It sounds like most of the in -
game dialogue went through a native speaker's translation, while other lines just took a cursory pass through BabelFish.
Not exact matches
He, but a humble cook, kept a constant
dialogue going with his LORD, through a «
game of days — hours — and even minutes.»
The actual reason there is very little «useful
dialogue»
going on in this blog is because people appear to be approaching discussion somewhat like a chess
game... attempting to anticipate my moves and characterize my «style of play» based on previous experience with others.
Taking advantage of diplomatic opportunity of the Olympic
games, Moon and his administration actively pursued further -
going dialogue with the North.
At present, I'm supposed to talk to a merchant, but I can't seem to get the
dialogue to activate with the fellow despite it being my next step, so I'm hoping this will get patched or I'm
going to try restarting my
game file to finish it.
There are so many things wrong with this
game, first of all the plot is too linear you play as Mario throughout the whole
game you don't get to play as peach or bowser, there are no new characters other than kersti, all the characters in the
game are from the Mario platformers, there are no exp so you can't level up and if you run out of stickers you have no choice but to run away, peach only has about five lines, bowser is the main antagonist and he has no
dialogue, in the previous installments the main antagonist always had
dialogue, and one of this
game's worst problems is that luigi
went from being a playable character to a glorified cameo, I have no idea what nintendo was thinking when they made this
game.
Game Night, directed by John Francis Daley and Jonathan Goldstein, wastes not a single second of
dialogue, gives killer lines to every member of its all - star ensemble, delivers genuinely tense action sequences, and even
goes for broke with style.
The booth is manned by John McEnroe and Pat Cash who do a decent job of letting you know what's
going on, but there amount of
dialogue choices is far too short for anyone planning to put some series hours into the
game.
Based on early reviews out of Toronto, Molly's
Game fits the profile of a screenwriter's directorial debut,
going light on visual flair but heavy on
dialogue — gushing torrents of uber - witty, stylized
dialogue delivered at breathtaking speed, as the case may be.
This being a summer tent pole, many of the expected complaints still stick: Much of the
dialogue is too average to be memorable yet too obvious to
go unnoticed, and nearly every one of the film's
game - changing plot pivots takes conspicuous place at the worst time possible.
Gone are exposition - heavy cutscenes, long - winded fits of
dialogue and various other tropes most commonly associated with video
game narratives.
Cold Steel has just about everything you'd want from a turn - based RPG: a fun, twisty story, strategy - heavy combat, great environments, well - written
dialogue, and characters who start off feeling stereotypical but show all sorts of other dimensions as the
game goes on.
Miketendo64: With recording generally involving voice actors only every knowing their own lines, and not the responses, were there any scenes in the
game that left you wanting to know the full extent of
going on and do you have any favourite scenes /
dialogue that you recorded for Detective Pikachu?
But, you'll need to have the persistence needed to get around that if you're
going to make some friends with the
game's characters because there's a lot of quite dull
dialogue you'll need to hammer your way through in order to build relationships.
I managed to get through all nine plus dates in a single sitting, and
went back and dated a few of the same ghosts again, just to see how different
dialogue choices changed the progress of the
game.
During the day you can also check your phone and use your chat program with other characters at certain times to get some genuinely funny
dialogue, or you can
go into your monster - raising
game and play around with that.
Audio is
going to play an important part in upcoming sci - fi
game Downward Spiral: Horus Station because the
game is
dialogue free.
As OM
goes from strength to strength, run by Juanma and Vic in the UK and Trine in the US, I'm set free to concentrate more on my pet R&D projects: CDT and the GIVR methodology for
game dialogue recording.
The
game has branching story paths and dating sim elements, giving you multiple routes to beat, as well as
dialogue options to sway the opinion of the girls you decide to
go for.
From a story and lore standpoint, it all works rather well, even when the
game takes itself more serious than it probably should, given how some of the scenes and
dialogue goes throughout the campaign.
The in -
game tutorials and
dialogue hints at ways to combine your skills in combat or the occasional tactic for a big FOE, but the
game never explicitly
goes out of its way to spoil the surprise and give you exact details on how the world works.
What baffles me about this though is how in - depth this level creation
goes, it has been stated that the player will be able to give
dialogue to characters and cast main character from the
game into their missions.
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.
The easiest to point out is that the
game is better looking that the original, and that characters have voices to
go along with their
dialogue.
The whole
game is about your adventure towards the mountain in the background, though there's never anyone telling you to
go there, in fact, there's no
dialogue at all.
There are some stretches of
dialogue in the
game that
went for forty - five minutes during my play - through.
It's outside of my comfort zone specifically because it betrays my internal understanding of this character's personality, and
goes against what makes the
game more immersive for me: reading the
dialogue.
Again, with Mafia 3 being an open world
game, a lot of it can be spent behind the wheel of a car as you travel to and from different parts of the city
going from one objective to another and while it isn't so much of a problem early in the
game, the lack of a fast travel option becomes quite a hindrance as time
goes on and the further you get in the
game because at times it will force you to travel huge distances to speak two lines of
dialogue with someone for example and then makes you drive all the way back to where you were originally, which becomes a bit of a chore, but the car handling isn't bad and it almost feels like you are driving a car from the 60's as it feels heavy and limited as you manoeuvre certain cars around a corner.
But, despite this fevered evolution of
game design, the
Dialogue as a branch of
game mechanics has largely been ignored, having been thought of as «good enough» from the get -
go.
Upon finishing the
game with the full ending from solving every mystery and finding out about that twist, you will almost instantly want to
go back and play through again with that knowledge ahead of time to look and see if there are subtle clues in the
dialogue or anything.
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.
