To be honest, though, most of the time it doesn't make all that
much narrative sense — exactly why was the Library being dusty classified?
Not exact matches
Sometimes the most secular of scholars found that what Frei was doing, with his attention to
narrative and his interest in the language that shapes a particular community, made more
sense to them than the work of many theologians
much more systematically concerned to address other academic disciplines.
In the present volume there are repeated and sometimes moving
narratives of a
sense of «coming home» upon joining the homosexual community,
much as Cardinal Newman and other converts have written about «coming home» when they joined the Roman Catholic Church.
I have studied many other theologies and the theology of the cross that Luther took directly from Paul pretty
much (in my mind) makes thebest
sense of the entire biblical
narrative.
This polemic against the American healthcare system benefited from a far more focused approach than his previous films, which covered so
much ground they sometimes lost any
sense of
narrative or coherence.
Her glance was piercing, her voice penetrative, and the audience was enraptured reflecting on her words empowered by a strong
narrative which conveyed a
sense of absolute authority — so
much like an ideal Public Advocate should be doing.
The final twists pack a nice jolt, but I couldn't take them seriously: They remind me of nothing so
much as a silly
narrative stunt from «Days of Our Lives» circa 2003 — which makes
sense, considering the MCU has become Hollywood's most endlessly renewable big - screen soap opera.
The many
narrative layers of this drama should fit reasonably snug in the context of the plot's progression, but if there is a
sense of excess to the material, then it is stressed by a
sense of episodicity, which sees the film spending too
much time with each segment, yet not enough to flesh them out enough to make the eventual focal shifts smooth.
While Roskam does imbue the atmosphere with a
sense of lived - in crime and the nefarious characters that map out the treacherous
narrative feel genuine thanks to a convincing ensemble cast, there's too often that
sense of over-familiarity that bogs down the film in a feeling like we've been here many times and seen it done
much better
much too often.
Although not linked to the Wii's Xenoblade Chronicles in a
narrative sense, Chronicles X carries over
much of the gameplay elements of its predecessor — but now couples on - foot exploration with flight via weaponized, giant robots.
They may not make
much sense and they may not always be easy to track, but they flow into the
narrative stream in inevitable fashion, an essential element that doesn't ever slow things down.
A
sense of historical progress is present in the mechanics as
much as
narrative.
The whole
narrative is structured for discovery, and it unfolds with a real
sense of wonder we don't get to feel
much at the movies anymore.
He won't get as
much credit as he deserves for adapting such a complex novel, but Ford handles the interweaving
narratives effortlessly; it's never jarring, and yet despite taking place in two different worlds, the way in which the film has been constructed makes complete
sense and only strengthens its emotional impact.
It's a schizophrenic film without
much narrative semblance or
sense of purpose.
But the «Marvel Studios: The First Ten Years — Connecting the Universe» gives viewers an even clearer picture of how
much work went into making sure everything in the MCU, from Iron Man to Avengers: Infinity War, connects and makes
narrative sense.
Sensing this, Scorsese gives Teddy a closing line that begs for a careful reassessment of all that's come before, but it's way too late by then to consider Shutter Island
much more than a bad marriage between one of the best, most innovative filmmakers in the history of the medium and a
narrative that's the very definition of mundane.
Despite not
much press yet for the upcoming Marvel sequel - which makes
sense given that Marvel Studios is still focused on next month's Black Panther, followed by May's Avengers: Infinity War - the Ant - Man sequel is expected to be very pivotal when it comes to the
narrative direction of the Marvel Cinematic Universe moving forward.
There's a lot going on in this
narrative —
much of it densely complex, and the action spans more than two decades — but its verve,
sense of place and a few truly excellent performances were enough to buoy me through the slower and knottier patches.
Editor Christopher Tellefsen (Assassin's Creed) further trims any fat in the
narrative to maintain a steady
sense of pacing throughout the movie's short runtime, thus ensuring that the slower moments never drag and that the movie's plot contrivances (naturally, there are some) don't stick out too
much along the way.
In the absence of a
narrative that makes
much sense or seems to add up to
much, it might be that Desplechin just wants to explore the themes above that makes it sound so glib.
But inBloom was a solution intended to enable personalized learning; if a district was not trying to implement personalized learning, there was a good chance that the
narrative explaining the rationale for inBloom would not make as
much sense to the community.
Much of Perry Baird's
narrative while hospitalized sound like anything but a crazy person, yet the reappearing
sense of grandeur and need to work around the clock, interspersed with times of crippling sadness and depression spoke volumes.
Probably to get it really good I would have had to have spent a lot of time testing and replaying those puzzles, and doing that kind of iterative process you do for good games design, whereas I'm
much more interested in the world explorational aspects, and the more
narrative aspects of gaming, which makes
sense because that's what I do.
This would hopefully mean that the first half of the game has some solid
narrative progression for the player to get invested in, and should also hopefully create an looming
sense of dread and interest because Zaroff is coming and they've heard so
much about him.
Like the original game, the basic
narrative is very
much your typical «up - and - coming heroes stop evil and save the world in the process» framework in a simplistic
sense, but how the story introduces factors such as war, religion, or child assassins into the mix elevates the
narrative to a more mature level.
In this
sense, the environment became an actual living, breathing place: an interactive playground that served the
narrative by rewarding curiosity with a
much deeper understanding of its nuance and intricacies for those who sought it.
From here, the
narrative never made
much sense.
American games have become
much more competitive with Japanese games than they've been historically, but one thing I feel they've lacked is a
sense of a director, of cohesive vision — and the result is good experiences that sometimes lack a full, emotional
narrative.
Much of Dinh Q. Lê's art is driven by this
sense of the unresolvable, of competing
narratives — personal experience, collective memory, historical record, fictional accounts, propaganda and more.
In a
sense we believe these
narratives because we are these
narratives (for the core beliefs at least, not so
much the alliances or «convenient beliefs»), And by no means are all these
narratives wrong or negative; in fact we couldn't «be» without them.
Real - world friends have turned out to be sinister characters, with the
narrative intruding into regular life so consistently that it's created the unsettling
sense of a fictional world that's not running alongside my own, so
much as it is layered right on top of it.
These additions create a lovely
sense of adventure and
narrative for the project,
much like the novel it was inspired from.»