Sentences with phrase «stick control scheme»

Featuring a unique dual - stick control scheme, for both melee and ranged combat.
A new left - stick control scheme makes delivering a game - changing hit simpler than ever.
Once they get old enough to figure the whole two analog - stick control scheme (or mouse - keyboard combo for PC enthusiasts) for moving about in a 3D space, Minecraft is like kiddie crack.
SSHD combined a thematic setting similar to the classic Asteroids blended with the twin - stick control scheme of Robotron.
Then, you'd probably say it has a twin - stick control scheme.
Uses a two stick control scheme, Left to move around the ball and the right stick flicked back then forward for shots.
Yar's Revenge uses a dual - stick control scheme similar to that of Rez HD or After Burner Climax where you move your player with one stick while targeting with the other.
Working with a twin stick control scheme, each battle simply boils down to literally running around in circles to avoid enemy projectiles / get around their front shield, and then blasting them with your chosen spell.
You have a full 360 degree twin - stick control scheme to rely on, which is decent enough to see the adventure through.
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.
You're right, we can definitely expect a «better on New 3DS» campaign with games that offer extra C - stick control schemes and Amiibo support, but processing power is a tough thing to take advantage of without releasing a whole new edition.

Not exact matches

Even without twin stick controls for a shooter (more of an exploration game) it holds up well in the control scheme.
The control is extremely simple, you just need to use the L / R sticks, what for me is great (I don't like having to memorize 10 buttons control schemes), and the difficulty level is adequate, I'd say 7 in a 0 - 10 scale.
Moving the analog stick in any direction will cause Jet Li to attack in that direction, this control scheme although having a bit of a learning / getting used to period does work well when you get to fighting multiple enemies.
The controls do take some time to get used to; it is still weird at times not to use any face buttons, but the fact that the game manages to successfully use the analog stick to make a very successful control scheme for the game.
As you might expect from a twin - stick shooter, Circuit Breakers» control scheme is rather primitive.
Tachyon Project is a twin stick shooter inspired by classic games of the same control scheme.
The new control scheme does still require a certain degree of finger gymnastics in order to perform particular techniques, but by moving each offensive move to the face and shoulder buttons, the right stick is freed up to be used exclusively for ducking and weaving, while the left stick is dedicated entirely to movement, allowing you to throw strikes and move at the same time.
It will also benefit from a proper control scheme, with the Joy - Cons / Pro Controller possessing analog sticks and buttons; this, of course, is much better than touch and motion controls.
As you may have noticed EA has a huge love affair with the analog sticks and this is apparent with the new control scheme.
The stellar action game was only held back by some awkward control schemes, and an updated version utilizing dual - stick aiming could be something really special.
Thankfully you can use control scheme type C to play with the left analog stick, triangle, and cross button.
Two other controls schemes are available, one replacing the shooting stick with a button, and for those looking for an ea...
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.
This is done with an overhead perspective and a control scheme similar to a twin stick shooter.
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.
The control scheme is clunky and cumbersome, revolving around single - stick movement that harks back to the bad old Resident Evil: Code Veronica days.
There are two alternative control schemes that swap around the face buttons and d - pad and an entirely customisable control scheme to change the feel of the controls to your own personal preferences with a southpaw option that swaps the left and right analogue sticks around on any control scheme, while a further option swaps ducking and hopping from the right analogue stick to the left analogue stick.
Seriously though, this is what the control scheme should be: Fighter mode should control like ace combat, with the left stick controlling roll and pitch, and the left trigger and bumper (or L2 and L1) controlling throttle.
The controls are well mapped to the Vita with the control scheme consisting of pressing L or R to scroll between special characters; pressing X to select or activate powers and accept in menus; pressing O to cancel in menus; changing the direction of the left analogue stick or alternatively pressing left or right on the d - pad to switch power selection; changing the direction of the right analogue stick to pan the camera; and pressing start to display the pause menu and skip cutscenes.
As far as the actual control scheme goes, you move around in the menu or the grid with the Arrow Buttons or either Analog Stick, and can highlight words by holding down the A button.
The controls are well mapped having translated appropriately from the Vita to the DualShock 4 controller with the control scheme consisting of pressing triangle to produce the contents of your inventory; pressing square to examine an inventory item, a character or part of the surrounding environment; pressing X to start or continue a conversation with a nearby character, select an item, use an item or walk; pressing O to cancel the selection or usage of an item; changing the direction of the left analogue stick to move the cursor; changing the direction of the right analogue stick to pan the camera to the left or right; pressing left, right, up or down on the d - pad or alternatively changing the direction of the left analogue stick to navigate through the inventory items; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu including immediate access to the main menu, hints, character gallery and saving.
