Sentences with phrase «spoken dialogue in the game»

In total we have around 10,000 lines of spoken dialogue in the game.
Curiously, there's no spoken dialogue in the game, with everything conveyed through very well written text, even some character actions being described in text.
There is spoken dialogue in the game as well.
There are 10,000 lines of spoken dialogue in the game and in case you're wondering this isn't thousands of variations of barking, growling and such coming from your dogs but actually words of the English language.
However, on the opposite side of the fence, with so much spoken dialogue in the game, the text less thoughts of each character in their story mode are downright boring.
Nintendo of America translator - come - voice actor Dan Owsen's eleven word incipit is the exclusive line of spoken dialogue in the game, and the few screens of backstory at the outset have the only text seen outside of the UI or item acquisition for the remainder of the experience.

Not exact matches

For example, Mario has full dialogue in Mario's Time Machine, despite the fact that he rarely speaks in other games.
- Fun games to get the students to speak in the target language (see explanation under the slide)- A listening activity on what you saw and did not see at the zoo - Vocabulary slides with lovely pictures - Plenty of mini-whiteboard games on colours with animals and on opinions about animals - Grammar explanation on negative forms and verbs of opinion - Several writing activities about your favorite restaurant - Survey activity on likes and dislikes - Translation exercises - A writing activity to use longer sentences and verbs of opinion + infinitive - Grammar explanation on the partitive with worksheets to practice - Grammar explanation on infinitives and conjugating - er verbs - A lesson on infinitives and how to conjugate - er verbs - A worksheet explaining the steps of conjugating an - er verb - A fun mime the verb game - A mini-whiteboard game to practise conjugating - er verbs - Grammar explanation on numbers and quantities - Learn high numbers to be able to give prices and quantities - Mini-whiteboard activities about numbers and quantities - Games with prices - Dialogue worksheets to build up to role - play activity - A number worksheet - Put the dialogue back in order worksheet to help with role - play activity - A grammar explanation of «il y a» and «il n» y a pas» - Grammar explanation «on peut + infinitive» and other grammar revision - A song with lyrics created and sang by me with a link to the Youtube video - Vocabulary building activities to teach directions - A grammar explanation on the imperative with exercises to practice - A grammar worksheet on the imperative in French - An iPhone activity - A grammar explanation on modal verbs - A grammar explanation of prepositions with «de» and exercises to practice - A grammar worksheet on prepositions in French I hope you will enjoy my resources and if you have a question on a particular slide or activity, please do not hesitate to contact me or leave me a Dialogue worksheets to build up to role - play activity - A number worksheet - Put the dialogue back in order worksheet to help with role - play activity - A grammar explanation of «il y a» and «il n» y a pas» - Grammar explanation «on peut + infinitive» and other grammar revision - A song with lyrics created and sang by me with a link to the Youtube video - Vocabulary building activities to teach directions - A grammar explanation on the imperative with exercises to practice - A grammar worksheet on the imperative in French - An iPhone activity - A grammar explanation on modal verbs - A grammar explanation of prepositions with «de» and exercises to practice - A grammar worksheet on prepositions in French I hope you will enjoy my resources and if you have a question on a particular slide or activity, please do not hesitate to contact me or leave me a dialogue back in order worksheet to help with role - play activity - A grammar explanation of «il y a» and «il n» y a pas» - Grammar explanation «on peut + infinitive» and other grammar revision - A song with lyrics created and sang by me with a link to the Youtube video - Vocabulary building activities to teach directions - A grammar explanation on the imperative with exercises to practice - A grammar worksheet on the imperative in French - An iPhone activity - A grammar explanation on modal verbs - A grammar explanation of prepositions with «de» and exercises to practice - A grammar worksheet on prepositions in French I hope you will enjoy my resources and if you have a question on a particular slide or activity, please do not hesitate to contact me or leave me a message.
While many games can help memorize words, games that actually teach SPEAKING with interactive dialogues are still in the future.
There were many things to love about the game: its beautiful cel - shaded graphics, its dynamic item creation system, complex and rewarding character customization, excellent voice acting & spoken dialogue for each character, and an in - game photography system that would have made Pokemon Snap proud.
The game has no spoken dialogue, and very rarely displays text, so it is very much up to the player and their interpretation of the events on screen to fill in the blanks of the story.
- first 30 mins or so can be confusing if you haven't played the demo - Yew Geneolgia is the leader of the Three Cavaliers, who guide the Crystalguard into battle - mission of the Crystalguard is to Protect pope Agnes Oblige from harm at all costs - Agnes is captured by this game's new villain, Kaiser Oblivion - together with Cryst - Fairy Anne, they hatch a plan that becomes more apparent as you move along - one of Yew's longterm partners, Janne, has betrayed everyone and actually works for this newly formed Empire - he killed most of the remaining Crystalguard - Yew finds the final member Nikolai of the Cavaliers before his death and requests of him to simply walk away - Yew is determined to bring Agnes back from the airship she is being held captive on - Yew is young and gets easily scared - Edea Lee from the previous game returns - Magnolia Arch, a Ba'al Buster warrior who claims to come from the moon also appears - between lines of English dialogue, she speaks lines of French as well - there is a long chat between all three characters about how adventuring and camping can be a ton of fun - Party Chat makes its return, and seems a bit more humorous this time - Tiz Arrior will also join your team - some things in Luxendarc have changed since the last game - the world is more united against this common threat - if you beat all enemies in a single turn, it enables the «Bring It On!»
