was then said that the game would be retaining a connection to the original title through use of cel shaded visual style and fixed camera angles, but visual updates and control improvements would help bring the game in line with modern titles.
View the action from a variety of camera angles, tweak the HUD and fine - tune the controls to your personal preference.
There is more evil residing within the game, but this unfortunately comes in the form of awkward controls made worse by some of the camera angles.
Every stage will pit gamers into a spherical world constructed with various tracks, runways, and stunt - jumps displayed through a fisheye lens perspective that boasts a liberal range of angling and camera control — still with me, good.
The controls feel particularly antiquated now, since the game uses pre-rendered camera angles for most of the game the controls take some getting used too as you run backwards and forwards between the same two screens accidentally.
clone, players use an overhead camera angle to control their choice of three different classes.
The villain player controls each wave of enemies in an RTS style camera angle, setting mines, traps, and controlling different sets of enemy types with the four face buttons.
The controls, combined with horrible fixed camera angle, made the original Devil May Cry games nothing short of frustrating.
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