Other changes include the ability for the status bar to maintain on
the display during gameplay, and improvements to the email application.
Icon logo - Icon must be
displayed during all gameplay and pre-rendered CGI game footage & game logo, box art graphics.
Not exact matches
Tapping the touch pad
displays a fully 3D map of the island your character is currently situated on, while vibration occurs when firing Zane's crossbow or performing certain attacks, explosions, collecting purple studs and gold bricks, alongside the light bar that remains a standard tone of blue
during story mode
gameplay, but produces a light shade of blue throughout battle arena matches.
The controls are appropriately mapped to the Vita with the control scheme consisting of pressing X to attack an enemy Digimon; holding R then pressing X to escape; pressing select to let your Digimon act independently; pressing triangle to pause
gameplay, while opening the Digivice to view the Digimon field guide, look through your inventory, save your progress and more besides; tapping the touch screen to
display the DigiLine; changing the direction of the left analogue stick or alternatively pressing left, right, up or down on the d - pad to move Keisuke
during on - foot exploration or navigating between menus whilst battling an enemy Digimon; and pressing start to
display the title menu, alongside various scenarios and combinations in which certain buttons have different contexts.
EGW stands for «Experimental
Gameplay Workshop», a presentation session
during the Game Developers Conference (San Francisco, California) where we
display a selection of games that are interesting, surprising and explore original game mechanics or use them in an unexpected way.
During gameplay press F5 to
display the console window.
«Both the control scheme and the
display options can be toggled between at any time
during gameplay.»
The loading times are also embarrassingly long for an Xbox title and it's all well and good that helpful
gameplay tips are
displayed during loading screens whilst you wait, as they needed to offer you something to tide you over.
-- Three different control schemes for driving and maneuvering — Contextual touchscreen commands, with
display buttons only being shown when needed
during gameplay — Compatibility with gaming controllers, such as the MOGA ACE Power and several Made for iOS peripherals — Dynamic and detailed shadows for the game's graphical output — Greater draw distances — An «enriched» colour palette — Enhanced character and vehicle models