Final Verdict: DOA: Dead or Alive might be a poor movie
with little character development and too much emphasis on fight scenes, but it does what it does best well.
Maybe for its time, it was considered a great masterpiece but
with little character development and no real emotions it's hard to like this slow paced uneventful long movie!
Not exact matches
Or a young adult
with little experience
with children and life, and
little personal investment in the
character and
development of the kids?
A thinly disguised political manifesto
with a terrible plot and
little to no
character development.
Character development is admittedly spotty,
with some individuals getting
little more than token screen time, but there is enough here for us to care about the core group of mutants.
But I'm honestly a
little disappointed that this film played out the way it did, because it could've been, at the very least, a good movie, if not a great one, if more of an effort was put into putting together a stronger script
with better
character development.
Without them, it's just another hangout movie
with a paper - thin plot and very
little character development.
Writer / director da Silveira parts ways
with the slasher film motif (and all its promise) to handle things like
character development and plot, of which there is very
little.
Key
characters are dispatched
with little thought, and momentous plot
developments are delivered in single, throwaway lines.
Scenes are structured in strange ways, two - bit
characters with little development beforehand are suddenly given immense responsibilities or put in incredible peril, and the action scenes in particular suffer from a certain repetitiveness.
The
characters definitely speak a
little more fluently than you might expect given their early
development level, but
with that cast providing the voices, it feels like it'll be a lot of fun.
Gracie Hart (Bullock) is an FBI agent who, in a
character -
development flashback, we see is deep down a butch, frustrated
little girl
with a habit of showing boys she likes them by beating them savagely.
The meta - level layering and critical dialogue about horror movies in this sequence (
characters with little to no
development, predictable scare setups, and shocking turns that don't make much sense) are calls for variation that Kevin Williamson's script leave largely unanswered once the plot proper kicks into gear.
The bad news is that Cameron Crowe, in an attempt to duplicate the magic of Garden State, has fashioned a movie filled
with so much unnecessary whimsy and so
little character development, that it implodes into a mess of celluloid.
Was it more of a gradual
development or was it just planned that you would start adding more supporting
characters in the show, and open up what was a
little more of an insular world
with the three leads?
With his wife gone and commercial developments sprouting like iron weeds on all sides of his trim little Victorian home, Carl (a character inspired in part by Spencer Tracy and Walter Matthau, and voiced with gruff affability by Ed Asner) is literally besie
With his wife gone and commercial
developments sprouting like iron weeds on all sides of his trim
little Victorian home, Carl (a
character inspired in part by Spencer Tracy and Walter Matthau, and voiced
with gruff affability by Ed Asner) is literally besie
with gruff affability by Ed Asner) is literally besieged.
I would've liked to have seen a
little more
character development for monkey and the other members of the five too, but there's not much downtime to work
with in a kids» movie.
With just a little fine tuning in the character development department, Abrams actually allows us to care about each character and mission, using every tool in his arsenal to put us in the center of the action, forcing us to marvel at the awesome spectacle of each set piece with solid intrigue, and even a touch of nervous anticipat
With just a
little fine tuning in the
character development department, Abrams actually allows us to care about each
character and mission, using every tool in his arsenal to put us in the center of the action, forcing us to marvel at the awesome spectacle of each set piece
with solid intrigue, and even a touch of nervous anticipat
with solid intrigue, and even a touch of nervous anticipation.
With miscast actors and relatively
little in the way of
character development, the only thing left to commend Mission to Mars for are some impressive special effects and some interesting ideas that, if handled well, should have been mind - blowing.
These films were supposed to be about Bilbo's journey «there and back again,» but you wouldn't know it from the ever - changing protagonists, shifting focus between Bilbo, Thorin and Bard the Bowman
with such frequency that it leaves
little room for actual
character development.
Very good performances by Ng, Wong, and Yam keeps the energy level up, while To shows mastery of setting up the action
with excellent use of «
little touches» that provide moments of interest as well as subtle
character development to make them truly exciting.
With a credible thespian like Edward Norton at the core, the
character nuance needed for Bruce Banner is secure, though still a
little skimpy in terms of
development.
There is
little to no
development with her
character, or anyone else for that matter.
There's also
little development with the other supporting
characters.
The story is incredibly predictable (and once again, unrealistic) and
with 14 main
characters, there is
little time for
character development beyond the usual stereotypes.
The story hurtles forward from scene to complex scene
with Black Imagination pitted against White, but
with relatively
little character development.
Too many
characters,
with too
little development of them - they felt, in the end, like cardboard cutouts of people.
It wasn't always that way of course, as previous eras saw very simple narratives that played out
with little to nothing in the way of narrative or
character development.
I would have liked a
little more voice acting in The Banner Saga 2, especially for the more central
characters, and the battle sounds are relatively sparse, but the
development team makes up for them by delivering a gorgeous soundtrack,
with music that underlines both the dark atmosphere of the world and the heroics associated
with battling the Dredge.
Everything tied to
character development requires you to wade in and out of multi-layered menus
with little explanation.
A fun campaign that's mostly designed to introduce you to the heros and worlds of Star Wars, even though it could have been absolutely incredible
with a
little more
character development and cohesive story telling.
Being somewhat limited in my freedom to be entertained as a kid, for many years of my life, gaming served as a diverse means of escape for me away from the trappings of a mostly mundane, repetitive life, at the end of the school day I would often think to myself «alright... so what are some of the good things that I have to look forward to when I get home...», one of the first things that I would do as soon as I got home after school was play FINAL FANTASY on PlayStation, I would eagerly walk home as quickly as I could just so that I could continue playing from the part where I had last left off the day before, as pathetic as this may come across, I can confidently say that many of the happiest moments that I have had in my life have been while being utterly enthralled by the
developments in the games, I think that reminiscing about aspects of a video game
with great fondness is a hallmark of an impactful form of entertainment, I would often be so «in the zone» while playing that anything aside from what was taking place on the screen would become completely null and void in my mind to the point where I forget that I was playing a video game, even though I did not live the events of the game, I can emphatise
with them as if I had, that is the sort of impact that the emotional depth of the story, the
characters, the music, the design and the overall world of the series have had on me, what appeals the most to me is that FINAL FANTASY allows us the luxury of divorcing ourselves of our current reality to assume that of a world of fantasy for a precious moment in time, which is a sentiment that makes me wish that our world as whole had a
little more «FINAL FANTASY» within it so as to make us all want to wake up as soon as possible to enjoy another day
Tales of Zestiria's story is a
little simpler than those of past games, but there's nothing inherently wrong
with that; in a way, this is a nice return to basics that eschews plot complexity in favor of greater
character development.
's story is a
little simpler than those of past games, but there's nothing inherently wrong
with that; in a way, this is a nice return to basics that eschews plot complexity in favor of greater
character development.
Craftable weapons, I am a
little disappointed
with as there doesn't seem to be many and shuns
development of the
character from that path, weapons mostly just benefit from a particular stance of the
character.