Voiceover is a tricky technique, at its worst a bludgeon against the viewer's intelligence, but at its best (cf. the films of Terrence Malick, the documentaries of Werner Herzog, etc.) it can be as evocative and essential as
any other cinematic element.
Apart from the strong performances — that do keep the movie afloat despite from the narrative breaks in your emotional suspension of disbelief —
other cinematic elements help support the movie.
Not exact matches
Overall, Valiant is for the most part charming enough, while never approaching
cinematic excellence that the ambitious design (the country's first CGI film, a World War II setting, and a low budget) might have suggested and
other studios (like Pixar) might have achieved with the same
elements in place.
It's because his creation is nothing more than a bad hybrid of the overused teen slasher movie («Scream,» «Friday the 13th,» «Final Destination,» take your pick) mixed in with
elements from flicks like «Judy Moody and the Not Bummer Summer,» «The Breakfast Club,» «Back to the Future,» «Saw» and
other better
cinematic endeavors.
Even though it is turn - based, XCOM has a lot of surprise
elements (critical shots,
cinematics) that bump it up higher in terms of Excitement than
other turn - based games.
GL33k provided sound design for the epic
cinematic sequences created by Titmouse as well as sounds for menus and
other user interface
elements.
I'm not a purist but the argument of agency vs.
cinematic experience feels like a mute point, video games can not out - cinema cinema, so even as some
elements from
other mediua can lead to innovation in video gaming, what should always be the aim of video gaming is what makes it special, and agency is not something easily found or realized in
other digital media, if ever.
Regardless, the purpose of the demo is to explore its amazing
cinematic game play and explore the
other fighting
elements the game portrays.