Sentences with phrase «best dialogue in the game»

Not exact matches

By the time we reach the climax, when the survivors return to Mexico with an exorcism plan in mind, the dialogue becomes so chokingly thick with exposition, the game at hand might as well be contract bridge.
Unfortunately, a good 98 % of dialogue in the game is in text, and though it isn't too offputting at first, when deep into session, you will likely find yourself cocking your head back and holding down on the X button.
The remake added gameplay mechanics from Metal Gear Solid 2: Sons of Liberty and cutscenes directed by Ryuhei Kitamura to the game, as well as rerecorded dialogue in higher quality.
Curiously, there's no spoken dialogue in the game, with everything conveyed through very well written text, even some character actions being described in text.
The game has an interesting soundtrack that probably doesn't quite fit the game too well and it literally has not audio dialogue so there's very little in the way of sound to review, you get the generic 2D crafting sound effects which are amusing however and do contribute to the game's humour a little, the gameplay itself is immersive enough that you can sink hours into the game without realising it, though the menus can be a little tiresome to navigate as you have to open a close them to remove a misplaced item or constantly scroll through all the many different items and topics you can choose from.
In SPIFFING, the dialogue is better than average, but the story is questionable, especially later on as the obvious rush to complete the game leaves a lot to the imagination.
Predictably the dialogue and voice - acting is as bad as ever, even with new character John Morgan (who, in keeping with the game's new features, is good with boats and hand - to - hand fighting).
They agreed that both novels and games have characters, plot lines, journeys, conflicts / obstacles, good guys and bad guys, dialogue, and they take place in some kind of setting or world.
Make sure to keep an eye out for easter eggs and not - incredibly - subtle references to Monkey Island and other adventure games, as well as just some good old nerd jokes and 80s references sprinkled throughout the dialogue, the background, and even the titles of books in the library.
It's rather strange, but the famous Mass Effect dialogue wheel which we've used so often to help shape the galaxy, for better or worse, in previous games pops up considerably less often in Mass Effect 3, helping to cement the fan - feeling that this is a much more action - orientated game that we've seen from the series before.
- first 30 mins or so can be confusing if you haven't played the demo - Yew Geneolgia is the leader of the Three Cavaliers, who guide the Crystalguard into battle - mission of the Crystalguard is to Protect pope Agnes Oblige from harm at all costs - Agnes is captured by this game's new villain, Kaiser Oblivion - together with Cryst - Fairy Anne, they hatch a plan that becomes more apparent as you move along - one of Yew's longterm partners, Janne, has betrayed everyone and actually works for this newly formed Empire - he killed most of the remaining Crystalguard - Yew finds the final member Nikolai of the Cavaliers before his death and requests of him to simply walk away - Yew is determined to bring Agnes back from the airship she is being held captive on - Yew is young and gets easily scared - Edea Lee from the previous game returns - Magnolia Arch, a Ba'al Buster warrior who claims to come from the moon also appears - between lines of English dialogue, she speaks lines of French as well - there is a long chat between all three characters about how adventuring and camping can be a ton of fun - Party Chat makes its return, and seems a bit more humorous this time - Tiz Arrior will also join your team - some things in Luxendarc have changed since the last game - the world is more united against this common threat - if you beat all enemies in a single turn, it enables the «Bring It On!»
He did such a good job that after finishing the game I picked up a Deadpool comic and found myself hearing Nolan North's voice in my head every time Deadpool had a line of dialogue.
There is spoken dialogue in the game as well.
There are long dialogue sections where your avatar can interact with many of the characters from the show, as well as all the original characters in the game.
It was a treat for me to play a game in which I can laugh at some of the Spanglish dialogue which is all too common for the first - generation Mexican - American such as myself, as well as seeing a ton of video game references given the Aztec art treatment.
While not plumbing the depths of, «As you know, your father, the king...» the dialogue, well acted as it is, is definitely aimed at those who want to lose themselves in the game and are willing to play along with some of the clunkier exposition.
Previously, certain dialogue options and plot twists were only available if you had a well - developed moral position early in the game, which gave incentives to try New Game Pgame, which gave incentives to try New Game PGame Plus.
If you play the full game, which will no doubt have more opportunities to die, to travel down branching dialogue trees, and to take the other fork in the road this time, then you should have better luck at seeing what this roguelike storytelling is all about.
There is a lot of dialogue, as any other Harvest Moon game would obviously have, but add tons of unskippable story - focused dialogue featuring uninteresting and clichéd characters, as well as gigantic versions to the aforementioned cheap polygonal models and you know you're in for a boring mess.
The game is at its best when the witty dialogue is making you laugh before each match only to have you bearing down once the game starts in anticipation for the oncoming battle.
There's not a whole great deal of dialogue in the game, but what's there is quality, and it is voice acted well.
The best voice acting I have experienced in a long time, and the dialogue is very well written and thought out, even the random conversations you run into as you play the game have some thought behind it.
«While we will be making adjustments based on feedback from the beta, which is great - and we'll continue a daily dialogue with our players to make ongoing adjustments for many years to come, as this event - driven live service continues - we feel very good about the fact that you can earn almost everything in the game.
Scenes of dialogue in the game are presented with highly detailed realistic artwork by Japanese artist Shinkiro, who some might be familiar with as the character artist from games such as Dead Rising, Resident Evil: Deadly Silence and Final Fight One as well as other Capcom titles.
