The script is very knowing, full of interesting premises and
nice character work.
Most viewers will come away impressed by the sheer amount of big - name stars that contribute to the film in smaller roles, and while they all offer
some nice character work here, this film really belongs to Ralph Fiennes, who shows quite well that he can command the screen in a lightly comedic fashion, rather than as the heavy that dominates most of his better known works.
There's
some nice character work at play when Jackson can be bothered to stop cutting between extraneous plots and generic battles.
Not exact matches
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Here both
characters do, which leads to a
nice scene where Dylan's sister simply explains to him why the whole friends - with - benefits idea doesn't
work.
It's ultimately clear that The Finest Hours is at its best in its relatively propulsive first half, as director Craig Gillespie,
working from a script by Scott Silver, Paul Tamasy, and Eric Johnson, does a
nice job of establishing the the central
characters and the dangerous circumstances in which they find themselves - with the screenplay, which also emphasizes the ongoing exploits of Bernie's girlfriend (Holliday Grainger's Miriam), generally juggling the various narrative threads to seamless effect.
Fated: The Silent Oath is exactly the kind of game that VR was made for, and it's
nice to finally see the technology put to
work on small, intimate, emotive
character drama.
It's always
nice seeing Farrell lighten up and play a
character he's not usually known for (see Horrible Bosses) and he just seems to
work very well with McDonagh.
It kind of
worked, bringing a
nice relationship between the two
characters and Farrell acting as a narrative device for the audience to explore McClane's
character a bit more.
John C. Reilly has been doing great
character work for a while now, and it's
nice to see him get some recognition.
Its really
nice to see that the main focus to this title centered around team
work and that they didn't just decide to add a 2nd main
character into the mix here.
Awesome, very good premise and
nice to see a worthy sequel, I think they have the right idea here, the
characters were cool and the effects were good, story
worked for me.
And given that the lead
character in the film
works in a graphic design firm, in the»70s no less, it's a pretty
nice touch to carry that over into the marketing.
Apparently a remake of The Street With No Name (which I haven't seen), it's an entertaining thriller (with the
nice touch of a barely concealed homosexual subtext to Ryan's
character), but it lacks the crazy charge of Fuller's best
work.
Nonetheless, it's
nice to be able to play a game like this where there is 0 % danger involved whatsoever, (hell even if you fall off a cliff side your
character pulls out an umbrella which allows you to float gently to the ground) but it is hard to shake the feeling that the game is sorely lacking a goal for the player to
work towards.
For what it's worth, James Spader does
nice work playing against type as an intellectual nebbish, and Russell incorporates what could've been an albatross — the death of his
character's young son — into his every delayed gesture without seeming merely thrown by the film's premise, whose machinations are so befuddling as to deter one from inspecting Stargate for political and allegorical angles.
There's enough
character work to like here, especially for fans of Swanberg, and it's very
nice to see the director shooting with visual eloquence on film, but a few unbelievable beats and repetitive decisions keep it from being ranked among his best.
The performances were
nice (Colin Farrel, Brendan Gleeson, Ralph Fiennes) and it was wonderful to see the great Belgium city of Bruges on screen, but the plot was a retread, the
characters were half - baked and only one out of every 10 jokes
worked for me.
Secondly, hes done a
nice job of recreating Stephen Kings dialogue and literary style on the big screen, most notably in the asides which Mort whispers to himself, something which
characters in Kings
works do constantly.
Good writing and
character development throughout... but in the end, this didn't feel like much more than a rather
nice work of sort of historical fiction — with a second
work to boot.
Nice reviews and early interest in The Emperor's Edge led me to focus on those
characters, creating a series that ended up being seven novels long and which I completed last summer (though I'm
working on a new novel with many of the same
characters).
The
character model was detailed and it had
nice effects
work, but environment textures are really inconsistent.
It's
nice to see that each
character get's a unique ending (MvC2 had one set of credits and that was it), but it would have been better if they could have put a little more
work into the story.
Even if they change the fluidity and maybe some of the actions, or how a jutsu
works or the range would be
nice for the older
characters — maybe add in a few combos..
It would've been
nice to find a
work around to allow for more weapons to be held at once without the use of action - killing menus, but there are much worse things in Duke Nukem that belittle the game than the lack of the
character being a walking arsenal.
Both games feature a «Commander» unit, a giant mecha, which uses atomic - level manufacturing to build an entire economy on far - off planets literally from the ground up, which is an interesting inversion on how mecha usually are used in games: the «Commander» is more or less the player
character, and while their large mecha is by no means weak, it's a central unit because of its production capabilities, and not because of its arsenal, which as a mecha fan I always thought was a
nice way to
work the idea of a «hero mecha» into an RTS, because you can relate to the Commander mecha's role as, well, a Commander on the battlefield rather than as simply a powerful named «hero» unit as exist in most other RTSes.
Since you are not limited to playing solely as Kirito this time (though there is still no
character creation),
working with a partner can be a
nice distraction.
This doesn't make or break the game, but it is
nice that the
characters have had some
work done.
For the most part, the game
works well with a third - person
character, but there are times where being able to switch to first - person would be
nice.
PR propaganda aside, they do a
nice job of illustrating how the track,
character, and kart editors
work.
The game has a
nice personality — before levels in the single - player campaign there are brief, acrimonious exchanges between your
character and your opponent — and the cartoony visual style
works, with appropriately BOOM - y explosions.