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.
As in most games, the left stick moves you and the right
stick moves the camera.
The right
stick moves the camera around, giving you a view of the world around you.
On a couple of stages, the C -
stick moves the camera to a different segment of the field, as these sieges feature multiple «fronts» for your assault.
Not exact matches
Three infrared
cameras would track the balls» motion and record a
stick - figure animation of him as he
moved.
The analog
stick and buttons themselves are generally responsive, and
moving the
camera is as easy as dragging across the screen.
You must use the GamePad to play by
moving with the left
stick and controlling the
camera with either the right
stick or by tilting the GamePad.
I had him
move his fingers up and down black dots painted on a wooden
stick while a real flautist played his instrument from off -
camera.
The
camera continues
moving briefly after letting go of the analog
stick.
During a cut - scene, you can press R1 to zoom in, and use the right analog
stick to
move the
camera around.
Does anyone know if we can use the right
stick to
move the
camera?
Moving around is done with the Left Analog
Stick and the Right Analog
Stick can
move the
camera.
The Left Analog
Stick is used for
moving around and the Right Analog
Stick is used for
moving the
camera.
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.
Thankfully, the update to Kingdom Hearts doesn't stop at the graphics, they've finally
moved the
camera controls to the right analogue
stick, instead of its god - awful placement on the shoulder buttons in its original iteration.
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 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.
Players can choose between different VR comfort settings having to do with the way you aim, like choosing to solely use head - tracking to
move the
camera or combining it with the right
stick, and with how respawns work.
Years of training kicked in like fight or flight instincts and I found myself
moving the right
stick to try and
move the
camera.
The control scheme is untouched here — you
move with the left
stick, controlling the
camera with the right.
General fixes • Significant improvements to the Squad Join interface • Removed FIND ME A SQUAD option • Allow players to join empty Squads alone, thus having 1/4 Squad members • Change order of options to LEAVE SQUAD, INV A FRIEND, SWITCH TEAM • Disable Privacy flag when 1 man Squad • Reset Privacy flag from Private to Public when Squad drops to 1 player • All occupied Squads will now show up colored blue on the Squad selection screen • Players who choose not to join Squads will also show up as Blue in the «Not in a Squad» line • Squads that are currently empty will display as white — if you wish to join an empty Squad, you can choose the first one marked with white text • Added round duration and ticket summary at end of round screen • Fixed sound for when climbing ladders • Fixed and issue with some weapons» sounds in first person view • Fixed a swim sound loop error • You should no longer be able to damage a friendly vehicle when sitting in an open position • Grenades now drop to ground if you get killed while attempting to throw it • Spawn protection now should work in Conquest so you no longer should spawn too close to enemies • You should no longer spawn too close to enemies in TDM and SQDM • Fix for missing input restriction during intro movie, causing players to potentially fall and die while watching movie if
moving controller (or having a controller with a bad
stick zone) • Combat areas on Kharg Island in Rush mode tweaked in order to disallow defenders to access the carrier ship after first base is taken and being able to enter the AA gun • Fixed a problem with revived players not being able to get suppressed • Fixed a problem with the
camera when being revived in co-op • Spotting VO now plays when spotting from MAV / EOD bot • Fixed several issues regarding the kill card, including showing wrong weapons used for the kill • Fixed that sometimes you would be
stuck on a black screen when kicked from server • Fixed so when a team captures two flags at the same time, the UI does not show wrong owner of the flag • Fixed a problem where the capture progress bar was shown as friendly when the enemy was capturing • Fixed a problem with the bipod deploy sound • Fixed a problem that you could be spawned in with no weapons after being killed while using the EOD bot • Fixed problems with health bars not displaying health properly when using EOD bots • Fixed a problem with flickering name tags • Fixed a problem where you could damage friendly helicopters • Fixed a problem where you could get
stuck in the co-op menu when attempting to join the session twice • You should now be able to spot explosives • You should no longer spawn in home base if your selected spawn point is disabled while waiting to spawn (e.g. if your teammate dies right before you are about to spawn) • Damage from bullets will now continue to cause damage even after the firing user is dead • Fixed several client crashes • Fixed a problem where players could get
stuck in the join queue • Fixed the repair icon on the minimal • Fixed a problem with changing
camera on certain vehicles • Fixed a problem with the grenade indicator when in guided missile mode • Fixed a problem where the machine could hard lock when joining a public coop game • Fixed a problem where the headset attached icon would not show up in the UI • Fixed a problem with the falling antenna on Caspian Border.
An example of this is the way that the analog
sticks are weighted to
move the
camera, which makes it hard to run in a straight path while dodging pedestrians since a slight
move of the analog is apparently paramount to a right turn.
The
camera is set above the play and it plays like a twin -
stick shooter, that is one
stick moves your character while the other causes him to look in the direction that
stick is pointing and shooting in that direction as well.
You can use the C
stick to
move the
camera angle at any time while the Wii version has the
camera locked.
Or, you can leave it how it's set, which has the
camera moving in set degrees every time you press the analog
stick.
