Sentences with phrase «during story cutscenes»

Trauma Team is a lengthy title that makes good use of the Wii's controller options, though it does tend to drag on a bit during story cutscenes and in some of the slower gameplay modes.
During the story cutscenes Heller professes a strong concern for the civilian population, but in practice doesn't seem to think twice about collateral damage.
During story cutscenes you're given the option to react and give your opinion on the situation through dialogue options.

Not exact matches

It would take me far too long to explain everything that is wrong with this game, but to name a few: story mode is ridiculously short and incredibly easy, graphics randomly pop in and out, the touch screen is highly unintuitive during a firefight, and cutscenes are UNSKIPPABLE (this one is just nonsensical).
This craziness extended to the cutscenes as well; any costume you dress Frank in appears on him during the story, so you could be confronting a seriously scary psychopath in a woman's dress or kid's overalls, and they look about as side - splitting on an overweight grown man as they would in real life.
The video is actually rather extensive, showcasing some story cutscenes, and quite a lot of the characters (especially villains) that we'll meet during our travels in Kenshiro's boots.
It's a shame there isn't a lick of voice acting (especially noticeable during story driven cutscenes) as it's the only strike I'd afford the game's otherwise fantastic sound design.
Worst of all, the canned cutscenes mean you're forced to use specific cars during story missions.
I can't even count how many times during my playthrough that cutscenes popped up, in the middle of the action, for some crazy, story based exposition and totally ruined the flow of the action.
The game doesn't shy away from showing cutscenes that advance the story and they often look gorgeous and feature detailed character models that are not seen during actual gameplay.
World features a more persistent multiplayer co-operative experience compared to recent predecessors, with players able to jump in and out of quests with friends or strangers, before and during (aside from specific main story missions with cutscenes).
World features a more persistent multiplayer co-operative experience compared to recent predecessors, with players able to jump in and out of quests with friends or strangers, before and during (aside from specific main story missions with cutscenes).
The story is told through cutscenes before and after combat, as well as through radio chatter during the match.
Ultimate Jutsu moves are quite epic and there were a few moments during the story where cutscenes would break out during the middle of a fight for quick Quick Time Events (QTE) that involved button tapping.
Cutscenes before and after important story missions give players a clear understanding of what is at stake and the importance of any given task, and there are also audio logs and documents for players to find that provide more details about the fall of the city during the Black Friday terrorist attacks.
Going back to the story: voice choice for your protagonist only comes into play as a battle - cry; your character is silent during cutscenes, even when selecting one of two conversation options often thrown at you during key story moments, which is a bit of a downer when remembering how well the British localisation was handled in the first
Going back to the story: voice choice for your protagonist only comes into play as a battle - cry; your character is silent during cutscenes, even when selecting one of two conversation options often thrown at you during key story moments, which is a bit of a downer when remembering how well the British localisation was handled in the first Chronicles.
The voice acting during the cutscenes is pretty good; and the narration and character interaction - though brief - gives you just enough information and emotional stimulus to really enjoy these mini stories the game sets up.
These visuals are especially showcased during the game's completely over-the-top Heat Mode attacks, which offer an up close look at the combat engine's devastation (often with a healthy dose of chunky viscera) and in the game's jaw - dropping cutscenes that push the story forward.
It's a shame there isn't a lick of voice acting (especially noticeable during story driven cutscenes) as it's the only strike I'd afford the game's otherwise fantastic sound design.
Worst of all, the canned cutscenes mean you're forced to use specific cars during story missions.
HDR 10 standard is fully supported on PS4 and PS4 Pro which elevates the quality of the colour palette within the darker environments in contrast to the bright effects during combat and even throughout every story cutscene.
That nitpick wouldn't be more of a problem if the cool factor of the current roster wasn't so dampened by the general aesthetic and the strangely unappealing character designs which look at their worst during main story cutscenes.
Sound in the game was done pretty well and I felt that the characters came across as pretty believable when dishing out and receiving damage, however I thought that some of the voice overs during the cutscenes were pretty bland and did nothing to make the story feel more impactful to the viewer.
There's very little explanation given during the few cutscenes you get, so don't expect a compelling story here, if you want that then watch the anime.
Free downloadable content includes the Forthog Orcslayer as a tribute to Monolith Productions executive producer Michael Forgey who passed away during development of Shadow of War and a 4K Cinematic Pack which allows players on PS4 Pro to experience the story cutscenes in native 4K resolution.
It is kind of disappointing to see the exploration take a back seat during the story, relegating players to end up simply running from point A to point B and trigger a cutscene / fight.
Constantly mired in endless cutscenes and cinematics, it almost felt like I was more of playing a mini-game during a very preachy, self - absorbed story line.
The story of Tiny Metal is told during simple 2D cutscenes that play between battles, and often overlay during gameplay.
There were also very poor animations during cutscenes that didn't match up well and this was very apparent when playing through the story.
Voice acting during gameplay and story mode cutscenes have decent humour.
Very little of it is cutscene, as it heavily implements quicktime events and rails during these story - driven segments.
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