Sentences with phrase «often gives those sequences»

Selznick simply isn't that good of a screenwriter, constantly having his characters write something down, show it to the screen and then say it out loud in a maddening dollop of redundancy, and Haynes often gives those sequences a bizarre 70's exploitation feel with afros aplenty and a glaringly terrible funk soundtrack that makes you pine for the silent era all the more.

Not exact matches

We found out when we examined genes that quite often we could find evidence that one gene had given the path of its sequence to another related gene, so it was as if there were two genes and one said, «I'm not going through, the New York business,» and the other one said the slightly different message, and yet they exchanged information.
Erica guides a gentle, flowing sequence to land you in your hips, giving you room to accept the love and nurturing we so often offer others.
Filmmaker Ron Howard delivers a deliberately - paced yet often engrossing narrative that's rife with electrifying sequences (eg the now - iconic «give me back my son!»
While the battle sequences are sustained and often repetitive, the true horror of the gruesome activity is underplayed, giving only occasional glimpses of bloody, mutilated bodies and devastated homes.
Gerry's family (Mireille Enos) are given almost nothing to do after the opening sequence and quickly disappear into the background for the remainder of the film, only given airtime to deliver throw away and often cringe worthy sentimental dialogue.
Score and effects came off stronger, Surrounds were utilized more often than anticipated and gave the action sequences some life.
While the term itself wouldn't be coined until the release of Metroid Prime in 2002, the original Metroid is often given credit for introducing the concept of sequence breaking: the act of performing actions or obtaining items out of their intended linear order, therefore breaking the standard sequence of events in a game.
President Larry Berger said, «There are sensible sub-skill sequences, but they are often idiosyncratic to a given instructional approach.
Stewardship is all about cultivating relationships and when done well, moves us beyond the transactional ask - give - thank sequence that too often dominates the fundraising world.
That's not saying the game is a breeze though as there were certainly puzzles that gave me trouble trying to find out the sequence to conquer them, but I often never had the sense of being lost with no idea of what to try next.
Its unforgiving checkpoint system also gave me some frustration, as dying close to the end of a long platforming sequence will often see you vaulted all the way back to the start of the level.
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