There is spoken
dialogue in the game as well.
Not exact matches
With coaches Ryan Giggs and Albert Stuivenberg sat alongside him, Van Gaal was
in regular
dialogue with his assistants, sharing opinions and views
as the
game progressed.
Yoshua Bengio says that another possible important application is
in computerized
dialogue, and Schaeffer says that
in the future these programs might be able to come up with answers to abstract social issues that can be expressed
as games, like national politics or international climate negotiations.
There are so many things wrong with this
game, first of all the plot is too linear you play
as Mario throughout the whole
game you don't get to play
as peach or bowser, there are no new characters other than kersti, all the characters
in the
game are from the Mario platformers, there are no exp so you can't level up and if you run out of stickers you have no choice but to run away, peach only has about five lines, bowser is the main antagonist and he has no
dialogue,
in the previous installments the main antagonist always had
dialogue, and one of this
game's worst problems is that luigi went from being a playable character to a glorified cameo, I have no idea what nintendo was thinking when they made this
game.
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.
I can't think of another
game so destroyed by its
dialogue as Splinter Cell: Conviction; not by bad lines alone (which are nothing novel
in gaming) but by the way Ubisoft's designers and programmers used them.
The second is a
dialogue between two new characters
as they journey to a tournament, presumably for the
in -
game sport of blitzball.
While the plot is considered dark by Mario standards,
as in earlier Paper Mario titles, humorous
dialogue and references to other
games, nerd culture, popular culture, and even mythology abound.
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.
Dialogue in video
games usually comes off
as wooden and feels like the voiceovers are delivered by manikins.
As evidenced above with the cringe - inducing term for your monster partners, Monstie, some of the
dialogue and terms
in the
game fall short of the quality of the overall story, which, thankfully, holds up despite this.
The influence from previous Omega Force titles is apparent
in the number of enemies you'll face
in every mission (it's not an endless sea of one shot foes, but it's still sizable), and
in -
game elements like the HUD, the way side objectives pop - up, and the
dialogue between characters
as objectives are completed or new situations arise.
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.
The argosy captain for example seems to be referring to MH2's online city when he talks of his home, and Loc Lac is
in the same region
as Moga but the rest is anyone's guess for this
game, based on npc
dialogues only.
This narrative twist has been the subject of intensive theorising and fan speculation since the
game's release
in January, but you get the impression that Capcom weren't really aware of this,
as the mystery is basically brushed aside with a throwaway line of
dialogue.
As the word «cap'n» is simply short for the word «captain», the title has been used in other Mario games; an example of this is in Mario & Luigi: Superstar Saga, where the captain of the S.S. Chuckola is referred to as «Cap'n» in one line of dialogu
As the word «cap'n» is simply short for the word «captain», the title has been used
in other Mario
games; an example of this is
in Mario & Luigi: Superstar Saga, where the captain of the S.S. Chuckola is referred to
as «Cap'n» in one line of dialogu
as «Cap'n»
in one line of
dialogue.
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).
The 5.1 soundfield is underutilized
in the Dolby Digital mix, especially
in regards to crowd noise during the baseball
games, but the
dialogue is lamentably crisp,
as are the teen pop hits.
While the
dialogue is a fairly witless combination of third - hand one - liners and winking meta - jokes, the
game voice cast manages to wring some chuckles out of their one - joke characters, including Jackie Chan
as a murine martial - arts master, Bobby Moynihan
as a joyfully immoral mayor, and Maya Rudolph and Bobby Cannavale
as a pair of tough - talking pugs
in love.
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.
When interacting with other characters
as Peter Parker the
game gives you choices
in dialogue but none of them ever affect the outcome of events or conversations which makes them a bit boring.
A few of the graphical problems that I found during the first two chapters was that the text on the user interface did not seem to alter
in size along with the
game resolution, and that some of the
dialogue windows and context sensitive icons did not appear
as required, but hopefully these will be ironed out before the
game is released later this year.
