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.