Sentences with phrase «characters during cutscenes»

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 environmentalDuring 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 environmentalduring 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.
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