This is a true hypernovel, 100 chapters connected by clicking links,
not narrative sequence.
Not exact matches
As a transcript of a living community tradition, the Gospel of Mark relies
not only upon the early passion
narrative and the oral records of Jesus» life and teachings, some of which may already have been gathered into little collections,
sequences, groups of sayings; it relies also upon the apostolic experience which supplemented and interpreted those traditions.
I don't protest the order of the chapters but suspect, along with a lot of others who've worked this through, that this Cave
narrative was originally independent of the
sequences of the drought in 17 - 18.
It is
not strange, then, that the
narrative, concentrating on the theme of the relationship between Israel and the Lord, pays relatively slight attention to such «practical» matters as route of march, identification of places, and even
sequence of episodes.
If we give literal, historical credence to the
narratives of Israel's approach to the land, we can only wonder whether the present
sequence is
not disordered, with the conquest of Ammon to the north of Moab, and still further north, Bashan (vv.
And although the movie suffers from a rather anticlimactic final stretch - the
narrative peaks with a fantastic crash
sequence that leaves one of the protagonists badly injured - Rush ultimately stands as a satisfying biopic that gets the job done efficiently and without much fanfare (ie Howard clearly isn't looking to reinvent the wheel here, so to speak).
While she keeps the action hopping from one flash point to the next and cooks up a couple of exciting
sequences in the last 30 minutes, she doesn't develop the
narrative momentum needed to sustain a two - hour story.
Fortunately, the movie doesn't feel like an overextended sketch though it does have its
narrative detours that dawdle (a celebrity drug deal is padded out with far too few jokes), running jokes that hold on for a beat too long and then some (the George Michael fascination culminates in a drug
sequence that does absolutely nothing), and there are missed opportunities that seem obvious (Key using his new gangster friends to intimidate a man making advances on his wife).
The inclusion of a few standout
sequences (eg Charlie confronts Hans» dying wife) generally compensates, as does the effectiveness of the various performances (ie Rockwell has never been more entertaining), but the film doesn't wholeheartedly begin to engross until around the one - hour mark - after which point the
narrative's escalating momentum becomes more and more difficult to resist.
Like most of the supporting characters, Holmstrom doesn't add much to the
narrative, but his presence is the rationale for turning some of the scenes into Punk - style drawings or animated
sequences; these are among the ways the director thumbs his nose at literalness.
The powerful dystopian imagery itself (both displayed and evoked through description) is
not easily forgotten — particularly the prologues and opening
sequences, nor is the idea behind the films, or the many paradoxical
narrative loops.
The movie isn't perfect — Daniel Brühl's villainous Zemo is underserved, and the filmmakers ignore a key argument in favor of the anti-registration side — but it does such a good job of balancing the emotionally - charged
narrative with some excellent action
sequences and fan service that those flaws seem trivial in comparison.
The opening
sequence is breathtakingly edited, combining past present and future into a coherent
narrative that doesn't follow any kind of logical order.
The performances of the young cast are very natural, and Sloma is perhaps the standout: she is given the opening and closing
sequences as well as at least her share of the interwoven
narrative, but the film couldn't work without her confident portrayal of a young woman on the verge of maturity.
A characteristic surge of images is the
sequence that begins with the departure of Bill (Richard Gere) with the circus performers and ends with the time - lapse image of sprouting seed; there is no dialogue, save for the offscreen narration, no
narrative content, and no continuity, but only the overwhelming power of the images which have
not degenerated into «signs» or «symbols».
While this film certainly does break some new ground from a cultural level, this entertaining action flick also feels a little too big for itself at other times because as well done as the
narrative and storytelling aspects of this film are executed, occasionally the action
sequences don't...
It's
not the most elegant
narrative ever, unravelled in fits and starts and constantly interrupted in favor of another action
sequence, but it gets the job done well enough.
Jurassic Park III ultimately falls right in line with its immediate predecessor, as the film, though equipped with a handful of effective
sequences, simply isn't able to carve out a place for itself as a legitimately necessary followup (ie there's nothing within the
narrative that advances the Jurassic Park story as a whole forward).
