I really like the look of this, and how
much character interaction they're showing off, but I don't quite trust an X-movie to stick the landing.
Not exact matches
The
interactions and dynamics between the two (as well as between Weekes and other
characters) made Weekes that
much more endearing to me — his awkwardness in the relationship (particularly a few foot - in - mouth moments that showed him as the country boy he is), their effort to keep their relationship out of the spotlight... it was all very sweet.
Too
much of the film is told via Glatze's voiceover rather than shown through
interactions with other
characters.
Love a game that challenges you enough without taxing you too
much, nice story, good computer /
character interaction.
There's a once - in - a-lifetime feeling to the trio's every
interaction — not only as
characters but as performers — that makes the film's casually tragic climax that
much more devastating.
The mystery isn't the point here, the
character interactions are, and they unfold with a subtlety (and sly humor) I didn't expect, but very
much appreciated.
The final battle with bigger versions of AT - AT's is just another moment on the road to an overly - long runtime, while Rey's meeting with Snoke is interesting
much later in the sequence for its great lightsaber battle than the
interaction of the
characters themselves.
Invited to Suwon for a screening of one of his films, arthouse director Ham Cheon - soo (Jeong Jae - yeong) finds himself spending the day hanging out with aspiring painter Hee - jeong (Kim Min - hee), leading to a checklist of Hong - isms: comically awkward conversations over food, followed by even more awkward scenes of people apologizing; strangely contentious
interactions with new acquaintances; jumbled chronology;
characters standing around in the cold for
much longer than they should.
AVENGERS: INFINITY WAR: A movie version of a massive comic - book crossover, for better (fun
character interactions) and worse (it's pretty
much all Infinity Stone shenanigans).
He isn't
much for charisma either, but his presence is bolstered by
characters and story that are well written and there is a depth to their
interactions and the overall tale.
Wonder Boys is about
characters and
interactions; it's about one of our most talented screenwriters, Steve Kloves (The Fabulous Baker Boys, Flesh and Bone), working at the absolute top of his profession; and it's about a cast so very sublime and dead solid perfect that wondering what will happen next doesn't drive the film so
much as hoping that whatever it is takes its sweet time: We want these people to stay put.
We know when the
characters are supposed to feel awkward and when they're trying to be compassionate, but their
interactions and developments are so slight that there's barely any indication that anyone outside of Lars's inner circle has
much regard for him as a person until the script essentially orders them to pull a 180 and swell with understanding.
Much more about the
characters and
interaction with the new planet.
If you set the motives aside and just look at the
character interactions, you have a
much better movie and, welcomingly, a great cast for sequels.
Dragon Quest «s outstanding artwork is really brought to life by the visuals in Heroes, and its classic
characters become so
much more likeable with their comical
interactions and voice acting.
Much of the humor, and many of the
interactions, feel as though they have been ad - libbed, especially in Peter's consistent use of made up words and pet names («Dude Von Dudenstein»), which fits in with the
character's attempt to seem cool without exactly knowing how to do it.
However, like so many recent blockbusters — Doctor Strange, Miss Peregrine, to a lesser extent Suicide Squad — within Fantastic Beasts, one enjoys the
characters and their
interactions so
much (Sudol and Fogler have wonderful chemistry) that when the plot kicks in suddenly, it loses some of its charm.
How
much I personally tend to enjoy these kinds of movies is also influenced by how
much I buy into the notion of the small stuff —
character interactions, motivations, and basic believability from a human reaction standpoint.
Indeed, with a game - based learning platform, you will be able to add
much more
interaction to your learning simulations, by designing engaging serious games, with great
characters, graphical environments, and scenarios.
While so
much of this novel concerns the stories of relationships between
characters, there is also great significance in the relationships between these
characters and nature, like Lily and Loo's fascination with the stars, for example, or Hawley's
interactions with a whale.
He continued, «John Barber's writing and
character interactions have given me so
much fun and interesting material to play with visually.
Expect this year's BioShock Infinite to be considerably more chitty - chatty than the original; creative man Ken Levine has said that «just one level of BioShock: Infinite writing and the amount of
character interaction we have is probably three or four times as
much writing as in all of BioShock 1.»
Almost all
interactions are slow paced, and almost unnecessary, with the boring and slow paced writing only making you angrier as the game goes on and wonder how a game with this
much ambition could make even the most exciting looking
characters seem so mundane.
«Just one level of BioShock Infinite writing and the amount of
character interaction we have is probably three or four times as
much writing as in all of BioShock 1.
Dragon Quest «s outstanding artwork is really brought to life by the visuals in Heroes, and its classic
characters become so
much more likeable with their comical
interactions and voice acting.
Much like Brandpresto / Monolith Soft's Project X Zone's series, enjoyment also stems from the
interactions between
characters.
The story has
much more writing going on than most games like this with each of the many
characters having their own stories and occasional
interactions with other
characters before fighting them gradually revealing more about this world.
Through your
interactions with the different
characters you learn
much about their histories and personalities.
With a linear
character in a novel or film, you have complete control over the light in which he is seen by the audience...
interaction makes things a lot harder — but so
much more interesting.
Each
character doesn't really speak as
much as repeat a bunch of gibberish, which can get a little grating in some of the longer
interactions between them.
New gameplay systems provide more exciting
interactions for players experiencing the gruesome finale to this tale of an inescapable, otherworldly school populated by vengeful spirits, including a dynamic lighting system aided by an in - game flashlight, talismans to protect the player
characters from danger, deadly traps to disarm, cabinets to hide in, a stamina system that allows for limited dashing, and
much more.