Sentences with phrase «where analog sticks»

There are 20 year old adults who don't remember a time where analog sticks were not a standard part of videogames!
My only complaint so far is that in games where the analog sticks are used for teleporting, I'd accidently nudge one of them, making me miss important shots.
Because of the screen's sheer size, and the added area where the analog stick and buttons lie, you can not use your thumbs to play.
with better boss battles, an overworld map, and the much - hyped «2 Girls, 1 Controller» mode, where each analog stick controls a separate Ms. «Splosion Man.
Add to that the replayability through finding secret levels, collecting all of the shards in each level, and the complete mind - f *** that is the single player mode where each analog stick controls one of the characters, and you have yet another indie title that is destined to become one of the classics that PlayStation gamers will talk about for years to come.
The developers implemented the mechanics similar to a fighting game, where you can cancel your normal attacks into a special attack when timed correctly and perform different attacks based on where the analog stick is positioned.
It sits on the right side of the controller where an analog stick would appear on an Xbox brand controller.

Not exact matches

There were several times where I was stuck on a menu, pressing every single button and wondering why nothing was happening, only to realize that there was a hand cursor I had to drag around and click on buttons with (using the RIGHT analog stick).
There were plenty of times where I jumped for the left analog stick just trying to move around, but instead of walking, I am sprinting all over the place.
Heel Slide This technique is similar to Stiletto, where you have to push left analog stick in enemy's direction twice and press kick.
In a way the submission mini game here, where you have to move you analog stick in the correct direction, is very similar to the one that was in EA MMA a few years back.
You use the analog stick to direct where he will go, and he can bounce of things or collect things to continue progress.
We did not get to try any first person shooters with the DS4 however, and that is where the real test of the effectiveness of the analog sticks come in to play.
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.
For example a fast ball is straight back and forth where as a curve will have your rotating the right analog stick.
It can often be difficult to judge exactly where you need to have the analog stick pointed in order to shoot an enemy, even with the provided laser sight that helps significantly (especially if the enemy is entrenched directly behind your character).
It's not that the JoyCons are a bad option, but the analog stick can be twitchy with some games, like Splatterhouse, where I died embarrassingly because I wasn't able to duck properly.
Where the analog comes in is in its aiming mechanic, allowing you to select any individual angle you want (unlike in Super Metroid, where you're stuck with one of 8 aiming positions, if memory serWhere the analog comes in is in its aiming mechanic, allowing you to select any individual angle you want (unlike in Super Metroid, where you're stuck with one of 8 aiming positions, if memory serwhere you're stuck with one of 8 aiming positions, if memory serves).
It has a D - pad on the front, 2 analog sticks — which are true buttons that you can press, a start button, a back button and a mode button — which can switch between flight modes where you will control the game with the analog sticks.
Further, the D - pads allow you to control your point of view and you can press it again to switch to the sports mode — where you can use the D - pad to control your movement and the analog sticks to control your point of view.
Not some phantom analog stick that is somewhere on the left side of the screen, but you're not quite sure where because your character is not moving and you just called your Aunt Cindy four times trying to jump over the first pit in the game you're playing.
Even though it looks a lot like The Legend of Zelda, the way Isaac attacks is more along the lines of something you would find in Resogun, Geometry Wars, or Super Stardust HD, where the right - analog stick is used to fire projectiles in any direction.
You'll find many instances where controlling the speed of your walk with the analog stick to be invaluable for sneaking up on enemies or being able to get through menus in a flash in the middle of combat.
Usage of the gamepad can be more difficult in some attraction than in others, such as in Animal Crossing: Sweet Day where the two analog sticks control separate characters, or in Metroid Blast where the player has to control a vehicle.
Full control is offered over the game, with every pass, through ball, tackle and shot left to the player, and accessible through either the analog stick and buttons, or by a new touch - screen control system where players use the stylus to move their players.
- demo has been downloaded over one million downloads - over 45k survey responses - run by pushing the analog stick all the way - hold B to run even faster (although random enemy encounters go up to balance this)- fast travel option - adjustments to designs of the environment based on the issues with visibility, especially in dungeons - traversable areas stand out, adjustments to wall and floor color, and visible landmarks, and more - radar that points players towards entrances, exits and important places - improved visibility - adjust screen brightness - adjust HD - 2D filters - fixed issue where it was too easy to accidentally overwrite your save - 9 save slots and 1 autosave slot - adjusted text size and streamlined the UI - skip scene option - option to replay cutscenes - option to change text speed - game balance refinement so that battles provide a good challenge, but are not overly frustrating - battles with a full party of four and more important elements have not yet been shown
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.
As the player assumes the role of the planet, the usual controls you see in most 2D side - scrolling platformers where you control the game's character using the D - pad or analog stick don't apply.
In this mode you control a contact zone where you use the left analog stick to swing in this area.
Could the combat of the show — where players become their avatars in a VR simulation — truly translate to an input system of analog sticks and shoulder buttons?
Another aspect, the exploration, works in 2D: you walk from left to right until you reach a room with more connections, from where you must choose (with your right analog stick) to what direction you want to go.
Probably the best executed game in terms of showcasing new tech is Ball Counting, where each Joy - Con simulates being a hollow box with small balls rolling around inside, and players guess with their analog stick how many individual spheres are inside.
Your base is at the spot where you started and by rolling the ball towards you (using the analog stick) you then begin to see where the Krinkles are coming from.
In moments where I had to move fast, often I'd have a landing space in mind and the high sensitivity of the analog stick would land me a short but lethal distance from where I wanted.
It is a brilliant single - life, trial - and - error, skill driven, analog stick trick, pixel art game right where it belongs — exclusively on Vita.
The movement and camera look have been mapped to the left and right analog sticks, and down on the d - pad is mapped to mind's eye (where you can see damage levels and the different interact - able parts around the map).
Therefor it would be symmetrical using the a left - analog stick placed where the d - pad is.
There were plenty of times where I jumped for the left analog stick just trying to move around, but instead of walking, I am sprinting all over the place.
Adam is a little slow with his running speed, and there are times where it feels necessary to shove the analog stick as far as it will possibly go for him to get any sort of momentum going.
The controls promote fast paced footwork by utilizing the dual analog sticks where one controlling player movement and the other control his foot.
Using a controller, the left analog stick is set to move while the right stick will change the direction of Viktor's aim and where he is facing.
Let's face it, this isn't the most technical racing game, and personally I found the analog stick and trigger combination - and the way it's been tuned so far - worked perfectly for this game, where powersliding, quite ridiculously, for miles at a time is the order of the day.
In All - Play if you don't use the nunchuk players will run where they see fit; plug in the nunchuk and you control your player with the analog stick.
The analog stick gives you a cursor to place exactly where you want the ball to go from the get go, making it easy to line up the shot.
I may have had my eyes and ears wrapped up in Ragnarok's vision, but trudging as I was with the analog stick — swiveling my head to catch glimpses of nearby trees or distant mountainous shots with my own head, there were times where my legs felt pushed, compelled, into the World like my whole body was entering the fictional realm.
Corbetta: I have an eight player mode where there's four controllers, and the right analog stick and left analog stick each control a player.
But when we saw games like Red Steel (crappy as it was), immediately people thought of light sabers and Master Swords and first - person shooters where you point at the screen rather than dual analog sticks.
The zone analog batting option combines the analog controls by using the right analog stick for the stride and swing with the left stick controlling where the swing will be.
The non-final hardware has a simple four - button pad where the eventual controller will have a color touchscreen, but you can certainly see how the twin touchpads hold up as analog stick alternatives.
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