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 P
game, which gave incentives to try New
Game P
Game 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.