Sentences with phrase «on character development really»

Not exact matches

Sitting at home and pontificating on the latest developments in technology is all fine and dandy, but nothing really beats meeting the interesting and ambitious characters who are actually out there trying new things.
Even thought the film is light on character development, and strove to be more of a pure action film (one of the most influential and parodied in fact), it is still entertaining, even though it's really just ok, and not all that good (unbelievable and unrealistic action aside).
The characters don't have much depth, the plots twists are at times laughable (no, I really did laugh out loud on several occasions) and, in season 1, you could see some plot developments coming from a mile away.
Deep down, we all know that modern superhero movies are operating with even lower dramatic stakes than Star Wars or James Bond movies: beloved characters rarely stay dead after they've been killed, and no plot development, no matter how grave, is irreversible, so there's no possible way that what seems to be happening on the screen could really be happening.
The villain, on the other hand, was considerably weak and really had no character development or arc (though Corey Stoll was okay in the role).
As the film develops there are some great plot twists, but due to the lack of character development, it's hard to really invest in what's going on.
Yet, after acknowledging that it was an inspiration, the two films should be seen as separate entities, since much of what makes City on Fire work (character development, yin and yang cop - robber themes, and a romantic subplot) are not to be found with the 1992 American film, and what people liked about Reservoir Dogs (smart and savvy writing, sassy interplay among characters, and some brutally graphic violence) aren't really the strengths of the Hong Kong original.
At only 103 minutes Tomorrow, When the War Began really flies by, and, while this brevity should be applauded, another few minutes of screentime spent on character development might have made the film more successful.
And so he did that in the school setting, but he also added this lovely humour; his character wasn't quite ready to go on stage yet, so he had to have a shower first of all, and all these kind of humorous actions that he was putting in there I think can show a kind of a development in being able to already formulate these characters in very different, more and more complex ways really.
- for Sonic's 25th anniversary last year, Iizuka received a task to deliver some sort of product - the target was «dormant fans» who used to play the SEGA Genesis, but haven't really played any games since - Iizuka met Christian Whitehead, which lead to the creation of Sonic Mania - there was talk of another port, but Iizuka thought fans would desire something new from the old games - this is the first time Iizuka partnered with a team of devs spread across various countries - Iizuka said this team had a greater passion to create - this was in comparison to companies that set decisions on a pre-determined schedule (in meetings, etc)- the team had so many features they still wanted to add after the beta version was complete - since there were only a few spots with text that needed to be localized, they could bring the game to more places quicker - the game has Japanese, English, French, Italian, German, and Spanish support - the Studiopolis stage is included due to receiving the most requests from the Sonic Mania development team - Iizuka actually considered reducing the amount of stages at one point in order to meet the development schedule - Sonic Mania doesn't really have much in the way of cut content like scrapped stages - since Sonic Mania was only distributed digitally, the team was able to continue working very close leading up to launch - this let them put in practically all ideas, and there are currently no plans for DLC - Iizuka recommended Flying Battery Zone for inclusion becaues he likes the music - he also likes when the player goes inside and outside the ship - Iizuka likes Mirage Saloon because the stage structure will be different depending on the player character chosen - Puyo Puyo gameplay was added because there was a Puyo Puyo game released in the west for the SEGA Genesis - this game was originally called «Dr. Robotnik's Mean Bean Machine», and the team thought it would make a fun boss battle - Iizuka didn't have plans to feature Blue Sphere in the special stages - the Blue Sphere special stages were brought over to Mania as a test, but ended up staying for the final game - the team felt the need to continuously connect stages from various eras, which is doe with the Phantom Ruby story - for Sonic Mania, it was decided that the technological limit would be set at SEGA CD, - this is higher than the Genesis but lower than Saturn - in creating a SEGA CD - grade special stage, they would intentionally make SEGA CD - grade polygons
- Link doesn't have much of a character in this game - they wanted players to relate to Link and play as themselves - Link's face doesn't have much expression in this game, and that was done on purpose - for Zelda games, the devs always try to make the player feel like Link - that was pushed even moreso for this entry - everytime a Zelda releases, Aonuma watches fan feedback and considers that for the future - the items Link uses to solve are always going to be important - regardless of the tech that Nintendo provides, exploration in the series is important - Link's growth through who he meets is also an important element of the franchise - Aonuma thought about Zelda freedom when considering Breath of the Wild, and was brought back to the days of the original Zelda - this was a big point of inspiration for Breath of the Wild - with Ocarina of Time 3D, Nintendo wanted to really utilize the 3D and had a desire to let players enjoy Ocarina of Time outside - the goal with A Link to the Past was creating more depth - Aonuma used to think that getting lost in a 3D world wasn't okay - this lead Aonuma to putting in tons of hints and guiding players - he has since changed that idea and convinced himself that it's okay to get lost - the first two years of development the devs created a game where just running around was fun - climbing is very important, because players can climb high and see destinations they want to visit - you can place your own markers to decide where you want to go - when the devs create a Zelda title, they consider not using the name Link - since they don't have anything else to go with, they choose Link - the name Link doesn't hold much value, since the player is the one creating the journey - when Nintendo first created Link, they wanted a character that is literally the link between people - that is why his name is Link - to think that the Zelda series has been around so long that there are all sorts of urban legends and myths makes Miyamoto really happy
The Knights of The Order feel like they operate without any clear substance in their personality, and the character development in this story - driven narrative feels underwhelming, as we do not feel like we are really connecting with the Knights on the screen like we felt connected to the human essence and struggles of Joel & Ellie in The Last of Us.
a b c d e f g h i j k l m n o p q r s t u v w x y z