Almost any modern game you can name, button held down to go faster than the full tilt of the analog stick. Other hold function that might have been assigned therefore impossible. That button nearly always used for dodge, since full run is logical extension of dodge, but means every game is now way more about dodging and it's not enough to move around and position yourself well with the stick anymore. Attacks track you anyway, because they really want you to use that run button. Some of these games don't even let you jump, because RPG elements in everything means one of the other face buttons already dedicated to item pick up or use. Usually face button is run, meaning camera can't be as easily and comfortably manipulated. Additional features then need to be inserted to balance this full run: stamina, fog walls that keep you in the fight, stamina... But in nearly all of them player can still sprint past/around all the enemies, because run button is that OP.
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