Sentences with phrase «make conversations between characters»

RPG mode is the option for anyone looking for the standard Mass Effect experience, while Action mode will make conversations between characters automated with answers chosen for you, allowing you to simply focus on shooting things in the face.

Not exact matches

Jolie applies a bit too much focus on moments of suffering in the second half as well, making Unbroken feel repetitive and long at times; a few more conversations between characters in place of some of the beatings might have been a wiser choice.
The story does take a little time to get going but you will find yourself completely immersed in the conversations between these two characters and that is what makes the film.
While he makes it exciting visually, the conversations between any two characters is abbreviated and mostly inconsequential, as if Herzfeld were bored by needless chatter, plowing through the minimal dialogue as if any «downtime» would lose audience interest and action momentum.
The conversations between the two characters that make up most of the early scenes of the movie are a delight, and I almost wished that the whole film would just be the two of them talking — like an undead My Dinner with Andre.
Once you get the conversation going, insert the other two lyrics elsewhere, shifting the dialogue to make sure the conversation between the two characters makes sense.
On top of that, each place has new voice lines and conversations between the cast of characters that are made specifically for that section.
This is one of the core reasons I enjoyed the game so much — you can see the relationship between the two main characters developing in such a profound way, and not a single conversation needed to take place to make it happen.
The following details come from Gematsu... - 3D Mode characters move vividly in a three - dimensional world - in 2D Mode, the game is depicted in nostalgic pixel graphics - at the start of your adventure, 3D Mode is depicted on the upper screen, and 2D Mode is depicted on the lower screen - when the two modes are displayed at the same time, conversations and such are displayed on the upper screen when using the slide pad - on the lower screen when using the d - pad - As you progress, you will choose which one of the two modes to you want to continue playing with - can visit the church to switch between modes - in 3D mode, monsters will attack if they notice the protagonist running by - with 2D mode, you will encounter monsters randomly while walking - will be able to see the «Memories of Your Journey» at certain places - with 3DS version, you can look back on important scenes in the story that you have already seen in your favorite visual mode - allows you to also see how that scene played out in the style you are not playing in - a village where a special tribe among the Incarnations of Time known as the «Yocchi» live - here you can make use of the system's StreetPass features - also discover a dungeon that only the Yocchi can enter called the «Labyrinth Beyond Time» - send in the Yocchi you gathered through StreetPass to explore - exploring the Labyrinth Beyond Time may open the door to surprises - Yocchi have an important mission, and want the protagonist to help them carry it out - in order to help the Yocchi, it seems that it is necessary to find «Adventure Log Passwords» in the Labyrinth Beyond Time
In between battles and major story moments, a variety of conversations are made available with different characters.
Her dynamic, interdisciplinary approach to art - making is rooted in an ongoing investigation of experience, memory, and present and future histories, specifically focusing on shifting notions surrounding landscape and character, as well as conversations between formal processes.
a b c d e f g h i j k l m n o p q r s t u v w x y z