It even
plays over the dialogue which can be difficult to hear and results in the film feeling cheap.
Disallow Customer VO
playing over Dialogue VO.
Not exact matches
The
dialogue in this column, «The Devil and Mario Cuomo,» was imagined, but it nailed the monologue that would
play out inside Cuomo's head as the governor agonized
over whether to run for president in 1992.
Blanchett
plays archetypes — each existing in a different scenario — who recite, either in voice -
over or as
dialogue, the philosophies of various artists and thinkers.
For
over a decade, sold out audiences have enjoyed Rocky Horror - like participation consisting of hilarious traditions such as screen - shouting, football
playing, throwing spoons at the screen, rooting on the shockingly long establishing pans of San Francisco, and generally laughing hysterically at the film's clunky pseudo-Tennessee Williams
dialogue, confused performances, and bizarre plot twists, like the mother - in - law character whose breast cancer ought to
play like it matters a great deal, but really comes off as a non-sequitur.
In the scene showing Eleanor's home life, source music is
played too loudly
over the
dialogue, adding to the feeling of oppression.
The rapport between Parham and St. Clair has been well developed
over a decade - plus of working together, and even though the stories in «
Playing House» rely on fairly typical domestic farce, the quality of the
dialogue and performances makes even the weaker episodes a treat.
It is
played painfully
over the top, from the hammy performances to the clunky
dialogue and stock thriller soundtrack, but the action isn't
over the top or the tone fun enough to make this work.
The first twenty minutes of the No Country for Old Men contain very little
dialogue, except for a voice -
over narration from a near - retirement sheriff
played by Tommy Lee Jones.
The group makes it
over the wall, but not before two of the series» prominent characters of color —
played by Mekhi Phifer and Maggie Q, who are each given virtually no
dialogue as a parting gift — are gunned down, likely to make room for the new influx of white actors we're about to meet (Daniel Dae Kim shows up for a second too, another minority bit - part designed to create a false sense of diversity).
The
dialogue sparkles even though many of the best lines are ad - libbed, while the direction by Sydney Pollack (Three Days of the Condor, The Firm), who also
plays the role of the frustrated agent in the film, keeps the movie fresh and honest enough to cover
over the necessary contrivances that hold the movie together.
Wells prioritizes performance
over clarity of its piquant
dialogue, which slightly waters down the cleverly callous wit the
play put front and center.
SEDL's policy research focused on the following school reform strategies as they
played out in selected states and local districts: resource allocation in local districts, teacher mentoring, policymaker participation in community
dialogues on education reform, and the charter school as a policy instrument affecting school - site influence
over education reform.
Dialogue from your fellow deity - chompers sounds like it was recorded in a shed using a cassette recorder, then
played back and recorded onto a different cassette recorded
over the other side of the shed under a pile of mouldy blankets.
These little irritating things like the music score
playing over and
over (the same guitar riffs on a loop will eventually drive you insane), characters repeating themselves, and saying things like: «My role is to see the hidden truth that lies beneath each battle» just seem a little bit silly to me and decrease the overall experience of the game, unless you turn the music off and skip most of the
dialogue.
They can be genuinely funny, but, like all the best parts of Fortnite, the
dialogue feels like a low priority, often
playing over the menu's distracting visual noise and the post-match ritual of watching chests spill out, pinatas explode, and XP meters fill themselves several times
over to accompanying carnival ambience.
I was 100 % sure that it won't be as good as the first Xenoblade which was a masterpiece, I just knew it from watching a few trailers, lot's of things was off to me personally, the characters, the
dialogues, the story, the art, the voice
overs even the Japanese wasn't as good as the first one, the first XC had an amazing story, superb voice
overs, magnificent soundtrack,
dialogues full of impact that even adults can take seriously in short it was the complete opposite of XC2 were the
dialogues remind a generic shonen anime from the dozen we get every year, & the most important for me the first one was full of emotion just watching a single story trailer & I said to myself back then that I must get this game, I wan na
play it & experience the story, well when I watch a trailer from XC2 I don't feel like that in the slightest, that said it all.
Well, have you ever watched Starship Troopers and thought «I'd really like to
play this as a game, but have poor dubbing for
dialogue and repeat the mission where Michael Ironside gets eaten
over and
over again»?
Everybody's too polite to talk
over the alert phase — again, a theoretically excellent idea that means you don't lose vital plot points while focussing on not being shot — and while the game is thoughtful enough to not simply skip lines of
dialogue when this happens (or when you restart), it means that characters restart their lines more often than at the pre-school nativity
play rehearsals.
It has a campaign mode, but this is really just a set of standard multiplayer matches with some assorted story - focused
dialogue layered
over the action, like someone decided to put on a radio
play while you shoot at people.
Those familiar with the Neptunia series will still find a lot of similarities from previous iterations that have more or less become a staple with the series and help give it its own flair
over the years, with the usual dungeon crawling, goofy
dialogue, and what not, but if you've
played titles like Sword Art Online: Lost Song / Hollow Realization or Dragon Ball Xenoverse, then you'll more or less know what to expect in terms of gameplay and how the menu system as well as attacks are utilized.
For the PS4 version, I set the text to automatically go to the next page of
dialogue whenever the voices were done, and while I put in well
over 20 + hours into this great story, I probably touched my controller for a total of ten minutes throughout that entire
play - session.
This game is a unique as far as puzzles go, a lot of I haven't come across before, and I enjoyed them very much... some took me quite a while to solve The game opened in widescreen... a definite plus, hate having to change things There are 3 modes of
play: Easy - Expert - Pro... Expert players will love this game as there is no hand holding at all... no sparkles, no hints and no skips I
played the Easy mode where hints charged in about 15 seconds and not much longer for skips I quite like the HOS as well... lists, silhouettes and find one thing to open or find another object but done differently than the norm There are no voice
overs, which I didn't mind for a change, not an overly lot of
dialogue to read either Graphics were good without being spectacular.
Voice
overs play, sharing various lines of
dialogue as gameplay footage of an armored man attempts to combat a dragon.
The combat here isn't nearly as fluid as it is with ICEY, and it could probably use a once -
over to downplay some of the hokey
dialogue, but the art style and concept could be enough to push this into must -
play territory.
Opening with an original hip - hop track
played over the animated intro, the writing features the same flavor of wise - ass
dialogue,
over-the-top silliness, and lovably idiotic characters that you find in Borderlands.
For
over thirty years, the Marian Goodman Gallery has
played an important role in introducing European artists to American audiences and helping to establish a vital
dialogue among artists and institutions working internationally.
The purpose of the Bali conference, Young wrote in the preface to the program was «to distill and harvest... major scientific findings generated
over almost a decade, explore the policy relevance of these findings, and engage in
dialogue about future directions of research on the roles institutions
play both in causing and addressing large - scale environmental problems.»
The narrative
plays out
over a series of cinematics between missions, as well as through still images with unvoiced
dialogue.