Sentences with phrase «much dialogues in the game»

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 waiIn 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 waiin 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 wgame'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 wGame 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 wgame 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 BioshocIn 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 Bioshocin 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).
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