Reitman and Cody aren't especially interested in a
narrative that's about a woman rediscovering the joys of family life — or, for that matter, one that's about a woman casting off those shackles, despite a late - movie
sequence where Marlo and Tully tear it up in the former's old Bushwick haunts (complete with the perfectly and silently observed rigmarole of driving into Brooklyn from the suburbs even when there's
not much traffic).
Theron, McAvoy, Boutella and John Goodman all turn in fun performances, but they're forced to do so much heavy
narrative lifting that
not even dazzling
sequences like a hotel room shootout register with viewers as exciting.
Additionally, Wright uses flash - back and - forward as well as fantasy
sequences to build a
not entirely linear
narrative that enhances the emotion the audience feels for the characters and their plight.
In fact, it comes across as a movie that's somehow all connections and no
sequence — at least, little coherent
narrative,
not as we usually understand coherent
narrative to be.
The
sequence doesn't quite fit in with the
narrative of the rest of the film, save for the fact that its rapid - fire pacing keeps the film moving.
That goes
not only for its approach to characterization, but just about every
narrative aspect of the work — from the way Baker develops his larger plot to how he
sequences his shots, carefully upholding its characters» sharply divisive existence.
David Koepp's script is also repetitive in a way the other two films weren't; while the comparative paring down of the plot into a largely straightforward chase
narrative is admirable, the non-stop
sequence of «Leads run from bad guys to place > find next clue and explain it to each other > bad guys come back and shoot at them, so leads run while continuing to explain» becomes incredibly tiresome as the film goes on.
Characters, relationships, and
narrative get hurled at the audience just as aggressively as the film's many action
sequences, and you're either engaged with the characters and stakes or you're
not.
He could
not say that it was the cause, could
not say, even, that it was a cause, because the events that followed seemed to be both inevitable and entirely random, and although he could piece together a
narrative sequence and take a kind of comfort in that, he had changed sufficiently by then to realize that it was only a story he could tell, and that stories were
not, on the whole, to be trusted.
Peter Hogan's comic for Electricomics, Cafe Amygdala, which involves heavy reader interaction for choosing the
narrative's direction, will
not even be presented in a «
sequence», Leah Moore said.
It was the desire to see what happened to Arno that kept me wanting to move the
narrative forward, though Games TM are quite right in pointing out that it can often feel like a
sequence of scenes that don't belong together.
The story missions are all based on
sequences from the films with only a little
narrative exposition to introduce them and
not much else to connect them.
Not only is this a pitch - perfect update to the formula set up by Metroid and Castlevania, combining mechanical satisfaction with tear - jerking
narrative sequences, it's also quite probably the best - looking 2D game of all time.
They're characters who you often don't want to play as or play with and with voice acting that you need to switch over to a foreign language in order to tolerate it, it makes for
narrative sequences that you just want to skip your way through.
After a pretty fun and quite long Minecraft: Story Mode Season 1, Telltale returns to the world of Minecraft with Episode 1 of Season 2 [Free], and although it has some fun new ideas, I wasn't too crazy with the direction of the
narrative and, especially, with the decision to add complex fighting
sequences in a game that can barely handle simple swipes.
You could argue that this is intentional, that by stripping everything back players are forced to focus on the main
narrative (and Square Enix itself has claimed this), but the fact is that this long stretch simply isn't fun, and accompanied by an omnipresent villainous voiceover which regularly repeats lines, the whole
sequence feels rather rushed and cheap - an afterthought to the lush, exciting open plains of Leide and Duscae.
With no preset
narrative and no specific protocol
sequence, everything is a mix of past, present and possible, across multiple circuits: «The news, amazon.com, a make - up tutorial, a movie trailer, fake or real, a Benjamin essay, a French - English dictionary, some porn, our most private correspondence, a fashion photography book, an art magazine, yet another funny cat video all appear together and interchangeable —
not to mention our music, photographs, texts, contacts and other material stored in other programs.
«
Not a narrative, not a sequence that has some sort of teleological direction to it — verse, chorus, this, that, and the oth
Not a
narrative,
not a sequence that has some sort of teleological direction to it — verse, chorus, this, that, and the oth
not a
sequence that has some sort of teleological direction to it — verse, chorus, this, that, and the other.