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.