Console versions of the game eschew most of the traditional methods of control, making minimal use of the face buttons on the controller, instead using twin analog sticks for almost all player actions. The left stick controls movement of the character, and the right is used for context-sensitive actions. For instance, when Lucas approaches his table at the diner in the opening scene, one direction may cause him to take a seat, while another makes him examine his bill, and a third lets him pick up his drink and take a sip. The available options are displayed with simple diagrams at the top of the screen. More complex motions, such as climbing a fence or spinning a yo-yo in "around the world" fashion, require controller motions akin to those used for special moves from conventional fighting games.During the tutorial of the game, game director David Cage instructs the player to move the thumb-stick slowly when opening a door, to maximize immersion, making it clear the prevalent use of thumb-sticks in the game was intended to increase immersion. On the rare occasions in which the face buttons are used, the buttons never directly control character actions; rather, the buttons are used to interact with menus and user interface.Lucas's mental state deterioratingThis includes changing between characters, navigating menus in computer systems, and displaying the "mental health" of the character.On the PC the game can be controlled by keyboard and mouse, with key movements and mouse gestures used in conjunction in lieu of analog control sticks, but Windows gamepads with analog sticks are also supported.There are also large action set pieces, which are completely scripted, but do require reflexes to complete. During these scenes, two circular diagrams with colored segments (resembling the electronic Simon game) are superimposed over the full-motion animation, each one corresponding to one of the analog sticks. The diagrams depict sequences of control inputs, which the player must mimic in order to maneuver the character out of danger. It is similar to the game-play of Dragon's Lair or the Quick Time Event sequences in Shenmue. These action events are the points in which the game story may fork, choosing different options will result in different outcomes. Eventually the story will reconvene, as many dialogue trees do.
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