For example, I also played Marvel vs. Capcom 3 at the show, which does an excellent job of translating characters from both companies into an unbelievably solid and fast fighting system... and a laughably poor job of making use of anything but their most stereotypical qualities in the «story» mode (actual dialogue spoken in that game: «Compensating for something with that spear, Lancelittle?»
Not a full sequel, but definitely more than a mere v1.5, this game has had a near - complete overhaul that puts the Zelda OoT: Master Quest version to shame as it as much as quadruples the amount of content in places, and overhauls much of the returning content (such as the reworked puzzles, and spoken dialogue being added to a game that was previously text - only).
Considering that spoken dialogue was not even a part of the LEGO game series until LEGO Batman 2, one could easily assume that the story in such a game would be nothing but superfluous.
Again, with Mafia 3 being an open world game, a lot of it can be spent behind the wheel of a car as you travel to and from different parts of the city going from one objective to another and while it isn't so much of a problem early in the game, the lack of a fast travel option becomes quite a hindrance as time goes on and the further you get in the game because at times it will force you to travel huge distances to speak two lines of dialogue with someone for example and then makes you drive all the way back to where you were originally, which becomes a bit of a chore, but the car handling isn't bad and it almost feels like you are driving a car from the 60's as it feels heavy and limited as you manoeuvre certain cars around a corner.
The Surges protagonist Warren isn't a silent one either as you will come across moments where you speak to a fellow survivor Sally who is held up somewhere safe waiting to meet up with you, there are dialogue options and questions you can ask so it makes your connection to your character feel stronger than any character I've played in this style of game before.
Although the game has no overarching narrative, each GNOG tells a story in its own way, all without the luxury of spoken or written dialogue.
For reference, no other character in the demo speaks out loud (Link, once again, remains silent) but Nintendo hinted this balance of voiced major characters and text - based dialogue for more minor NPCs would continue throughout the game.
Between fights, what used to be static, in - engine rendered scenes with text boxes have been replaced with adapted stills of the anime and spoken dialogue, bringing the anime and the game closer together than ever before.
What struck me straight away is how the dialogue in the game does away with the cheesy «ye olde» style of fantasy speaking and instead infuses the game with humour and comedy as Aria will both guide and entertain as the story unfolds around the action going on often with her interaction with the evil general of Lord Zane's army you whose forces you are taking down during each location.
That was even more powerful, it meant way longer games than what we had experienced before, it mean lots of CGI cutscenes and lots of pre-rendered imagery (which in turn caused long loading times) it meant VOICE - over, spoken dialogue, crisp sounds and soundtracks, that was more than enough to make anyone drool back then.
As is the case with all Double Fine games, Rhombus of Ruin has a great sense of humor, which is apparent not only in the spoken dialogue, but also in the music, the animation, and the visual style.
Fighters have no real back story other than a quick text blurb spoken by the game's announcer, and there isn't a single line of voice acting dialogue in the game.
It makes the game feel less «noir» and more of a grumpy story set in a grumpy city with grumpy people speaking grumpy dialogue, even though the story is the same as Sin City.
The dialogue for each character is game - line specific, so the Dragon Quest Blue Slime speaks in classic «goo puns,» while Bowser really hates Italian plumbers and lets you know it.
You will get to know your squad and you will learn to either love or hate them, but in the end they all speak emotions through the amazing graphics seen in the game, as well as the extensive dialogue.
Enemy designs are all quirky, and the dialogue is subversive in a fun, lighthearted way; this is an impressive accomplishment — in the sense of the English translation being so strong — for a development team based in Sweden, which is acknowledged briefly when one of the game's first bosses starts speaking to you in Swedish.
While the in - game text and spoken dialogue are both presented in Japanese, the gameplay footage showcases two of Gunvolt's main offensive abilities; not only is the title character equipped with a blaster, but Gunvolt is capable of releasing a charged, electrical psionic blast, used to dish out screen - clearing damage, power objects and open gates:
Jack Mitchell remains the player character throughout the entire game, and while he doesn't speak during missions, he does have plenty of dialogue during the cutscenes in between each mission.
Among the works included are Jonathan Borofsky's Untitled ping pong table, which all are encouraged to play, it posits the opponents at odds with each other as one side of the table is a «plus» and the other is a «minus»; Andreas Gursky's large scale photograph depicts a soccer match between the Dutch and French teams, however with no ball in sight and a player injured on the field, the image speaks to the larger nationalistic ideas of sports; Mike Kelley's Arena # 2 (Kangaroo) is comprised of tattered stuffed animals on a used children's blanket, creating a tableaux about loss of innocence; Kirsten Geisler's interactive female cyborg beckons the viewer with sound recognition software to engage in a dialogue of sorts; Yinka Shonibare's sculpture Hopscotch incorporates a classic children's game with headless mannequins dressed in Colonial attire and Sol LeWitt plays a game of chance in his wall drawing # 716 from 1991 in which there are eight possible lines (vertical lines, horizontal lines, arcs, etc) to be placed in each square of a grid covered wall.
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