Sentences with phrase «game dialogue instead»

Not exact matches

Fascinating premise destroyed with dull gameplay, hard to read dialogue text and a sense of confusion which in theory should help with the message the game is trying to prevent but instead just ends up being frustrating.
In fact, one of the minor quibbles with the game is that is doesn't employ its voice cast enough, and instead uses text for the bulk of its dialogue.
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 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 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.
Instead of using cut scenes or exposition heavy dialogues, the game makes use of item descriptions and cryptic NPC dialogues to convey the story and offer hints about what exactly is happening in the world.
One thing I do wish this game did, however, was co-opt Guilty Gear Xrd - REVELATOR -'s «interactive» tutorial where it was almost like a game instead of the usual going from dialogue - to - dialogue box.
While Ys II fixes this for the most part, there's one key item in one of the final dungeons which requires players to go to a unmentioned room instead of a house in town, which is where players would assume it was located due to the game's dialogue.
Developed by Diceroll, Umiro is a solemn puzzle game of few words, instead communicating its tale through a handful of lines of dialogue in each of its 40 stages.
Presumably for storage purposes, the option to play the game with its original Japanese language track has been removed, leaving players with only the English language dialogue instead.
However, despite the horror elements and the apocalyptic scenario; there is still room for light hearted humorous or sarcastic dialogue and expressions, which certainly lifts the standard of the dialogue to a new level as it changes the pacing and tone when appropriate, resulting in an even better game that never tires and instead manages to remain fresh from the outset.
What struck me straight away is how the dialogue in the game does away with the cheesy «ye olde» style of fantasy speaking and instead infuses the game with humour and comedy as Aria will both guide and entertain as the story unfolds around the action going on often with her interaction with the evil general of Lord Zane's army you whose forces you are taking down during each location.
This Warner Brothers Interactive game, developed by TT Games, features recognizable characters with spoken dialogue, a first for the LEGO game series, instead of grunts, hums and coos.
In - game he's obviously voiced by Dan Castellaneta, but he hasn't recorded any new lines specifically for the gameinstead, Homer's dialogue is comprised of archive clips from previous Simpsons episodes.
The game's narrative is fairly straight forward and doesn't go into too much depth, with the story featuring no dialogue and instead depending on a series of illustrations to tell its tale.
Instead of alternately watching scenes and kicking butt a la Valkyria Chronicles the dialogue in Sakura Wars is more interactive and a game unto itself.
It is also notable that no dialogue is contained in the game and instead uses animated thought bubbles as well as a clue system for the odd hint when needed.
Shoddy localization plagues the game's dialogue, turning meaningful moments into strange oddities instead, while the voice acting evokes memories best filed away beside other painful moments like Final Fantasy X's Tidus laugh.
Shoddy localization plagues the game's dialogue, turning meaningful moments into strange oddities instead, while the voice acting evokes memories best filed away beside other painful moments like
A lot of this has to do with localization, New Leaf had localized Japanese text instead of full English dialogue like the earlier games.
Something more on the lines of a chess - like mini game or dialogue choices that could fail missions instead of knowing you will succeed every time would make it less of a chore.
Missing dialogue, repeated mission briefings that won't start the mission, and a camera that occasionally sees things that it shouldn't — like walls instead of you — plague this game occasionally, especially the Desmond sections.
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