Sentences with phrase «than the action button»

Early on the game has simple solutions that barely require more than the action button and the left control stick to move, but Never Alone's difficulty level is very inconsistent.

Not exact matches

A small display ad will obviously have a much smaller call to action button than a full landing page or sales page.
Long copy can do a lot more with that than a button can (usually), but thinking about POV at all when writing your call to action is clearly critical.
To get the user to take the desired action and convert, the landing page needs to have a catchy, descriptive headline, it must convince and explain why the product or service is better than the competitors, and have an alluring call - to - action button.
Concretely, button Call to Action fills more space than usually, that's why there is less space for a title.
Judging by the length of their button presses, the subjects spent more time perceiving the faces linked to negative actions than the visages connected to positive or neutral acts.
And I like that the alternate endings and the way the story plays out depends on your actions in the gameplay itself rather than just pressing one button or another in a cutscenes like in other games.
Unlike the Naruto: Ultimate Ninja Storm series which is more and more a mess of technical, balance and gameplay issues these days, Brave Soldiers delivers what is a nice, franchise - based fighting game, at first, i was expecting a simple fighting game with some button mashing, however, the game proved me wrong and i fell in love, the combo system, while easy, is a lot more deep than the one in the Naruto games, with all of the characters having two special attacks, two «burst attacks», a knock - away and a launcher respectively, a throw and an ultimate attack (called a «Big Bang Attack»), every character also has an universal dodge - action that sends them behind their enemies while spending one cosmo bar, making bar management that much precious and shielding you from a half - a-hour combo, unlike in the NUNS series, the fighting and the characters are nicely balanced, with every character being fun to play and viable at the same time, the game runs smoothly without frame - rate issues and the cell - shaded graphics, character models, arenas and effects alike are nice to the eye, battles are divided into rounds, with all the tiny nice stuff like character introductions and outros being intact (fun fact: the characters will even comment on their score after the battle), the game also features an awakening system, called the «Seventh Sense» awakening, unlike the NUNS awakening system which became severely unbalanced in the later game, every character simply gains a damage / defense boost, with the conditions being the same for all characters, eliminating situations when one character can use awakening at almost any point in the battle, or one awakening being drastically stronger than the other, the game has a story mode with three story arcs used to unlock characters, a collection mode, tournament modes, a survival mode, a series of special versus modes and online battle modes.
It is interesting in theory and combined with the skills, it makes the combat a lot more dynamic than simple button mashing that can be a problem with most action RPGs.
For Honor is their latest effort and it is a unique take on the multiplayer genre with a fighting system that often feels like an action fighter game, but with an added layer of strategy that makes the combat much more fun than simple button mashing.
Thankfully, today's connective technologies mean that modern panic buttons offer much more functionality than a basic alert; they can automate a range of actions to escalate a response quickly and discreetly.
Today's connective technologies mean that modern panic buttons offer much more functionality than a basic alert; they can automate a range of actions to escalate a response instantly and discreetly.
They work much better than inviting someone to your rambling blog with tons of links and lots of stuff to read but no obvious «Buy the book» button (aka the «call to actions.»)
One of the new formats is the Twitter Card, a type of tweet that includes more than the 140 characters + a call - to - action button!
In Cool Reader, tapping on the center of the screen or the menu button brings up more options than does a similar action in the other programs.
Overall, the analog sticks feel good — they're not too large, the standard PlayStation action buttons are small (tinier than the regular PSP, but about the same size as the PSP Go), but have just enough stiffness to them to not feel like they'll wear out too quickly and the plastic shoulder triggers are also snappy.
There is only one button per player, every game mode can be explained in three sentences or less, and there are never more than two possible actions to worry about.
While the game does have more leanings towards a pure action title than the Onimushas before it, it still lacks a jump button, which makes combat against aerial enemies a complete joke.
However, with movement tied down to the Left Stick only rather than the directional buttons, A controlling Max's rather floaty jump and the puzzle solving marker actioned with ZR and then a face button dependant on whether you are destroying or creating a new item, they don't feel particularly natural and instead occasionally come across as irritating.
Anything with a higher than 40ms response time will mean a significant delay between when you press the button on your control pad and seeing an action on screen.
We can all sit back and say how awesome it is that Kratos can rip a goats head off, but if I have to jam the triangle button 40 times, every time, than the action loses it's fluidity.