I was 100 % sure that it won't be as good as the first Xenoblade which was a masterpiece, I just knew it from watching a few trailers, lot's of things was off to me personally, the characters, the dialogues, the story, the art, the voice overs even the Japanese wasn't as good as the first one, the first XC had an amazing story, superb voice overs, magnificent soundtrack, dialogues full of impact that even adults can take seriously in short it was the complete opposite of XC2 were the dialogues remind a generic shonen anime from the dozen we get every year, & the most important for me the first one was full of emotion just watching a single story trailer & I said to myself back then that I must get this game, I wan na play it & experience the story, well when I watch a trailer from XC2 I don't feel like that in the slightest, that said it all.
Their personalities jump out at you through their dialogue, which is a very good thing since you have to read absolutely everything in this game.
This motivation seems ill - placed though, as anyone who has ever played the game will know that it offers few characters and little to no dialogue, yet remains an amazing game through its highly original and stylised world, as well as an emotional investment in both Wander and his loyal horse Agro as they journey on their quest to slay sixteen colossi.
Blizzard can definitely get good performances out of their voice actors and it shows in the game's in - game dialogue sequences and cut - scenes.
An unexpected delight was how the game encourages players to further define their characters through branching dialogue trees without the patronizing good vs. bad split in other games.
Cut scenes have always looked good, and they look even better with the power of the PS4 behind them, though the game's frequent transitions between full CGI and in - game engine (where you can manually advance the dialogue) for many of the lengthy expositions feels a little outdated.
The dialogue in the game is actually fairly good though not outstanding and while most of the main characters are well voiced, a few leave plenty to be desired.
If you've played a Telltale game before you know that it is a lot of talking, but I really enjoyed being Bruce Wayne even more than I enjoyed being Batman in the game.The story and dialogue are well - written and diverse options allow you to really explore different story threads.This makes the game very very re-playable.
The various bits of dialogue in the game are over-the-top with typical Japanese flair, and every weapon represented throughout the game has its own sound which manages to convey the action of using it quite well.
I suspect the onus was on Mike to come out with another storytelling bombshell.While the plot isn't going to catch you off - guard — heck, the game might as well say «we're ripping off Robin Hood, by the way» in its Steam store blurb — the writing at the dialogue level is packed with enough warmth and wit to genuinely bring a smile to my face.
It won't be winning any awards for its narrative, (in fact I don't think there was one line of dialogue through the entire game) but it's just a solid little puzzle / platformer that prides itself on just being... well, fun.
The game has an interesting soundtrack that probably doesn't quite fit the game too well and it literally has not audio dialogue so there's very little in the way of sound to review, you get the generic 2D crafting sound effects which are amusing however and do contribute to the game's humour a little, the gameplay itself is immersive enough that you can sink hours into the game without realising it, though the menus can be a little tiresome to navigate as you have to open a close them to remove a misplaced item or constantly scroll through all the many different items and topics you can choose from.
All of the dialogue in the game is voice acted and for the most part is very good.
Despite that, he more than made up for not being David Hayter with a much deeper and grittier delivery in the limited dialogue he had in the game, partly because the facial motion capture allowed him to act with his body language as well as his voice.
However, despite the horror elements and the apocalyptic scenario; there is still room for light hearted humorous or sarcastic dialogue and expressions, which certainly lifts the standard of the dialogue to a new level as it changes the pacing and tone when appropriate, resulting in an even better game that never tires and instead manages to remain fresh from the outset.
Telltale's dialogue - heavy episodic games are enjoying excellent sales and general critical acclaim, Kickstarter's main legacy in gaming may well end up being dragging many veteran adventure game designers back out for another game, the PC market just might be the strongest it's ever been, and touch interfaces have proven to be a natural second home for point and click - style games.
Its dialogue system, where you can walk away from others mid-sentence or interrupt their sentences, make for one of the best rude conversation systems in a game yet.
We shoot massive volumes of dialogue, so we couldn't afford a system that would provide data of a quality that would require a lot of work to look good in the game.
The dialogue in the game is very well done, with top - notch voice acting and witty lines from both Thomas and Ray.
The only negative thing I can say about the story and dialogue in general is the fact very often relies on coarse language and lots of swearing, making Zenith a game that is best advised to mature audiences.
It would have been much better to have more cutscenes with in - game models rather than static backgrounds and character drawings, but the dialogue scenes are still effective none - the-less.
Granted, these two examples are both from Japanese games, and therefore it might be down to one of two things: either a culture difference — as dialogue is often structured differently in anime, manga and the like — or the need for better Western localisation.
Well, we've been in the recording studio the past couple of days, laying down the dialogue for the game.
The strongest thing for me in this game is and always will be the dialogue which is not only very funny, but really well placed and makes some of the more serious aspects of the game feel light hearted.
The best part of Trails in the Sky SC too many fans of the previous series, is the games immense dialogue.
The game also features playable content exploring previously untold adventures set in the time leading up to Star Wars: The Force Awakens, as well as original dialogue from key members of the theatrical cast, providing the most authentic Star Wars for experience for players, including Harrison Ford (Han Solo), John Boyega (Finn), Daisy Ridley (Rey), Adam Driver (Kylo Ren), Oscar Isaac (Poe Dameron) and other top stars from the film.
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