It's interesting to note that filmmaker Arie Posin initially manages to accomplish quite a bit without
using much dialogue, with the movie's opening stretch immediately luring the viewer into the proceedings and effectively setting up the admittedly out - there premise.
Not exact matches
What spoke to me through this story, is how
much this pastor knew the people in his church (you and I have the same definition of church, however I'm
using the word here as it applies to this group of people I feel the problem in many churches today (and why
dialogue during sermons wouldn't go over well) is that the pastors do not take the time to invest in the people they are trying to teach.
It's not that Elon Musk has said very many inappropriate things, it's that so
much of the
dialogue about colonizing Mars — inspired, initiated and often influenced by Musk —
uses language and frameworks that are a little problematic (and I'm being -LSB-...]
In comparison to other films that receive this rating and demonstrate far greater
use of profanity, sexual and crude
dialogue and often comic violence, this film is
much milder and in comparison is a soft PG - 13 or perhaps PG.
Similar to Drive, one of my favorite films of Cannes 2012, the power of The Rover is in its silence, and it
uses that silence (and minimal
dialogue) very effectively to convey so
much, to speak loudly without being loud.
Series like Advance Wars, from which 17 - Bit drew
much inspiration, have
used dialogue between in - game characters to convey strategy game mechanics in the past, but 17 - Bit has set the new standard here.
, contains very little
dialogue that isn't reminiscent of other, similar Hollywood blockbusters; and the acting is pretty
much of the same, lowest - common - denominator variety, although Ishirara
uses his boyish, cherubic face effectively to convey conflicting emotions.
TALKING: As the film works actively to cloud itself with mystery as
much as possible, Stoker indulges in
using winking
dialogue that are important to the audience's impressions of characters as
much as they are India's.
Cast: Bruce Willis, Mickey Rourke, Clive Owen, Benicio Del Toro, Jessica Alba, Rosario Dawson, Nick Stahl, Jaime King, Brittany Murphy, Elijah Wood, Michael Madsen, Devon Aoki, Powers Boothe, Michael Clarke Duncan, Carla Gugino, Rutger Hauer, Josh Hartnett, Frank Miller Director: Robert Rodriguez (also Quentin Tarantino) Screenplay: Robert Rodriguez (based on the graphic novels «The Big Fat Kill», «That Yellow Bastard», and «The Hard Good - Bye» by Frank Miller,
using much of the
dialogue directly) Review published April 3, 2005
And it
uses «fuck» in pretty
much every single line of
dialogue.
Soderbergh frequently makes his presence felt as a formal annotator — periodically halting the action with freeze - frames,
using elaborate color - coding schemes (as if to remind us of The Underneath,
much as Keaton reminds us of Jackie Brown), and crosscutting between successive scenes with the same characters (the
dialogue in the first becoming offscreen narration in the second), recalling Nicolas Roeg's Don't Look Now (as well as Roeg's mentor Alain Resnais).
What is striking about the «professional learning cycle», based on Timperley's work and
used by some schools in Australia, is that it resonates so
much with what we know about feedback loops for
dialogue between teachers and children.
By focusing on
dialogue, personalization, and praxis, preservice teachers learned that the experience of working virtually with the host school entailed
much more than learning how to
use technology and committing to memory discrete bits of information.
We'll discuss nuts & bolts tips for sentence construction like how to avoid passive tense, how to
use vivid language, how to self - edit your own work, how to make your characters memorable, the art of compelling
dialogue, and
much more.
Once that's all done it's on to the actual development of your game, which is done by
using a total of 9 different sliders, each of which corresponds to a different aspect of the game (Story / Quests, engine, gameplay,
dialogues, graphics, sound, world design, level design, AI), to balance how
much of the total development time is spent on each one.
It's rather strange, but the famous Mass Effect
dialogue wheel which we've
used so often to help shape the galaxy, for better or worse, in previous games pops up considerably less often in Mass Effect 3, helping to cement the fan - feeling that this is a
much more action - orientated game that we've seen from the series before.
When asked how
much footage the team has captured
using MotionScan in a recent interview with IGN, Team Bondi head honcho Brendan McNamara gave an anything but modest response: «We captured over 50 hours worth of
dialogue in total, all
using MotionScan — it's equivalent to about two full seasons of a TV show.»
The option to skip
dialogue is there, but this is one of the very few times in a game with so
much recorded chatting that I've never wanted to
use it.
You can crank up the mania to 11 by
using the left stick to fast - forward the audio turbo chipmunks - style, which in conjunction with the subtitles option, allows you to get through the
dialogue much quicker.
Yet in an age of digital re-pointing, the language
used to consider art is still rooted in a Modernist
dialogue of movements and styles, and it's inevitable that there would be a notional presupposition about
much of the work made today.
She contains
much of the film inside the community center,
using long wordless sequences, a prowling camera and overheard
dialogue to memorable effect.
The late comedian George Carlin
used the f - word word some 29 times in one
dialogue, so
much that it really didn't make
much sense.