There were only occasional dips when there was a
lot of action on screen, but it was never enough to deter my enjoyment of the game.
We kept the message and animations / illustrations simple providing the learners with a great
mix of action on the screen and time to comprehend the message.
There's also times where the engine can't cope with the ridiculously high
amount of action on the screen, which can, though rarely, cause severe slowdowns, especially when flame effects are involved.
The verbal clash of cultures and personality between the two main characters provides
most of the action on screen, as the three women being escorted are mostly muted and either locked in the back of the wagon or tied to a wagon wheel during riding breaks.
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.
Precision controls — Because of the
amount of action on screen, Bangai - O would be a completely broken game if it didn't control well.
Games ran without any hitches at all — including Civilization VI, though we did see a few frame drops on titles such as Inside when there was a
lot of action on the screen.
The only times I encountered a noticeable drop occurred when climbing a Tall Neck, and during the end - game battles, but with the amount
of action on screen, I'm more than willing to take that drop.
Action Being a Bullet Hell shooter you expect to see a lot
of action on the screen and that is exactly what you get with this game.
First, when there is a lot
of action on screen, there tends to be a slight delay from the time you tap till the time it is recognized by the device.
Games ran without any hitches at all — including Civilization VI, though we did see a few frame drops on titles such as Inside when there was a lot
of action on the screen.