Sentences with phrase «feel for the characters running»

The welcome breeze after the storm is well visualised utilising pathetic fallacy to full effect - we relate to and feel for the characters running over empty plains realising there's actually no place to go.

Not exact matches

After the bug fixes with a patch this sequel exceeds the original in every aspect.Better graphics, gamplay and story along with 2 completely different playable protaganists give Dishonered 2 more replay value then almost every triple A title this year.And this time around I did nt feel pushed to play the game in any specific way.I felt that playing stealthily was alot more rewarding then the first entry but i never felt that i was playing wrong or was being punished when i played a full on assault playthrough.Also there are several ending for every playstyle for both characters which really drive you toward a second, third or even forth playthrough and in all the chaos or silence of each level, even on my forth run, I reimagined every situation and experienced different outcomes every single time.Dishonored 2 also contains some of the best level design I have ever seen with the likes of the amazing and masterfully thought out Clockwork Mansion level being among my all time favorites.Dishonored 2 truly is a masterpiece in almost every ascpect!!!
It feels like a slapdash collection of scenes rather than a balloon sent smoothly aloft, with jokes often falling as flat as Cena's buzz cut (a running gag centers on his tough - guy character's propensity for crying, a go - to bit that ages fast).
Whedon has revealed that his first cut ran for well over three hours, and it shows: «Ultron» feels excessively nipped and tucked, barrelling from one explosive set - piece to the next, leaving ideas half - formed and character motivations murky.
Every time the show feels like it's run out of stuff to do, it'll throw to some other character entirely, and you'll be on a new ride for a scene or two.
And it's that kind of spirit that runs all the way through Other People, a film that is bursting with love and care for its characters, even (especially) when they're screwing up, pushing people away, feeling sorry for themselves.
The arcade mode feels a bit short, only offering five battles against random opponents, though the final boss characters can give you a run for your money.
The minor complaints — it runs a little too long, and Richard Gere's character, not so much his portrayal, felt underdeveloped — matter little, mainly for the fact that despite its flaws, this is a bold and truly inventive effort.
Whedon has revealed that his first cut ran for well over three hours, and it shows: «Ultron» feels excessively nipped and tucked, barreling from one explosive set - piece to the next, leaving ideas half - formed and character motivations murky.
Currently giving Freddie Highmore a run for his money as the Cutest Kid on the Planet, Breslin's sweet - natured curiosity is what keeps the movie feeling fresh — despite the fact that her role is almost as limited as Kevin Kline's, who stops by for an extended cameo as the older lover of Weisz» character.
A second - act twist that contrives to bring him into contact with Albert in order to flesh out both of their characters unfortunately feels wildly inorganic and borrowed from the thriller genre, though Patric recovers in some late scenes, as he becomes an increasingly anxious sidekick to a determined - for - death Nancy; watch as he joins her in contemplating belly - up fish in a pet store aquarium, or looks on as she, grinning, runs her fingers over sharp garden tools, or helps her select a dress in which to die.
«For example, in the Manga workshop run by Matthew Lin, the students drew manga characters; Candy Royalle's poetry workshop led to students creating pieces of poetry — some of which were later published online; John Larkin and JC Burke worked with students to develop «show don't tell» writing skills whereby they took a word like «walk» and then all the synonyms associated with that word — for example skip, hop, stumble, sprint, shuffle, stride — and learned how each word has a nuanced meaning and how this can change the feel of a teFor example, in the Manga workshop run by Matthew Lin, the students drew manga characters; Candy Royalle's poetry workshop led to students creating pieces of poetry — some of which were later published online; John Larkin and JC Burke worked with students to develop «show don't tell» writing skills whereby they took a word like «walk» and then all the synonyms associated with that word — for example skip, hop, stumble, sprint, shuffle, stride — and learned how each word has a nuanced meaning and how this can change the feel of a tefor example skip, hop, stumble, sprint, shuffle, stride — and learned how each word has a nuanced meaning and how this can change the feel of a text.
The crease that runs over the wheelarches and through the doors feels like a half - hearted (and ultimately doomed) effort to endow the Atlas with some character, though one could argue that the car's subdued appearance is a good fit for conservative American buyers.
The graphics were cleaner, the running mechanic had more movements giving you the feeling of actually running through a crowded street, the size of the four main areas are massive, the cities are practically alive, the frontier could suck you in for hours if you weren't careful (I mean that in a good way), the new fast travel made life a whole lot easier, the naval battles are quite fun and Connor was much more of an interesting character than Ezio (Personal opinion).
In the case of Skylanders versus Disney Infinity I feel there is a lot more fun to be had here then in Skylanders and it was always good to know that my characters were actually relevant and felt like they had a purpose whether as part of their story or just for running around my own world.
Character animations are rusty, so people still run like they have B & Q trellis attached to their legs, and some levels feel padded out, for example the Library level is really just one twisty corridor with a lift at the end, played 4 times, or 15... I can't remember as after the third level I started switching off.
When several of them combine — like when I'm climbing a colossus, miss a jump even though I felt like I hit the buttons right, then the camera pans away so I can't see my character, then the colossus shakes and I hold R1 for a good while, then my grip gives up and I fall to the ground unconscious for 6 seconds, and just as I get up the horse runs in my way as I try to move and the colossus smacks me with lightning bullets and I lay unconscious for another 6 seconds, and then, finally, I get to start over climbing it again, I wonder why people love this game so much.