The
game does drop hints as to what you should do next via NPC
dialogue but it isn't always clear where you should
go.
I suspect the onus was on Mike to come out with another storytelling bombshell.While the plot isn't
going to catch you off - guard — heck, the
game might as well say «we're ripping off Robin Hood, by the way» in its Steam store blurb — the writing at the
dialogue level is packed with enough warmth and wit to genuinely bring a smile to my face.
The further you progress through the
game the more apparent this will be, but if you ever find the optimism a little too much in the beginning, just look to Zeri's lines — in many ways, he is the voice of the old, jaded fan who is tired of all the happy -
go - lucky
dialogue and just wants to get things done.
The
dialogue is expertly written and the emphasis Paragon and Renegade points (the
games version of good and evil) has been greatly reduced — something we're happy to report seeing as black and white morality
went out of style years ago.
Just when you start forgetting you are playing a Wolfenstein
game the developers are quick to remind you by either throwing you a curveball in the form of
dialogue or interactions, like when you interrogate a Nazi soldier in the basement after realizing the Nazis won the war back in WW2 with a chainsaw, or when you discover that you can click the bed and
go into Nightmare mode which is basically Wolfenstein 3D which lets you play the
game until you dies and this lets you back out into The World Order.
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.
Additional titles with multiple nominations are id Software and Bethesda Softworks» first - person shooter IP reboot DOOM (three nominations); Niantic's free - to - play, location - based augmented reality
game Pokémon
Go (three nominations); EA DICE / Electronic Arts» World War I inspired first - person shooter Battlefield 1 (two nominations); JAPAN Studio / Sony Interactive Entertainment's long - awaited single player action - adventure The Last Guardian (two nominations); Hello Games» open universe and action - adventure survival
game No Man's Sky (two nominations); Night School Studio's narrative and
dialogue - driven supernatural mystery graphic - adventure title Oxenfree (two nominations); Drool's fast - paced «rhythm violence»
game Thumper (two nominations); and Thekla's 3D
game set in an open - world filled with natural and man - made puzzles, The Witness (two nominations).
The only problem that pretty much every
game that is quite new with a large fan - base suffers with is server issues and this is
going to get better and better as the
game further develops so i am not
going to rant about how the only problem i have came across is so bad as the story makes up for it because the quality is amazing as the animations are beautifully done and the feeling of playing a story that isn't too driven on
dialogue but more actions and feeling that you are destroying a castle and are making a difference within a massive scale war is greatly satisfying.
The
game script tends to refer to these in parallel to their real - life counterparts, which can make for some amusing
dialogue so long as you're aware of what's
going on in the
game industry.
Players with disabilities who
go into the
game aware of the pros and cons of the Fallout 4's accessibility will understand that while a
Dialogue Camera can be set the player must
go online to find a subtitled copy of the
game's introduction or that the controller can be remapped but at times players must
go online to learn how to do a specific task.
It's as conventional as
games go, but the interesting character interactions, challenging puzzles, and appealing plot all add up to a rewarding and fun adventure
game that's reminiscent of LucasArts» classic Monkey Island in both style and humor despite some tedious
dialogues and pixel - hunting moments.
The reverence and care that
goes into every single blade of grass, every line of
dialogue, and every set piece is what puts them on their own plane of existence and makes their
games feel special.
This
game is a unique as far as puzzles
go, a lot of I haven't come across before, and I enjoyed them very much... some took me quite a while to solve The
game opened in widescreen... a definite plus, hate having to change things There are 3 modes of play: Easy - Expert - Pro... Expert players will love this
game as there is no hand holding at all... no sparkles, no hints and no skips I played the Easy mode where hints charged in about 15 seconds and not much longer for skips I quite like the HOS as well... lists, silhouettes and find one thing to open or find another object but done differently than the norm There are no voice overs, which I didn't mind for a change, not an overly lot of
dialogue to read either Graphics were good without being spectacular.
It features: — 3D real - time sandbox
game built with Unity
game engine — metallic shader, lighting, particle effects, lens flare, explosions, fx — space combat RPG with extensive skill tree — open and living universe where 600 + ships fly around autonomously — epic story with
dialogue system that allows real choices — recruit 6 wingmen and 2 can fly with you at a time — even discover romance with another wing pilot — recruit 5 corporate pilots who can fly trade routes on your behalf — trade, fight, mine, pirate, scan for derelict ships and wormholes — many mission types: epic, freelance, dynamic, wingman acquisition, faction loyalty — deep combat mechanics, AI, and faction standings — 20 + ships, 180 + modules, 33 solar systems with a unique follow - through - warp mechanic — 15 + factions to vie favor or destroy — cinematic camera shows you the action when it happens — fly manually with or without Newtonian physics or use autopilots exclusively — 22 track theatrical - quality award - winning soundtrack by renown composer, Sean Beeson — cloud save lets you continue your
game at home or on the
go MEMORY: Dangerous uses a lot of memory during play, so if you have an older device, please close extraneous programs and reboot prior to playing.
Right from the beginning I could tell I was not
going to enjoy the
game's
dialogue or story.
There's something to be said for simplicity, and the
game does it well by keeping the core simple and taking the time to add little flourishes as you
go: the defective turrets, the wall paintings and the idle
dialogue make for a
game that was treated with the utmost of care.
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.
Senior producer Tomasz Gop and level designer Marek Ziemak were on hand to show how things are
going for good old Geralt now he's in a new
game engine with refined combat, improved
dialogue systems and a newer and much bigger story.
It keeps a
dialogue going about
games - as - art, because it very directly addresses the things people see as being «missing» from
games: stories that matter, writing that doesn't blow, interactions beyond running and shooting.