I loved it, and found myself actually yelling at
the characters during cutscenes when major events would blindside me.
Graphically, Digimon on Vita is a high quality port with excellent character models for every human and Digimon
character during cutscenes, dialogue scenes and battles that are faithful recreations from other forms of Digimon's entertainment media which all performs at a consistently smooth frame - rate with some nice effects to convincingly showcase the power behind each Digimon's abilities.
Not exact matches
It just hurts the eyes, and the framerate is god awful
during cutscenes, i pretty much had to close my eyes and just listen to what the
characters were saying.
Technical errors only get more annoying when some
characters decide not to show up
during in - game
cutscenes or gameplay.
Some of the
character models, particularly in the faces and the eyes, appear blocky and pixelated
during cutscenes and closeups.
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.
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.
Characters will deliver their dialogue very robotically in
cutscenes, and it rarely ever feels like they are emphasizing the right words
during a sentence, which can result in some very weird line deliveries.
Many of the visuals (especially
during cutscenes) lack extensive details on assets and
characters.
The
characters will speak in
cutscenes but
during gameplay they're just limited to little oneliners.
The game features some fantastic animation work as well, particularly in the
character of Bayonetta herself — both in - game and
during the game's many
cutscenes, the witch moves with remarkable smoothness and grace, oozing sexiness all the while.
Mid-battle
cutscenes also flow better than before, such as cameras focusing on areas of interest mid-battle, and meetings with certain generals happening in a more realistic way; while in the old games you would sometimes see your
character interacting with a general on the other side of the map
during a
cutscene, this doesn't tend to happen now, some scenes flowing back into gameplay with your
character standing in front of the officer they were speaking to, rather than suddenly finding yourself back on the other side of the map as though nothing had happened.
The majority of information is no longer monologued
during a fly - in loading screen but through plentiful
cutscenes and
character interactions.
Upon close inspection and
during cutscenes however, the
character models look terrible and ancient, even though things have been sharpened a bit.
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
Character animation and detail are the highlights, especially the facial animation which comes into its own
during in - game
cutscenes.
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.
«One
cutscene includes a depiction of blood and gore (e.g., a
character's intestines exposed
during a dramatic procedure to remove an object),» the ESRB added.
There was one instance I experienced with a
character weirdly vibrating
during an entire
cutscene.
The 2D artwork is a real treat for the eyes due to the
characters and environments being highly detailed, but there's a lack of voice overs and
character animation
during cutscenes that you would expect from the artwork.
One of these additions highlighted is the introduction to special dramatic
cutscenes during certain moments of the game or if certain finishing moves are used against specific
characters.
Cutscenes depict additional acts of intense violence: a man shooting himself in the head; a
character repeatedly being electrocuted
during an interrogation scene; a man cutting a large swath of skin off a
character's chest.
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.
Everything from the city environments to the
characters models is very polished and detailed, and is even more impressive
during cutscenes.
During cutscenes, certain words and phrase will appear on the screen, highlighting some of the more important bits of a
character's dialog.
These little details are what separate Uncharted 4 from other games and lets it stand on its own as a perfect description of what video games can accomplish, as well as featuring some of the best and most realistic acting and motion capture any video game has ever achieved before,
character animations both
during and out of
cutscenes are borderline life - like, and the transitions from gameplay to
cutscene and vice-versa are impressively seamless and barely noticeable.
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.
Graphically, Lost Dimension possesses an exceptional visual novel style
during not only
cutscenes, but also dialogue and gameplay which really showcase the
characters, their gifts and their surrounding environments appropriately, while the
character models
during gameplay particularly looking amazing with a consistent frame - rate
during movement and combat which certainly helps the flow of the gameplay.
During gameplay, players can rotate and move the camera in Photo Mode to capture the best angle of the shot and during both gameplay and cutscenes, players can add filters and borders and even remove characters from the scene, whether it be Nathan himself, his companions, the bad guys, or everyone, if you're looking for a strictly environmental
During gameplay, players can rotate and move the camera in Photo Mode to capture the best angle of the shot and
during both gameplay and cutscenes, players can add filters and borders and even remove characters from the scene, whether it be Nathan himself, his companions, the bad guys, or everyone, if you're looking for a strictly environmental
during both gameplay and
cutscenes, players can add filters and borders and even remove
characters from the scene, whether it be Nathan himself, his companions, the bad guys, or everyone, if you're looking for a strictly environmental shot.
Characters will deliver their dialogue very robotically in
cutscenes, and it rarely ever feels like they are emphasizing the right words
during a sentence, which can result in some very weird line deliveries.
The
characters become more than just talking portraits
during cutscenes or caricatures to woo in any other dating sim.
The artwork
during the
cutscenes is fantastic with a great deal of attention paid to the
character models, albeit minimal animation.
Graphically the game is not intense it has cartoon styled
characters modeled rendered in 3D
during gameplay and the
cutscenes are done in a standardized cut out format where you see a cut out of the
character talking while only their mouth moves.
This lets you identify with the
character, and gives you something to do
during the excessively long and unskippable
cutscenes in Max Payne 3.
Fixed an issue causing the player
character (and sometimes important NPCs) to appear off - screen
during certain
cutscenes.
Depending on your age this could be a dangerous formula for Second Contact, because younger gamers will look past the highly improved visuals and just focus on the archaic looking movements for the lead
character while you control him, as well as the robotic delivery of dialogue
during cutscenes and conversations.
Anyway, I'd like to wander in the streets of Silent Hill with my little
character, look around me, see him running for his life, looking at his face
during cutscenes and in - gmae in order to see what it feels.
Various memorable
characters are brought to life, both in - game and
during cutscenes, while still retaining the series» distinct art style.
But it wasn't until the screen faded to black and white
during a
cutscene that it hit me, I was playing as Jack Cayman, the main
character from Madworld.
Jack Mitchell remains the player
character throughout the entire game, and while he doesn't speak
during missions, he does have plenty of dialogue
during the
cutscenes in between each mission.
Even now, developers mostly rely on cinematic
cutscenes to portray the more intense facial expressions of
characters, the likes of which L.A. Noire successfully accomplished dynamically
during gameplay back in 2011.