![]() Virtual gamepad mode helps address this, but is a bit clunky itself and it remains frustrating to poke poke poke the screen. As it stands however, touching a sentinel robot just a few pixels off not only fails to target it, it **steps toward** the sentinel, ensuring your demise. If it were only 50% larger in radius I’d give this game a 5+ rating. This is a great game with just about one flaw: the touch area for selecting objects is too small, especially in the default tap-to-move mode. Great game, frustrating controls at times. Please i want talos principle to be CRISP AND HD! My phone can handle it its my phone not yours Other games give you a warning if you turn up the graphics really high. Its not developers job to worry about peoples phones overheating. Iphone 8 plus screen is 2200x1200 or somethingĪnd considering iphone8 plus is more powerful than ps4/xb1 and scores 40% higher than a 7th gen intel i5 on geekbench. Talos principle uses a resolution of 1472x828 I understand/appreciate the optimizations to the visuals and can stomach the lower res textures. talos principle looks super blurry in comparison.Īll the other games appear as crisp because they use the real iphones resolution. It looks blurry compared to other gamesĪfter playing jade empire, gta:sa, monster hunter, bully scholarship edition then coming to this. It did not even take 1 second to realize this game uses a scaled resolution on iphone 8 plus. This new setup is better regarding the buttons and overall feel, but devs please, checkout the Deadspace iOS game for an example of what I mean for optimal FPS touch screen controls.Įdit: holy crap!!! You’re new method as far as grabbing and using things is spoiling puzzles!! The “Touch icon” method for beams and boxes is not bad but it’s showing secrets in the distance too!!!!!!!!!!!!!!!! Also, please let us 3D Touch and move the jump and grab buttons on our own. It’s pretty much muscle memory at this point that when emulating a virtual analogue stick, once your thumb hits the screen, that’s where the origin/pivot point is. There are no graphical representations for the stick itself. The screen is divided in half the whole left side is the left stick and the whole right side is the right stick. ![]() I would like it if the game pad method adopted the split screen analogue setup without the overlay for the left stick as an option:
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