Sentences with phrase «with right stick»

They're minor to be sure (save points are occasionally too scarce, controlling the camera with the right stick takes a bit of getting used to), and are certainly just the result of game design conventions gradually changing over time, but taken as a whole these issues prevent Okami HD from earning a perfect score.
It works as well as any other title, with a reasonable range of movement all controlled with the right stick plus rotational snap movement.
It's often hard to maneuver with the right stick and just never feels normal.
Like pictures on the XMB, you scroll through with L1 and R1, and zoom in with the right stick.
While everything in Superhot controls like an FPS — you aim with the right stick and move with the left, for example — the actual challenge has little to do with your aiming skills or your reflexes.
Racing borrows core mechanics from 2009's MX vs. ATV Reflex, allowing players to steer their vehicle with the left analog stick, while shifting the rider's weight with the right stick.
Furthermore, knowing which weapon you're selecting is not as easy as it should be thanks to a faint visual cue that should have had higher contrast or some animation to make it instantly clear which gun you're currently hovered over with the right stick.
With the Right Stick, you're encouraged to be inquisitive about your surroundings, where small magnifying glasses will designate areas or items of interest.
Flicking between stances with the right stick, holding your weapon in any of the three will ensure you're blocking any enemy attacks coming from that direction.
Hold LT, aim with the right stick and let loose with Shine's revolver - like heavy, single shots.
Luckily, the controls allow for this with the left and right D - Pad buttons bringing up either the melee or shield choices which you can thumb through quickly with the right stick.
If feels a bit odd to play a traditional shooter like this, having to sweep and aim with the right stick to pick off the gnats while focusing on navigating the tightly woven bullet streams, but the game controls fine aside from some potential sensitivity issues inherent with the analog control notwithstanding (Score Rush supports digital control for movement but not for shooting).
The view of the board is top down, with 3D pieces and movements, and the view can be altered with the right stick, swooping down and around the pieces for better perspectives.
With a right stick firing system like Contra and others before it, it can get hairy from time to time but if you have good coordination the shooting shouldn't be too much of a problem.
The speed of looking around with the right stick is painfully slow.
You control your character with the left stick and aim with the right stick.
Plus you have to moving an aiming marker over the target with the right stick and then fire.
This time, you aim your weapons with the right stick while moving with the left leaving you with ultimate control much like a twin - stick shooter.
You control with your left stick and can shoot 360 degrees with the right stick.
Controls have a couple of default layouts, being that you can use the triggers for throttle and front brakes, but you can choose to control both those with your right stick pressing it forward to make you accelerate while pushing backwards will use the brakes to slow you down.
Camera angles aren't fixed and you can control the camera with the Right Stick.
Holding down on the d - pad brings up your selectable options, which you choose with the right stick.
The game features a switching mechanics associated with the right stick on the controller, with characters swapping in and out of the battle on the fly, giving more options when it comes to successful attacks and special strikes.
Managing your speed, airtime, and turns are critical as you control your direction with the left stick, and the weight of your rider with the right stick.
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.
You control your laser beam with the right stick while traversing the single frame «arena» with the left stick, carefully avoiding the waves of enemies that spawn until you're dead.
There is a small amount of combat which you overcome with your gun — the mechanic for this is simply, aim with the right stick and hit R2.
On some screens you'll notice that you get a cursor that can be moved around with the right stick and though it's clunky, it works.
You run with the left trigger, pick up items with the right bumper, use items with the left bumper, crouch with the right stick, jump with A, throw items with the right trigger, and scroll through your inventory with the directional pad.
The shooting mechanic is fairly solid too and is utilised by aiming with the right stick and feels finely tuned, but it can occasionally suffer with being over sensitive when encountering some close combat situations.
They are the toughest and when moved with the right stick and are able to send enemies flying in the air when they collide.
Combined with the zero gravity nuance, this is a finicky combination that can produce a fair bit of discomfort (with right stick movements restricted, zero gravity movements a full 360 degrees).
So, you move with the left stick, aim with the right stick and use your spell with R2.
Players have to hold a button in order to equip the one - shot energy weapon, aim a nearly non-existent laser pointer as it's pretty much invisible with the right stick, and hope it lands on its target as it seems to always miss.
I can spin the camera around with the right stick, drop in and out of the impressive photo mode, but that's it — I've become a statue, and it's happened so late into the game that I don't really want to start over.
And you get a brand new dodge option with the right stick, which will be particularly helpful when you're running from the elites that you can't quite target the way you want.
This is achieved by locking on with R1, selecting a target point with the right stick and then launching yourself at the behemoth before unleashing a timed strike.
Would be nice with the right stick but maybe it would make the game too easy.
Well now that the PS vita is out, maybe somebody could download the portable armored core and see how it plays with a right stick?
Innovations include the fact that while you move your paddle with the left stick, you can lean it left or right with your right stick.
You've got the usual throttle, brake and steering options, but to win races you'll also have to learn to control the riders weight with the right stick, the bikes clutch with LB and learn about using seat bounce to perform braking turns and get the most out of jumps.
You control the direction the protagonist runs with the left stick while controlling the direction that he is firing in with the right stick.
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.
By default, the look with the right stick was so sensitive that if you even breathed on the stick you would spin around really fast!
I was equipped with a gun and with the right stick, you point out the enemy in the background (or on your 2D plane should they make it that far) and a target reticule locks too them.
Three key controls are how the left trigger is used as your propulsion key in conjunction with the right stick; the ability to pick targets from a minimally cumbersome dropdown list; and that you can speed up time to automatically cover long distances.
While you're choosing attacks with the left analogue stick, you'll also constantly be steering Igniculus all across the battlefield with the right stick.
Aiming and shooting could be inconsistent — you'd automatically lock onto an enemy in view and could switch between them with the right stick easily, but when shooting it'd be difficult to work out the best way to take them down.
The controls have also bee updated too, with the right stick able to cycle through locked on targets (flipping the stick up will target larger enemies).
In the two player story mode puzzles you can control two bots, one with the left stick the other with the right stick.
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