I've had no issues with the controls (though there
is a sprint button for some reason, and back in my day you didn't have to hold an extra button to make Sonic run fast, that's all he knew how to do) and graphically the game looks alright, the camera is zoomed out a bit far, but the frame - rate stays smooth at all times, though the 3D effect is barely noticeable even when the slider is at max.
Annoyed, I pressed ESC to back out without remapping the control, but the game decided instead that I wanted ESC to
be the sprint button.
While there
is no sprint button, quickly sprinting and then scaling just about any surface is doable.
There
's a sprint button, an attack button, a jump button, and a Murfy button.
Not exact matches
If that
's all Game Night
was, it'd fall dutifully in line with countless other comedies in which
buttoned - up suburbanites take a walk on the wild side that, by the third reel, breaks out into a flailing, headlong
sprint.
Whether it
's a main quest, side quest, hunting challenge or collectible search, you
're almost never going to hit a long stretch without something to do other than hold the
sprint button and run.
There
's not much the player can do more than to hit the
sprint button when on an open breakaway against a slow defense only for them to
be tackled, or press X to play a short pass only for your teammate to decide that he
's going to move to another space on the pitch during the middle of the pass.
This means that in conjunction with the optional Doppelkupplungsgetriebe (PDK) and the active Sport Plus
button, the Boxster GTS
sprints from 0 - 100 km / h in 4.7 seconds, whilst the Cayman GTS
is even a tenth of a second faster.
The breadth of customizable options
is impressive like one
button drop shots, jump shots or auto
sprint, but some mods only work on Call of Duty games like quick knife.
Probably the greatest addition to the controls
is the most insignificant to many players, but when I discovered that Link can now
sprint when the A
button is held, I
was ecstatic.
It
is definitely not fun to have to solve a puzzle that requires you to walk up and down a long pathway with no
sprint button at least three times.
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 easy to master as they
are as responsive and intuitive as the first Destiny with the default control scheme consisting of pressing R2 to shoot; pressing R1 to perform a melee attack; pressing L2 to aim down the weapon's sights; pressing L1 to throw a grenade; pressing L1 and R1 to perform a super ability; pressing X to jump; double pressing X to engage thrusters in order to reach greater heights; pressing O to crouch; pressing square to reload; holding square to interact with an object; pressing triangle to change weapon; pressing up on the d - pad to wave; pressing right on the d - pad to dance; pressing down on the d - pad to sit; pressing left on the d - pad to perform a customised movement; changing the direction of the left analogue stick to move your character; pressing L3 to
sprint; changing the direction of the right analogue stick to look around your surrounding environments; pressing R3 to highlight a player; 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 default control scheme consisting of pressing R2 to fire a weapon; pressing L2 to aim down sights; pressing R1 to throw a grenade or use lethal equipment; pressing L1 to use tactical equipment; pressing X to jump or mantle; pressing square to reload or use an object such as opening an unlocked door, breaching a locked door or entering a vehicle; pressing O to crouch, go prone or dive; pressing triangle to switch between your primary and secondary weapons; pressing up on the d - pad to activate a morale ability; pressing down on the d - pad to perform a specific action; pressing right on the d - pad to use a first aid kit; pressing left on the d - pad to use a weapon skill; pressing L3 to
sprint or use sharpshooter; pressing R3 to perform a melee attack on an enemy; changing the direction of the left analogue stick to move forward or backward and strafe left or right; changing the direction of the right analogue stick to look up or down and rotating left or right; pressing the share
button takes you to the share feature menu; and pressing the options
button to display the pause menu.
IRNV (IR 1x): An IR Enhanced Night Vision Scope for low - and no - light situations, the IRNV scope can
be steadied by holding the
sprint button when aimed, or by using a Bipod.
The PKS - 07 can
be steadied by holding the
sprint button when aimed, or by using a Bipod.
Eventually, a system involving holding down the
sprint button was created, a smart
button that allows you to get over objects without effort by charging toward them.
The Rifle Scope can
be steadied by holding the
sprint button when aimed, or by using a Bipod, but can reveal your position when aimed at enemies.
Also, the pressure
button allows you to shadow an opponent, however, it
's not possible to
sprint while doing this.
The B
button at the bottom
was used to
sprint, and a circular green meter would appear near Link every time it
was used, an element taken from Skyward Sword.
The controls
are appropriately mapped to the DualShock 4 controller with the control scheme consisting of pressing R2 to shoot base ammo or throw an item; holding R2 to craft base arrows; holding L2 to aim or submerge in water; pressing R1 to shoot special ammo; holding R1 to craft special ammo; pressing L1 to heal; pressing X to jump or climb; pressing square to interact with objects, use a climbing axe for grip on tough terrain, throwing a grapple axe or reloading; pressing O to scramble, roll, drop or swim; pressing O when aiming to dodge; pressing triangle to perform a melee attack or finisher; pressing up on the d - pad to select bow or cycle special arrows; pressing left on the d - pad to select a shotgun; pressing right on the d - pad to select a rile; pressing down on the d - pad to select a pistol; pressing L3 to
sprint or shoulder swap when aiming; pressing R3 to focus on Lara's survival instinct or zooming when aiming; changing the direction of the left analogue stick to move; changing the direction of the right analogue stick to adjust your aim or look around the environments; pressing the share
button takes you to the share feature menu; and pressing the options
button to display the pause menu.
Moving the analog stick only caused the character to walk, while jogging required holding down a
button that needed to
be mashed for a full - on
sprint.
Sonic
is able to move at a slower speed, or hold a
button to
sprint — however, new to the game
is the ability for Sonic to lose a life if he hits a wall when moving at high - speed, and also to fall off of the stage if you take wrong turn - while it adds an element of risk to speed, it spoiled the flow of Sonic's speed for me — something that
is core to what I personally love about the series.
Most of the action
is handled with the left joystick to move and the X
button to jump (double tap to float) and the Square
button to hit / kick, and the L trigger makes Rayman
sprint, which comes into play in certain levels.
Since we
were so inspired by Mario games, we automatically included two running speeds: a slower default and a
sprint that
was enabled by holding down a
button.
In practice, we found that all our test players
were playing the entire game with the
sprint button held down, because there
was no advantage to moving slowly.
Automatic
sprint removes a barrier for disabled gamers who
are traditionally required to simultaneously move a character forward while pressing a
sprint button.
According to Mintoff, flight handling has
been designed to resemble ground controls, so the ship has RCS thrusters so that you can strafe, while hitting
sprint operates boost, the jump
button is up and crouch
is down.
The mouse sensitivity can
be altered for the camera controls and there
are certain toggle features you can turn on for
buttons like
sprint.
This simplicity seems to
be the core from which Titan Souls» gameplay draws from, with only two
buttons to
sprint, roll and fire your arrow, alongside fully 3D controls with the analog stick or D - pad.
This may
be a bit more thematic than most of the above ideas, but I always really enjoyed the active reload in the Gears of War series and, similarly, the active «
sprint button» in Tomb Raiders Legend.
Holding down the
sprint button gives him a much - appreciated kick up the bum, but it only lasts for about ten seconds before he has to double over in exhaustion and clutch the stitch in his side, maybe sit down and have a cup of tea while he
's at it.
The controls do feel a bit tight, neither Mordecai nor Rigby can
sprint on their own the player has to press and hold the Y
button to
sprint.Though in a game like this that does make control of the characters on screen cumbersome in spots, especially with the tight and precise jumps that
are needed to
be made through a single level.