The controls are appropriately mapped to the DualShock 4 controller with the control scheme consisting of pressing X to jump or double tapping X quickly to double jump; pressing O to build LEGO objects or interact with an object or holding O to perform a Spinjitzu attack; pressing triangle to switch from controlling one character to a nearby character or holding triangle to enter the character wheel; pressing square to perform an attack or holding square to perform a ranged attack; pressing R1 or L1 to cycle through to the next or previous character; pressing L2 or R2 to perform a dodge roll; changing the direction of the left analogue stick or alternatively pressing up, down, left or right on the d - pad to move your selected character; changing the direction of the right analogue stick to pan the camera or pressing R3 to centre the camera; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
The default control scheme consisting of pressing R2 to fire a weapon; holding L2 to aim down iron sights; pressing R1 to utilise alternative fire or block; pressing L1 to throw a grenade; pressing X to jump; pressing square to reload or holding square to heal; pressing O to use or holding O to weld a door; holding triangle to enter weapon select; pressing up on the d - pad to equip healer; pressing down on the d - pad to toggle flashlight; pressing left on the d - pad for voice comms; pressing right on the d - pad to throw dosh; pressing L3 to crouch or sprint; pressing R3 to perform a melee on an enemy; changing the direction of the left analogue stick to move; changing the direction of the right analogue stick to look around your surroundings; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
The controls are appropriately mapped to the DualShock 4 controller with the control scheme consisting of pressing R2 or alternatively pressing square to fire Rad's blaster; pressing L2 to use the aim lock; pressing O to perform Dusty's slam; pressing triangle to use such as entering passages; pressing X to jump; changing the direction of the left analogue stick or alternatively pressing up, down, left or right on the d - pad to move Rad when exploring a level or Dusty within the Pixelverse; changing the direction of the right analogue stick to aim Rad's blaster; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
It was built on the same powerful engine as Killzone 3, and it enhances the familiar twin - stick FPS control scheme with touch pad functionality for interesting new gameplay possibilities.
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.
The controls are appropriately mapped to the DualShock 4 controller with the default right handed control scheme consisting of pressing R2 to fire right weapon; holding L2 to aim down iron sights or pressing L2 to fire left weapon when dual - wielding; pressing R1 to throw a grenade or holding R1 to display the weapon wheel; pressing L1 to lean around cover; pressing square to reload ammunition or interact with an object; pressing triangle to cycle through to the previous weapon; pressing X to jump; pressing O to crouch; pressing up on the d - pad to toggle dual - wield; pressing left or right on the d - pad to toggle left or right weapon upgrade respectively; pressing down on the d - pad to receive an objective waypoint marker; changing the direction of the left analogue stick to move; changing the direction of the right analogue stick to aim; pressing L3 to sprint; pressing R3 to perform a silent takedown or throw a hatchet; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
The controls are well mapped to the DualShock 4 controller with the control scheme consisting of pressing X to jump; pressing O to interact with an object or to cast a spell from the spell wheel, build, use or activate; pressing triangle to switch from controlling one character to a nearby character, holding triangle to show spell wheel; pressing square to cast magic, holding square to aim; pressing L1 or R1 to cycle through the spell wheel; pressing L2 or R2 to cycle through characters during freeplay mode; changing the direction of the left analogue stick or alternatively pressing up, down, left or right on the d - pad to move your selected character; changing the direction of the right analogue stick to move the camera; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
The controls are appropriately mapped to the DualShock 4 controller with the basics of the stand up control scheme consisting of pressing square to throw a left punch; pressing triangle to throw a right punch; pressing X to perform a left leg kick; pressing O to perform a right leg kick; holding L1, L2 or R1 while throwing a punch or performing a kick to apply a technical, body or signature modifier respectively; holding R2 to block opposing punches and kicks to the upper body; holding R2 and L2 simultaneously to block opposing punches and kicks to the lower body; changing the direction of the left analogue stick to manoeuvre your fighter around the cage; changing the direction of the right analogue stick to move your fighter's head; pressing R3 to switch stance; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
Giving the game the modern - day third - person treatment, a new control scheme allows players to move our protagonists in the direction the analog stick is being pointed.
However, the lack of control optimisation can be forgiven due to the fact that important elements of the control scheme including technical and signature modifiers are mapped to L and R respectively, while the potential of re-mapping anything from the rear touch pad to the touch screen in such a technical fighting game could have possibly been more problematic as the player would need to utilise both analogue sticks at times.
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.
While the unusual control scheme doesn't take long to wrap your head around, the lack of precision in the console's stick leads to frustrating instances of misread inputs and woeful errors.
In fact there are three different control schemes including a digital analog stick, more generic left and right buttons, or gyroscopic tilt.
According to the control scheme, it's done by move the right stick left and right, but that only does a tiny roll movement before it to yaw instead of roll.
In the default control scheme, you're required to hold down the L button, and tilt the Analogue stick left or right, then shoot.
The Classic control scheme pulls a page directly from Asteroids «s playbook — The left stick rotates your craft; the R button activates thrusters; a third button (X or O) fires your guns.
The control scheme is untouched here — you move with the left stick, controlling the camera with the right.
The analog «sticks» don't press in as their own buttons, meaning a lot of conventional first - person shooter control schemes won't have their sprint button or melee / crouch buttons.
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