By default, you can
move the
camera / aim with the Left Analog
Stick and the RIght
Stick doesn't really do anything.
The default control scheme consists of pressing R2 to accelerate; pressing L2 to apply the brake or reverse the car; holding X during manual starts; pressing triangle to activate or deactivate DRS; pressing X to manually shift up a gear; pressing square to manually shift down a gear; pressing R1 to change the
camera angle; pressing O to produce the multi-functional display; pressing L1 to produce the voice control menu;
moving the direction of the left analogue
stick to the left or right to steer your car in that direction;
moving the direction of the right analogue
stick forwards, backwards, left or right to appropriately manoeuvre the
camera angle to look in that direction; pressing up, down, left or right on the d - pad to scroll through the MFD menu; pressing R3 to chat in online multiplayer; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
Another quirk the game has is the use of the right analog
stick, which allows you to
move the
camera.
It felt a little strange having to
move my thumb down to access the right
stick for
camera controls, but it wasn't a deal breaker.
The controls are well mapped to the DualShock 4 controller with the control scheme consisting of pressing X to jump or double tapping X quickly twice to roll when playing as an on - foot character or pressing X to flight evade when piloting a ship; pressing O to interact with an object or to use the Force, build, use or activate; pressing triangle to switch from controlling one character to a nearby character; pressing square or R2 to perform an attack, holding square or R2 to aim; pressing L1 or R1 to cycle through characters; pressing L2 to dodge roll when playing as an on - foot character or pressing L2 to boost when piloting a ship; 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 or ship; 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 C -
Stick provided players with the ability to
move the
camera around Link, meanwhile the Tingle Tuner offered players simultaneous interaction with a handheld, years ahead of the Wii U GamePad.
The controls are simple, with players controlling the
camera with their heads, while
moving with the analog
sticks.
I mainly used the orbital 3rd person
camera, it can be tricky to get used to as you use a combination of the right
stick to
move the
camera around, the left
stick up and down to zoom and the d - pad to switch from cab and trailer view points, but once you get the hang of it you'll be well away, using it to check that your wheels aren't over hanging the narrow road you're on etc..
To
move the
camera you must hold the left trigger while using the analog
stick.
Menu backgrounds focus on Sebastian's office with each set of menus
moving the
camera to another area of the office, while the right analogue
stick pans the
camera as though it was from a first - person perspective.
With the Joy - Con, you
move Mario and the
camera with the control
sticks and Cappy, Mario's new companion, with flicks and twists of the Joy - Con.
The default control scheme consists of pressing R2 to accelerate; pressing L2 to apply the brake or reverse the car; holding X during manual starts; pressing X to manually shift up a gear; pressing square to manually shift down a gear; pressing triangle to activate or deactivate DRS; pressing triangle to engage the pit limiter; pressing R1 to change the
camera angle; pressing O to produce the multi-functional display; pressing L1 to produce the voice control menu;
moving the direction of the left analogue
stick to the left or right to steer your car in that direction;
moving the direction of the right analogue
stick forwards, backwards, left or right to appropriately manoeuvre the
camera angle to look in that direction; pressing up, down, left or right on the d - pad to scroll through the MFD menu; pressing R3 to chat in online multiplayer; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
You can
move the
camera around with the right
stick, but trying to do that all while trying to climb a
stick holding R2 to
move forward, holding X to pick your head up, L2 to hold tightly, the left
stick to
move Noodle's head in the direction you need to it go, and the right
stick to
move the
camera to just the right angle, only to find out that the right angle is no viewable because something is in the way, is only frustrating.
I found myself getting
stuck on more than one occasion as I tried to interact with a clue, only to
move the
camera.
In an absolute nightmare of a design decision the right
stick swaps between lock - on targets and
moves the
camera.
Players
move using the left
stick and change the
camera view using the right
stick.
PS
Move doesn't really make sense, you'll win a bit for drawing stuff, but you'll lose the precious
camera control with the lack of second
stick.
The environments look great and is presented with a 3D top - down sort of view of your character, with the ability to
move the
camera with the right analog
stick.
The
camera changes focus quite dynamically, but the participants feel like they're only
moving from waist and up, while Aloy is
stuck with an ever - so - slightly pained expression throughout.
You
move the main character with the left control
stick and change the
camera with the right control
stick.
Well, perhaps you should have used right analog
stick which allows you to
move Camera up and down or maybe look at the options before writing a review.
The online multiplayer became lagged on a couple of occasions, I had the music in one level completely drop out at one point, and I've ran into areas where I'm ready to
move on to the next part of a level but the
camera gets
stuck requiring me to backtrack to «retrieve» it.
I was not a big fan of this as the
camera angles were often unviewable while
moving around during the combat, to change the angle requires you to
move your finger from the dodge button to the right analogue
stick which can result in a punch in the face from your opponent.
Spin
moves (like Link's signature spin attack) using the analog
sticks would have relieved some stress here as the
sticks are used for
moving (left) and
camera moving / target locking / target cycling (right) through enemies instead.