![]() Changing cursor orientation isn't usually necessary, so this awkward scheme didn't get in my way too much. ![]() Players can use the d-pad to move the cursor around the screen and the analog stick to look around as you would in any other FPS. The story mode of Razing Storm is more tolerable when played with a DualShock, but looking around and aiming are still done separately. "Frustrating" is an appropriate word here. Once I did find that spot, pointing upwards would often cause my character to look up as opposed to duck down. Sometimes I would be close to death and desperate to enter cover, but I just couldn't nudge my character into the sweet spot that would even allow me to take cover in the first space. This system is atrocious and extremely unreliable. Pointing back down will pop the hero out of cover and allow players to shoot. Players need to position themselves perfectly at these points, and then point the Move controller upwards to enter cover. ![]() Furthermore, there are pre-designated cover points marked by glowing green arrows all around the game world. It didn't have the fluidity you need for precision shots. Pointing to the edge of the screen will cause the camera to rotate, but this control method just didn't feel right. In this mode, players can control character movement and shooting, but playing with a Move controller is terrible. Razing Storm itself has a full story mode that plays like a first-person shooter. I personally prefer having more control than less control, but an on-rails shooter can still be entertaining if it's well designed. ![]() Gamers have very different reactions to the idea of being on-rails. Movement is all scripted, so players can focus on unloading clip after clip to save the United States (or find magic treasure, depending on the game). Play In almost every mode across the three games, all you need to do is point at the screen with your PlayStation Move controller and pull the trigger to shoot. ![]()
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