Sentences with phrase «character moves»

Picking up from where it was left off, season 4 jumped forward a year later from season 3 with characters moving in new directions.
The action is nonstop, it's easy to keep track of who's who, and the story flows seamlessly as characters move between worlds, maintaining their individuality in both.
The game has characters moving around like a virtual board game, playing mini games and competing for trophies.
The game presents itself is presented as a model set with characters moving through it, as if playing with action figures.
Characters move like normal humans, running and jumping, but they can also instantly dive into painted parts of an area.
With all the investments made into making the game look so good you would think the developers would sort out things like the way characters move in the game.
If the CPU characters all moved at the same time, then there shouldn't be anymore complaints from those who are very impatient.
The training mode has a list of character moves and it offers a few combos that it will demonstrate to you in real time.
At times it's shot like theater: long, static, dialogue - heavy shots with characters moving on and off screen.
BUT unlike a one - off book, you have to keep the plots and characters moving forward.
The game had similar controls to side scrolling fighting games, but gave characters move sets from 2D fighters.
It no longer feels like you're watching a PowerPoint presentation when characters move.
It has plenty of long, wide shots where characters move slowly through the frame.
Your main character moves well enough when walking at a moderate pace and item management is trouble - free as well, accessible by touching a button.
The main character moves in a rather clunky manner so it feels like the character is walking on thin ice.
When people are on a virtual date, their virtual characters move automatically at the touch of a keyboard.
Characters move more swiftly, you can now use a grappling hook to swing around and reach higher areas, and generally this looks and moves more like a Western game.
Your baby would love the three delightful characters moving freely to the sound of comforting music.
Forget static visual novel conversations: Fully animated characters move and react to one another's lines, all voiced by the original Japanese cast across more than 40 hours of audio.
This is pretty handy, since characters move and turn so much you're never going to be facing in the same direction for too long.
Another major problem is that characters move too slowly.
Our central characters move through several emotional thresholds, passing from room to room of their lives before our eyes.
As you can see from the video, you can see how the two characters moves transition from their own respective franchise including a few interesting combos.
There's only so many modes you can add in and only so many times you can change characters moves around.
And if that individual through their intelligence and moral character moves you to empathy, you may find meaning for yourself as well.
Supporting characters move in and out of proceedings without it ever becoming clear what their significance is, while the eventual resolutions are straightforward.
How does racism inform the way different characters move through the world?
With many characters moving in and out, this first story is a tad confusing and awkward in its execution, but persistence pays.
However, the problem that I find with some of the new characters is that some of them carry older character move sets.
In addition to these larger system changes, there are smaller tweaks between each game in regard to specific character moves and inputs.
Wide range of character moves, such as the double jump, tongue grab, and more.
When one character moves forward, the other does, too.
He hopes that players will pay attention to the way characters move while playing.
Plus, characters move in and out of your castle, and they sometimes have new and unique things to say to you.
It looks like the same animations have been implemented with no real difference noticeable in how characters move when downed.
«I can't contain my excitement just thinking about the idea of our Street Fighter characters moving about in that world.»
For the most important scenes, when we wanted to make characters move in a very specific way, we took mocap for those scenes.
As the main character moves into a new unit, the furthest one from the player that resides in memory is cleared and the next one loaded.
The controls flow rather well, with the occasional character moving toward a direction you would not like it to, but not to any extent of ruining the value of the title.
Artifacting is kept to a minimum, but there are occasionally some echoes when characters move very quickly.
The game itself is a tactical RPG, in which characters move along a grid to attack enemies.
Even players with a passing interest in the Tales series probably know that it has real - time combat that lets characters move freely around the battlefield, unlike what happens in traditional, turn - based JRPGs.
As characters move throughout the rooms of Dylan's lavish house, Baumbach stages it to perfection, much like a high school play directed by a coked - up Woody Allen.
Simulating multiple light sources in a scene, and creating dynamic shadows as those light sources and the player character move around, are difficult, but Evil Within meets the challenge.
Characters move so fast, and have such small hitboxes, that encounters tend to last for a while.
Leo Tolstoy's tale of ball gowns, steam engines and lives ruined by affairs has been injected with a burst of visual flair by the Atonement auteur, staging much of the action within a 19th Century Russian theatre, where characters move from scene to scene as if in an epic, shifting play.
During the game, the main character moves ahead automatically, and players will have to change lanes to avoid obstacles, and attack the undead with regular attacks, combos, special attacks and more.
The player character moves along from one point to another, sometimes joined by a man's voice that narrates a discombobulated overall story.
Not a very high character move for become a turncoat.
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