We won't spoil the story from there, but some noteworthy aspects of the story we found were the unique
dialogues between characters like Nappa and Gotenks for example where he teases Nappa for not being able to attain a Super Saiyan form despite being a Saiyan himself.
Not exact matches
Series
like Advance Wars, from which 17 - Bit drew much inspiration, have used
dialogue between in - game
characters to convey strategy game mechanics in the past, but 17 - Bit has set the new standard here.
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.
Swanberg doesn't provide enough tension and drama
between the
characters, and so much of the
dialogue, which is improvised, sounds
like vamping.
Toback, who also wrote the film's screenplay, forces his
characters to spout the most inane
dialogue imaginable, which wavers
between dull small talk and infuriating conversations in which people dance around the issue ceaselessly (does anybody talk
like this?)
Every scene is an exercise in drawn - out affectation, with the
characters» silent stares at each other, gazes off into nothing, and pauses
between dialogue exchanges — all set to meaningful piano twinkles and drum beats — so distended as to intimate parody, an impression exacerbated by William twice telling enforcer Vincent (Martin Donovan) that his comments sound
like something from a movie.
No one particularly talks
like a human being as sophisticated
dialogue between characters is often side - lined in favour of trying to ensure that the audience knows what is going on.
While the story feels
like it is a typical anime plot, the
dialogue,
character banter
between the main cast and the witty but often light nature of the game is what elevates it to a special experience.
The style of speech is weighty, formal and overwrought, and conversations
between characters sometimes feel less
like dialogue and more
like people loudly proclaiming things while being in the proximity of others doing the same thing.
One thing that I particularly
liked about this game is the sarcastic and quite funny
dialogue between Harry and the scientists, it adds a lot of
character to a simple 2D shooter.
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.
The
dialogue between the Butcher and the other scientists at the research facility sound a lot
like the adult
characters in any Peanuts cartoon ever released.
As a Mass Effect fan I've always been captivated by the intergalactic travel, firefights,
dialogue between characters but I always felt
like I was missing something.
However, while the one - liners and
dialogue between characters feels
like a Saturday morning cartoon, the story definitely does not live up to past writings, no matter how controversial they were.
But here the visual
dialogue across the centuries
between Tony Cragg and Messerschmidt's «
character heads» refers more specifically to a single steel sculpture by this major contemporary sculptor, Mixed feelings (2010) which,
like the masterpieces of his 18thcentury predecessor, through its distortions, depicts a particularly expressive human face, from a very specific viewpoint.