Nevertheless the graphics aren't overwhelming and although the synchronization is great, even if there is no german version, there are just too
much dialogues in the game.
Not exact matches
Series like Advance Wars, from which 17 - Bit drew
much inspiration, have used
dialogue between
in -
game characters to convey strategy
game mechanics
in the past, but 17 - Bit has set the new standard here.
In case you did not know, Fire Emblem Warriors features a whole lot of voiced dialogue and in the game's Game Settings, provided you have obtained the voices of certain characters, you can actually select which character's voice you want to be the voice of the game and while you may not think too much of that feature just you wai
In case you did not know, Fire Emblem Warriors features a whole lot of voiced
dialogue and
in the game's Game Settings, provided you have obtained the voices of certain characters, you can actually select which character's voice you want to be the voice of the game and while you may not think too much of that feature just you wai
in the
game's Game Settings, provided you have obtained the voices of certain characters, you can actually select which character's voice you want to be the voice of the game and while you may not think too much of that feature just you w
game's
Game Settings, provided you have obtained the voices of certain characters, you can actually select which character's voice you want to be the voice of the game and while you may not think too much of that feature just you w
Game Settings, provided you have obtained the voices of certain characters, you can actually select which character's voice you want to be the voice of the
game and while you may not think too much of that feature just you w
game and while you may not think too
much of that feature just you wait!
Much has been written about Andromeda's sorry technical state, and it's no exaggeration to say that this is one of the buggiest and broken high - profile
games released
in the past several years, with an impressive laundry list of issues, from broken quests to disembodied heads appearing
in scenes, from characters randomly spawning into other characters to
dialogue that has no relation to the situation.
If you haven't already seen The Lego Movie, its video
game tie -
in will spoil
much of its plot through cutscenes and
dialogue.
It was nice to see the
dialogue choices introduced
in this
game, and I very
much welcome innovation
in this regard.
Much of «True Story» consists of
dialogue scenes between Michael and Christian
in which the two play cat - and - mouse
games to get what they need from each other.
The
dialogue is all text based which I found pretty jarring considering we've got voice acting
in pretty
much all other
games... the only somewhat reasonable excuse I could think of was that with the expanded roster
in this edition (the largest roster so far) perhaps they didn't want to have the odd experience of some characters voiced while others weren't (or at least not by the actual star... and given some are no longer with us it would be a bit hard).
It's rather strange, but the famous Mass Effect
dialogue wheel which we've used so often to help shape the galaxy, for better or worse,
in previous
games pops up considerably less often
in Mass Effect 3, helping to cement the fan - feeling that this is a
much more action - orientated
game that we've seen from the series before.
And
in a
game with as
much dialogue as this one, that's a real accomplishment.
The
game has no spoken
dialogue, and very rarely displays text, so it is very
much up to the player and their interpretation of the events on screen to fill
in the blanks of the story.
The option to skip
dialogue is there, but this is one of the very few times
in a
game with so
much recorded chatting that I've never wanted to use it.
Not a full sequel, but definitely more than a mere v1.5, this
game has had a near - complete overhaul that puts the Zelda OoT: Master Quest version to shame as it as
much as quadruples the amount of content
in places, and overhauls
much of the returning content (such as the reworked puzzles, and spoken
dialogue being added to a
game that was previously text - only).
This is
much more of an issue for a
game like BlazBlue as the
dialogue is its central focus due to the story mode, so those who aren't fluent
in Japanese (which makes up a large market of this
game's western audience) will have to constantly reference the subtitles while playing.
In creating the characters of Booker and Elizabeth, and in having them interact throughout the game, Levine has said that the dialogue requirements were much larger than those of the original Bioshoc
In creating the characters of Booker and Elizabeth, and
in having them interact throughout the game, Levine has said that the dialogue requirements were much larger than those of the original Bioshoc
in having them interact throughout the
game, Levine has said that the
dialogue requirements were
much larger than those of the original Bioshock.
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.
There isn't too
much point
in replaying the
game itself, besides the optional difficulty options and choices
in dialogue, but for the most part a lot of
dialogue options only give instant gratification and no real long - term changes.
However, on the opposite side of the fence, with so
much spoken
dialogue in the
game, the text less thoughts of each character
in their story mode are downright boring.
This gets really annoying because it's pretty
much impossible to listen
in on every bit of
dialogue in the
game so you can know what the proper security code is at any given time.
I'm very close to wearing out my A button due to my countless attempts to skip through these moments,
much like skipping through the Nurse Joy
dialogue in any Pokémon
game.
Despite that, he more than made up for not being David Hayter with a
much deeper and grittier delivery
in the limited
dialogue he had
in the
game, partly because the facial motion capture allowed him to act with his body language as well as his voice.
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.
We learn
much about Kane and Lynch's personality through their cutscene and
in -
game dialogue and they are both interesting characters that make a great team.
These came
in the form of item descriptions and small amounts of
dialogue from NPCs, this allowed those that were after just the
game play with out
much of a story line (not that it was without its story driven progression) to focus more on arguably its most renowned feature, it's combat system.
It would have been
much better to have more cutscenes with
in -
game models rather than static backgrounds and character drawings, but the
dialogue scenes are still effective none - the-less.
But to be fair, I would
much rather hear dead air or their one liners as opposed to the radios
in the
game, because not only are they everywhere, the
dialogue and music are horrendous.
It's hard to develop
much character
in the main - series
games like New Super Mario Bros. and Super Mario Galaxy, but
in Paper Mario, the team has the lines of
dialogue to turn a nondescript Koopa Troopa into Kooper, a plucky little guy who has archaeology dreams.
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.
Reading aloud
dialogue options to select them, issueing commands such as this, or literally shouting your dragon shouts
in Skyrim would add
much to how
games are played.
It's not contested that
games have become a
much more story - driven medium
in the past five years, but when one thinks of the titles leading this charge, odds are that they will think of something akin to literature or film; there's probably lots of well - acted
dialogue, maybe a fair amount of reading, audiotapes... The usual.
I hate to complain too
much but it just gets
in the way of what could have been a more polished arcade style
game with similar but more tightly designed mechanics if they developer would have honed their attention, focus, and resources away from
dialogue and plot elements that are quite frankly only
in the way.
I wouldn't care that
much about this issue if the
game didn't force you to pay attention to the plot with so many
dialogue sessions and bizarre
in -
game «cutscenes»
in which my character freezes for 15 seconds just to take a look at something right
in front of her.
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's no surprise that BioWare has put so
much effort into making the
game's
dialogue as good as it can be, given the prominence of conversation
in the series» gameplay and the all - star cast that has been assembled for Andromeda.
Main benefits of playing this version: Completely different Japanese voice track with different nuances, to such an extent that
much of the
game's
dialogue was re-edited to account for subtle shifts
in mood and tone.
But with emergent narration, where
much of the story is always implied and is always
in -
game — told through ambient
dialogue, through environmental change or through the mechanics themselves — the sense of immersion can always be maintained which is after all a critical requirement if
games need to get their players invested
in the story.
Many players found the
game's new
dialogue system left a lot to be desired, as Bethesda replaced the text - driven system seen
in previous
game's with a fully - voiced acted (but
much more limiting) conversation system.
This Witcher 3 gameplay video also shows how tough combat can be, and how
much dialogue we can expect
in the
game (a lot).