Sentences with phrase «ended than dialogue»

No sooner had the final session of the Council ended than dialogue gave way to worldly adaptation: Priests started abandoning their collars and nuns their habits, if not their orders.

Not exact matches

If the Bible is an ancient dialogue around the gradually growing picture of the character of God, fully revealed only in Jesus, it is also a dynamic conversation which, rather than ending with the finalisation of the canon of the Bible, continues beyond it and involves all of those who give themselves to Christ's ongoing redemptive movement.
By the end of the Assembly, as Kenneth Slack pointed out, «most of the members felt that there was more danger from undue stress on the evangelism of individuals than the other way round, despite widely expressed anxiety, given expression by Stott, that liberation in political, social and economic sense was in danger of replacing salvation from sin at the heart of the redeeming gospel».73 There was no doubt that, despite the narrowing of the range of disagreements, important differences continued, especially with regard to the meaning of salvation and the program of dialogue with people of other faiths.
«Things could get a little messy — end of the world, that kind of thing,» is a telling piece of dialogue from the new Comic - Con trailer for The Man From U.N.C.L.E., which effectively sells its spy adventure tropes by treating them more as ornamentation than as substance.
The end result is, like In Bruges, an entertainingly erratic effort that receives plenty of mileage out of the actors» stellar efforts and McDonagh's crisp dialogue, and it does seem like it's just a matter of time before McDonagh crafts a film that's more than just the sum of its parts.
It's all on the page in terms of dialogue, but the deer scene, for instance, or the scene on the phone near the end, were the moments where I felt she's allowed to be more emotional than anywhere else in the film.
There are scenes driven on quiet, subtle changes in a single character's expression or the way one characters ends a discussion before it begins, and they have more resonance silent than had they contained dialogue.
Director Peter Berg introduces this animatic, which, less abrupt than the film's actual ending, features no dialogue, but bombastic score and sound effects.
But plot problems, some comically weak dialogue, repetitious scenes and a nonending ending keep the experience a little more earthbound than it had to be.
There isn't anything too significant to these, although the dialogue - free version of the ending set to «Easy» does seem better than the one used in the film.
They should really be Muppet fun, but instead, they are hampered by the pressing need to insert sharp, self - aware dialogue, that ends up being more confusing than anything.
Although written a bit worse than Alex, her dialogue standing out as rather one dimensional, Demeter does end up playing an interesting role in the revised story and her inclusion feels natural, writing aside.
Rad Rodgers» replayability originates from far more than retro nostalgia as it features 8 platforming levels, 3 pogo stick levels and an end world boss with standout level design in its own right accompanied by dozens of secrets, alongside numerous collectibles, unlockable concept art, fun hats, amusing dialogue, three difficulty levels and revamping local leaderboards with points scoring focused online leaderboards that will collectively have players returning for quite some time.
By combining feedback from players of the original with Blitz Games Studios knowledge and experience, every area of the game has been given an overhaul: * New animations for every character, new graphics, user - interface and effects * Complete voice - acted English dialogue, and French & Spanish translations of a script four times bigger than the original * New puzzles, and sub-quest making the game over twice as long * Four new endings dependent on the players actions, and playable epilogue * Context - sensitive controls, and improved «feel»
He's a fully voiced character and dialogue choices don't offer much room to craft his personality, other than occasionally driving him toward one end of the moral spectrum or the other.
Likewise, rather than just have the game end early if you make the wrong choices in certain dialogue sequences, why not have alternate ending sequences all together?
If the whole idea seems interesting to you, then the entertainment provided by games, magazines and dialogues will be more than enough to bring this work to the end.
There are a few moments of levity, but for the most part the dialogue and story are no better or worse than your typical summer action flick, and only towards the very end do things get interesting.
High - end lost a bit of clarity, and in - game dialogue and voice chat sat more in the background than ideal.
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