I don't see anything intuitive in that, at least not more intuitive than pressing and holding a button, just compare it with aiming, or fishing, now that is trully intuitive, the other controls are just the same, you are asociating an action, whether is pushing a button or waggling the remote, with an action on screen.
It's too bad that the action amounts to no more than button - mashing and the single - player almost feels like a cruel test of patience and determination.
This latter button combination caused more frustration than it should have, particularly for an action as frequently used as the through ball.
Not that Jade Empire is an action / RPG per se; selecting the proper attacks at the proper times is more critical than speedy button pressing and the amount of damage that you cause and take is determined by attribute - based die rolls being made behind the scenes by your Xbox.
But I expect to see more dissent than that offered by excellent outliers like Game Critics or Quarter to Three or Action Button.
Rather than manoeuvring around an enemy, selecting an attack and waiting for your character to lash out, here it's all about running about and strategically mashing buttons as you would in an action game.
The control scheme being this intuitive means that you can focus more on solving the puzzles, rather than having to split your concentration between the on - screen action and your button presses.
Then there's the control scheme: readying / sheathing weapons, sprinting and the skill menu are all mapped to the R1 button, for example, making for frequent cases where you perform the exact opposite action than you intended.
As soon as I started playing I realized that the controls seemed a bit weird, as different actions were mapped to different buttons than I was used to for games in the genre.
It also didn't make sense to input any other actions than the Klangs on the face buttons.
The action buttons are micro-switched rather than analogue, so control is not quite as complete as its big brother, but we rarely had complaint (we reserve the right to redress this once FIFA arrives).
The action seems to flow a bit better than before and still relies heavily on just mere button mashing.
This breaks up the monotony of trial and error, and gives more action to a game that focuses on brains more than button mashing.
Ristar himself is, after all, based on an early concept for Sonic that was canned for the sake of gameplay that wouldn't require the player to use more than one action button in order to do anything to simplify and speed up gameplay.
The action can still be as straightforward or as nuanced as you want: the casual player will find they are able to make their way through the game simple mashing the Square button by and large, though much of the satisfaction will be lost that way (and some of the harder mobs and fights will give them more trouble than if they were playing the game properly).
If there is more than one choice, or if the action is likely regrettable (rob the shopkeeper, smash the door, kill the puppy), then the action button should bring up a menu.
By doing this, they improved the game flow (entering a locked room just requires holding a direction rather than walk to door, hold unlock button, and then walk through door) and also increased tension - holding a button / direction that normally does something (moves) and have it do nothing but fill up a meter feels more stressful than it would have if the action was assigned to a separate button.
This is one - button rhythm action pushed far beyond the point at which one - button rhythm action should competently operate: it initially seems to be providing the basis for a complex platformer rather than a stripped - back music game.
The game uses all the face buttons for various actions, and button presses are quick, staccato, and other than movement, the action does not exude fluidity.
In the same vein, battles in SoulSilver also unfold at a quicker pace, with less lag between button presses and action than we saw in Diamond and Pearl.
The actual combat is as simple as waiting your turn and tapping an attack or ability button, so this is more of a time - killer than a deep, strategic, action - packed experience.
Controlling any of those devices and setting up notifications is straightforward via the Wink companion app, which is far easier to decipher and use than the SmartThings app, with a clean, modern dashboard for direct access to devices and sensors as well as especially handy user - created shortcut buttons to frequently used actions.
That's the good news, the bad news is that our best in action of how the interface works comes from this row of buttons that seems like it would fit better in 2012 than 2016:
It's very similar to the version in Windows Phone 8.1, but now the quick actions button listing can be expanded to show a lot more than 4 buttons.
This action RPG does a awesome job of making you do a lot more than mashing the square and triangle buttons to death.
The Action Center displays 4 Quick Actions, with an option that lets you Expand or Collapse the Action Center in order to show more than 4 buttons.
This essentially means that the company will get rid of its physical, multifunctional mBack button, and Meizu may actually utilize the phone's on - screen buttons to perform more actions than usual.
The Mamba has no fewer than nine action buttons: There's the usual left and right button on top, two large thumb buttons in tandem on the left side, and two smaller buttons in tandem to the left of and slightly below the top left mouse button.
The company's lengthy white stylus doesn't come with some of the bells and whistles of third - party styluses (like erasers or action buttons), but it more than makes up for those omissions by being, hands down, the best experience for using a pen on an iPad.
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