-- Nintendo previously made Zelda games by making small areas and connecting them together — For Breath of the Wild, the team first had to figure out what needed to be placed on the map — Groups were created out of the over 300 devs to work on specific sections of the world — Game Informer's demo starts at Serenne Stable — Yammo runs this place — Link can rest in bed and restore health here — Stable also lets you store horses, meet with merchants, NPCs — Stables are located throughout the world — Each one is run by a distinct character — You can spend rupees on a more expensive bed, giving you an extra heart the next morning — These hearts are yellow and can't be recovered if you're hit in combat — Spending time by fires in the world passes time — Dynamic weather system in the game, with the world reacting as a result — Ex: when it starts raining, NPCs outside the stable quickly go inside — Beedle is back to sell you goods — Have to be careful during a thunderstorm, since your metal items can attract thunder — Metal weapons and shields can be discarded or thrown at enemies — Link can get killed by lightning — Difficulty dips / spikes depending on where you are, since you can go around it and avoid it until you're stronger — Over 100 Shrines — You can find an item that identifies Shrines — Discover a Shrine for it to be a fast - travel point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care of horses to raise their stats — Can call horses over to you, but horses need to be within a certain proximity to be called — Horses can be killed by enemies — Aonuma «wanted players to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the woFor Breath of the Wild, the team first had to figure out what needed to be placed on the map — Groups were created out of the over 300 devs to work on specific sections of the world — Game Informer's demo starts at Serenne Stable — Yammo runs this place — Link can rest in bed and restore health here — Stable also lets you store horses, meet with merchants, NPCs — Stables are located throughout the world — Each one is run by a distinct character — You can spend rupees on a more expensive bed, giving you an extra heart the next morning — These hearts are yellow and can't be recovered if you're hit in combat — Spending time by fires in the world passes time — Dynamic weather system in the game, with the world reacting as a result — Ex: when it starts raining, NPCs outside the stable quickly go inside — Beedle is back to sell you goods — Have to be careful during a thunderstorm, since your metal items can attract thunder — Metal weapons and shields can be discarded or thrown at enemies — Link can get killed by lightning — Difficulty dips / spikes depending on where you are, since you can go around it and avoid it until you're stronger — Over 100 Shrines — You can find an item that identifies Shrines — Discover a Shrine for it to be a fast - travel point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care of horses to raise their stats — Can call horses over to you, but horses need to be within a certain proximity to be called — Horses can be killed by enemies — Aonuma «wanted players to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the wofor it to be a fast - travel point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care of horses to raise their stats — Can call horses over to you, but horses need to be within a certain proximity to be called — Horses can be killed by enemies — Aonuma «wanted players to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the wofor unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care of horses to raise their stats — Can call horses over to you, but horses need to be within a certain proximity to be called — Horses can be killed by enemies — Aonuma «wanted players to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the wofor snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the wofor rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the wofor crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the wofor a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the world
- Link doesn't have much of a character in this game - they wanted players to relate to Link and play as themselves - Link's face doesn't have much expression in this game, and that was done on purpose - for Zelda games, the devs always try to make the player feel like Link - that was pushed even moreso for this entry - everytime a Zelda releases, Aonuma watches fan feedback and considers that for the future - the items Link uses to solve are always going to be important - regardless of the tech that Nintendo provides, exploration in the series is important - Link's growth through who he meets is also an important element of the franchise - Aonuma thought about Zelda freedom when considering Breath of the Wild, and was brought back to the days of the original Zelda - this was a big point of inspiration for Breath of the Wild - with Ocarina of Time 3D, Nintendo wanted to really utilize the 3D and had a desire to let players enjoy Ocarina of Time outside - the goal with A Link to the Past was creating more depth - Aonuma used to think that getting lost in a 3D world wasn't okay - this lead Aonuma to putting in tons of hints and guiding players - he has since changed that idea and convinced himself that it's okay to get lost - the first two years of development the devs created a game where just running around was fun - climbing is very important, because players can climb high and see destinations they want to visit - you can place your own markers to decide where you want to go - when the devs create a Zelda title, they consider not using the name Link - since they don't have anything else to go with, they choose Link - the name Link doesn't hold much value, since the player is the one creating the journey - when Nintendo first created Link, they wanted a character that is literally the link between people - that is why his name is Link - to think that the Zelda series has been around so long that there are all sorts of urban legends and myths makes Miyamoto really happy
Running in the game feels sticky, meaning that the character continues for a step or two after you're done pressing forward.
Whenever one character finished putting their tech to use, I felt inclined to swap to another squadmate and keep the action going, rather than running blindly around the map hoping for some extra grenades or ammo to drop.
After long - running video game characters start to feel stale after a saturation of sequels, it's not uncommon for a publisher to attempt to reboot a franchise with redesigned protagonists to make the whole experience feel timely and fresh again based on current design trends.
Anyway, I'd like to wander in the streets of Silent Hill with my little character, look around me, see him running for his life, looking at his face during cutscenes and in - gmae in order to see what it feels.
What Eddie the Eagle does share with Cool Runnings and so many other compelling underdog stories, though, is a compelling evolution for its main characters — both the athletes and their mentors — that makes both their journeys and the one the audience takes with them feel worthwhile.
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