Unlike Arsenal's visit to Anfield in March, this game was more even, with Arsenal
controlling most parts of the game.
Not exact matches
Oregon's offense scored just once on its first four drives
of the
game; the Ducks had ceded
control of the line
of scrimmage to KSU for the
most part, and after a misguided fake punt (an option to punter Jackson Rice, basically) failed, it really did look like KSU had taken complete
control of the
game.
While for
most part the Gunners had a degree
of control on the
game as Anderlecht rarely threatened, Arsene Wenger's team struggled to make any impact going forward.
United
controlled the
game for
most part but more importantly, they managed to convert their chances — something they have not done in almost all
of their 9 draws this season.
I have heard that the Wii remake addressed the problem with the
controls by giving it motion
controls that are, for the
most part, better, but I would love to see a remake
of this
game with dual stick
controls more than anything.
Part of the problem is because Port Royale 3 offers up a lot
of options and thus cramming them all onto a controller is a tricky task, especially since this is a PC
game in disguise, but the brunt
of the issue simply comes down the fact that it's a clumsy
control system that makes doing the
most basic
of things feel awkward.
Take
control of Noble Squad in this latest
game and,
of course, take
part in the now famous Halo mulitplayer and utilise the all - new Forge World to make the
most insane maps yet!
Feels kind
of wrong but I think it's a well made
game for the
most part, the
control feels great, the design is interesting, there's little to no padding and it does what it intended for the
most part right.
Controls are extremely tight, and are
part of what the make the
game most enjoyable.
The screens are pretty useless, but the vid shows off some attacks, blocking and combos so it looks like
part of the
game will be a brawler,
most likely
controlled by the now standard button pushing for basic attacks / motion for finishers unless Bionic Games is cooking up something special with Wii MotionPlus.
The
game controls on console are a little clumsy sometimes, for example when try to turn lights on or off, but this slight annoyance is in
most First Person
games I play (probably my own failings really, I was never
part of the PC master race).
Although the
game does require a fair amount
of strategy from the players
part, the fact that you
control so little
of what happens during the battle means that
most of it is reactionary strategy.
The slogan was the right one in the end, but it hurt the second
most important
part of the
game, the
controls.
Unlike user
controlled camera angles in
games today, they were for the
most part part of the issues in the older
games.
Truly, Yakuza Zero does a better job
controlling all
of its story's moving
parts than
most games in recent memory.
The
game is easy to
control for the
most part, as the triumphant return
of the Tanooki suit (PETA be damned) from Super Mario Bros. 3 helps with jumping by giving you some hover time.
You enter a Heat Area and trigger the event by pressing R2 and you initiate the Mardân Rush which is maybe the
most enjoyable
part of the
game when it comes to the actual combat mechanics, because you get to
control your entire battalion as they mow down enemies for a short period
of time.
Game design experience and ingenuity overflows from this game's bountiful goblet at every gameplay turn, led by the long - awaited delivery of the most elusive part of the Wii's initial marketing pitch: truly immersive motion controlled swordp
Game design experience and ingenuity overflows from this
game's bountiful goblet at every gameplay turn, led by the long - awaited delivery of the most elusive part of the Wii's initial marketing pitch: truly immersive motion controlled swordp
game's bountiful goblet at every gameplay turn, led by the long - awaited delivery
of the
most elusive
part of the Wii's initial marketing pitch: truly immersive motion
controlled swordplay.
The
most notable
part of this demo was that even with four player -
controlled characters; the visuals
of Unity never dipped, nor did the
game lag or show any signs
of slowdown.
The
most important
parts of any handheld gaming device are the
game controls.