Not exact matches
What spoke to me through this
story, is how much this pastor knew the people in his church (you and I have the same definition of church, however I'm using the word here as it applies to this group of people I feel the problem in many churches today (and why
dialogue during sermons wouldn't go over well) is that the pastors do not take the time to invest in the people they are trying to teach.
While Fields is still held hostage by the underwhelming
story progression and boring scene work in The Raven, Evans emits just enough charisma in the role to successfully keep things going
during a number of
dialogue heavy scenes that would have otherwise been cause for eye rolling.
That last part is especially bad
during gameplay, where
story dialogue and in - action one - liners will essentially overlap and obliterate whatever element of comic timing there may have been.
There's a decent amount of music (though you'll probably only notice it
during story cinematics) and
dialogue, though most of the sounds you'll likely hear are the death cries of either your foes or of William.
It was also a
dialogue starter, allowing people to discuss and understand what happened
during the war and why it was wrong, and it let us see what was possible in terms of the kinds of
stories that could be told in a picture book.
The
story is now split up between you making
dialogue choices
during the boss fight and travelling back in time, through your memories as you relive the events which impact you in the present.
The
story hasn't grasped me yet, and the sporadic voice acting is a weird choice
during dialogue heavy
story segments, but the combat system has me ready for more.
For that very purpose, the
story mode also had a
dialogue wheel to use
during interactions, similar to what has been seen in Bioware games.
Huge open world, good crime
story with three different endings, three playable characters each with their own special ability and
dialogue, lots of weapon choices, fun things to do
during or after the
story (parachuting, shooting range, racing, and going to the movies just to name a few), often funny and bizarre «Strangers and Freaks» side missions, and all kinds of vehicles to drive around the huge open world.
If you wish to 100 % this game you need to have two things, a lot of free time and a keen eye for side missions as they tend to trigger
during dialogues and if you do not keep an eye on them they might also fail on you, but this is another way of adding more hours of gameplay on top of the already meaty main
story which is always a welcoming feature in any game.
The events did not appear to link properly, and I found that I missed out on the little splices of
story because I was concentrating on the gameplay rather than
dialogue during the missions.
What struck me straight away is how the
dialogue in the game does away with the cheesy «ye olde» style of fantasy speaking and instead infuses the game with humour and comedy as Aria will both guide and entertain as the
story unfolds around the action going on often with her interaction with the evil general of Lord Zane's army you whose forces you are taking down
during each location.
During story cutscenes you're given the option to react and give your opinion on the situation through
dialogue options.
Even from the
dialogues during the «time freeze» (the time in - between the main
story quests) sounds like they are having fun all the time.
The Alienation's
story is told by the pre - mission briefings as well as plenty of
dialogue during the actual missions, which give players more insight on the mission, the current situation and some of the main characters.
The small pieces of
story are mainly conveyed through voice - acted bits of
dialogue during missions, which are mostly about other squads being overwhelmed, and screaming in terror.
It's this vibrant and wonderful world that keeps the
story flowing as you're given choices
during certain
dialogue options and even the option of draining some of the characters» power using your Arca.
It features: — 3D real - time sandbox game built with Unity game engine — metallic shader, lighting, particle effects, lens flare, explosions, fx — space combat RPG with extensive skill tree — open and living universe where 600 + ships fly around autonomously — epic
story with
dialogue system that allows real choices — recruit 6 wingmen and 2 can fly with you at a time — even discover romance with another wing pilot — recruit 5 corporate pilots who can fly trade routes on your behalf — trade, fight, mine, pirate, scan for derelict ships and wormholes — many mission types: epic, freelance, dynamic, wingman acquisition, faction loyalty — deep combat mechanics, AI, and faction standings — 20 + ships, 180 + modules, 33 solar systems with a unique follow - through - warp mechanic — 15 + factions to vie favor or destroy — cinematic camera shows you the action when it happens — fly manually with or without Newtonian physics or use autopilots exclusively — 22 track theatrical - quality award - winning soundtrack by renown composer, Sean Beeson — cloud save lets you continue your game at home or on the go MEMORY: Dangerous uses a lot of memory
during play, so if you have an older device, please close extraneous programs and reboot prior to playing.
Aside from the
dialogue language
during local and multiplayer battles, this setting also extends to the game's
story mode.