Set
in a gothic - noir universe that resembes 19th century Europe and filled with monsters, magic and strange technology, the
game promises an engrossing storyline filled with wry humour and snappy
dialogue as Van Helsing makes his way to Borgovia where he is to join forces with where former supernatural foes have enlisted his help to defeat a new evil.
And
in a
game with
as much
dialogue as this one, that's a real accomplishment.
- 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!»
As always the
dialogue and humor shine, this time managing to smash the fourth wall numerous times by referencing other Daedalic
games and the fact that critics mentioned how the some of the humor was lost
in translation from the original German
in the prior Deponia
games.
Players had fun playing
as Roy Temperance, who had many skills and perks and could craft weapons and equipment to fight baddies, all while making
dialogue choices with characters that affected the
game's plot (just like Mass Effect, which also took place
in space!).
As OM goes from strength to strength, run by Juanma and Vic
in the UK and Trine
in the US, I'm set free to concentrate more on my pet R&D projects: CDT and the GIVR methodology for
game dialogue recording.
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.
In the two latter games and certain battles of the first game, you have story act out as you fight, be it in dialogue and cinematic quick - time events or giant monster battles with large summoned beast
In the two latter
games and certain battles of the first
game, you have story act out
as you fight, be it
in dialogue and cinematic quick - time events or giant monster battles with large summoned beast
in dialogue and cinematic quick - time events or giant monster battles with large summoned beasts.
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.
When not making strange noises and doing
dialogue stuff, Matt writes music and performs with his folk - rock band and,
in what time he has left, he plays
as many
games as humanly possible.
As part of his role as Slightly Mad's unofficial dialogue consultant for Project CARS, Oli Webb's voice will be featured in the game's pit - to - car audio during race
As part of his role
as Slightly Mad's unofficial dialogue consultant for Project CARS, Oli Webb's voice will be featured in the game's pit - to - car audio during race
as Slightly Mad's unofficial
dialogue consultant for Project CARS, Oli Webb's voice will be featured
in the
game's pit - to - car audio during races.
Instead of simply introducing a mechanic (such
as the
game's crafting system), the player will instead have to sit through a long
dialogue sequence filled with hundreds of words just to get to a point that could've been summed up
in a sentence or two.
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 expositio
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 expositio
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.
Along the way you'll play through action sequences
as all the characters
in the
game, and hear a ton of
dialogue you won't be able to understand without a firm knowledge of the Japanese language... but that's just the story mode.
Not a full sequel, but definitely more than a mere v1.5, this
game has had a near - complete overhaul that puts the Zelda OoT: Master Quest version to shame
as it
as much
as quadruples the amount of content
in places, and overhauls much of the returning content (such
as the reworked puzzles, and spoken
dialogue being added to a
game that was previously text - only).
This is much more of an issue for a
game like BlazBlue
as the
dialogue is its central focus due to the story mode, so those who aren't fluent
in Japanese (which makes up a large market of this
game's western audience) will have to constantly reference the subtitles while playing.
Vault 501 is the first
Game Immersive Voice Recording (GIVR) facility
in North America and
as such it is a showcase space for both GIVR and Creative
Dialogue Tools.
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.
No
game is without fault and some tiny unnatural pieces of
dialogue and plot are noticeable,
as is some occasional crappy animation
in cutscenes, but they don't come close to scuffing Persona 5's shiny coat.
As in many BioWare
games, many of the subplots and issues touched upon here have parallels
in our own world, and the story will tackle different themes based on your choices
in branching
dialogue.
The
game still takes you through 35 semi-randomly generated floors of a massive dungeon, which are tied together by means of the same
dialogue and events
as were found
in the PC version.
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.
The
game's creative
dialogue is not only very amusing but helps provide context for your next mission,
as there is a non-linear progression where you must find certain items from previously played stages
in order to continue with the story.
«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.
The
game moves forward through the
dialogue between the main characters
as it delves into their likes and dislikes and you learn what type of person they are
in addition to their motivations for being Gate Keepers.