Sentences with phrase «right analog stick controls»

And in No Pressure, the left analog stick controls a firing platform while the right analog stick controls the platform's targeting reticle, itself a vulnerable avatar in the playfield.
Even if the movement of the camera via the headset is a problem for you, the game also allows you to change the control to where the right analog stick controls the targeting reticle, even if it takes away some of the spectacle of the game that way.
The left and right analog sticks control each end of Boy's body.

Not exact matches

Here, you have two control options that both require the Vita's right analog stick.
It uses a twin - stick control scheme; you move with the left analog stick and aim your magic with the right one, allowing you to simultaneously run and fire wherever you want.
If you're newer to the series, you may prefer the standard setup, which assigns camera controls to the right analog stick.
The player will use the left analog stick to walk around the opponent and the right analog stick to control their gun hand.
Instead, all power and aim control is mapped to the right analog stick, and every imperfection in a player's stroke is reflected on the screen.
Defence is really where the title shines, with 360 degrees of poke check controlled with the right analog stick and some solid CPU AI on both sides of the puck.
Why the right analog stick isn't used for aiming is somewhat of a mystery, though to be sure, the controls feel clunkier the way they are, and maybe that's an accurate simulation of operating an AC.
If you play shooters like DOOM or first - person games like Skyrim, having a higher analog stick on the right stick can give you better camera control for aiming your gun or bow.
Touch screen control would allow map, options, beam selection and custom weapon stacking on the fly, while freeing the right analog stick for aiming.
Instead of having full control of the camera with the right analog stick like in most games Core decided they wanted to make things worse and gave you limited control.
You can freely zoom in and zoom out of the big map and also have the ability to control the camera with the right analog stick so you can get the best look at the action on the battlefield.
However, having to flick the right analog stick to sway slightly chops the fluidity of the controls and would have been bettered by giving the sway more analog control like in Fight Night.
To the uninitiated, you control a blocky spaceship with the left analog stick and shoot projectiles (which are upgradable through the game) with the right analog stick.
The hook of Brothers was that players had to control both siblings simultaneously, with one brother linked to the right analog stick and the other to the left.
When equipped with the blade — rather than relegating the attack to a face button — you use the shoulder buttons to block and the right analog stick for precise control over how Bryce swings the blade.
The «amateur» control scheme is similar, however, you only have to flick the right analog stick up and down to perform transitions instead of moving it up diagonally and performing quarter turns.
Each controller has its own analog stick, with the left controlling movement and the right adjusting the camera.
The control scheme also follows that of retro games — rather than pointing the analog stick in the direction that you wish to move, you can only rotate left or right and thrust forward.
It's an on - rails shooter without any motion control support, so I had to use the analog stick (you can choose if you want to use left or right) to aim the on - screen reticule.
The game's trick control is executed exclusively on the right analog stick.
Xbox 360 Wireless gamepad has many feature similar to the Controller S. For example, the face buttons, control pad, triggers and analog sticks (both left and right) are situated on the same area like in Controller S.
In this mode, the game will add twin - stick control, since the players aim with the right analog stick.
The left analog stick is used to controller your body, whereas the right stick is used to control your board and by pushing this up, it will allow you to get air and then of course, attempt one of the very cool snowboarding maneuvers.
Using the right analog stick, players are able to control not only the force of a slapshot, but the direction and corner of the net as well.
The right analog stick still counts for tasks such as juking and trucking opponents, while the left stick controls the players movement, but also takes into account how / which way the player is leaning.
The controls for the game are very flexible with both dual analog stick controls (left movement, right look) as well as digital left / right up / down buttons.
In fact there are three different control schemes including a digital analog stick, more generic left and right buttons, or gyroscopic tilt.
Players can control Styx with the left analog stick, but they also control her companion drone with the right analog.
While Toku is controlled normally by moving left and right with the analog stick, the wind spirit Enril is controlled with the Wiimote.
The use of the right analog stick substitutes the motion controls of the Wii Remote.
The right analog stick allows you to control body rotation in 30 degree chunks.
Instead of an arcade stick or joystick, you can control Q * Bert with the analog sticks on the DualShock controller or the right stick on the Vita version.
The controls of your ship take some getting used to as turning left on the analog stick actually turns your ship right.
There was also the «nail - the - trick» mode: by tapping the left and right thumbsticks in while in the air, the game would go into slow motion and you'd gain complete control of your character's feet, with each analog stick controlling a foot, which either led to big points or big bails.
Nevertheless, the right analog stick moves the camera, so players have complete control over what they see if they're unhappy with the default movement.
The trick is to apply analog controls in just the right way so stick deflection matters but isn \» t too touchy, add acceleration / deceleration, and carefully tune in snap - to for tiles.
We worked hard on the controls to make the analog stick feel just right.
You control the character using the right analog stick and basically, you just do what you have to do.
Nintendo could offer a Joy - Con that brings the right analog stick above the buttons to make games with the standard first - person shooter control scheme more comfortable for players who may struggle with the current setup.
The only real complaint with the Vita version is that both control schemes it suggests use the right analog stick for acceleration and deceleration, while the shoulder buttons make far more sense.
Additions to the HD edition of Jet Set Radio are camera controls via the right analog stick.
It would be a major compromise to have to use the second analog stick for the N64 C buttons, because you could very easily hit one of the other C - buttons instead, and also you will not have the z button behind the main analog stick, so for games that controlled like Goldeneye (which itself apparently won't be coming out, because Rare holds thre rights) it wouldn't work that well.
The left analog stick controls movement, the right analog stick aims, and R1 shoots.
In addition, remapping the camera controls to the right analog stick, as in the other games, was a wise choice rather than leaving them to the bumper buttons.
Using a finger to select pitch locations isn't quite precise enough (it can require more time to get right than using the analog stick) and the odd combination of front and rear touchscreen for certain applications seems awkward, but those are the exceptions to an otherwise smooth touch control experience.
The DualShock 4 controller does offer a more traditional FPS control scheme however, though the rotation on the right analog stick is still in small increments.
Will you still have to collect things, but here collection is achieved by using slingshots controlled by the left (to fire) and right (to aim) analog sticks to pop yellow and red balls.
a b c d e f g h i j k l m n o p q r s t u v w x y z