Is it me or does the dialogue sound very.... un-seamless?
#1
Posté 23 février 2010 - 08:06
#2
Posté 23 février 2010 - 08:24
#3
Posté 23 février 2010 - 08:37
#4
Posté 23 février 2010 - 08:50
ViivraBE wrote...
DOA had an easier time of it on the fact that your char dosent actually say any thing in conversation, but still your comparison of ME1-ME2 is still valid
I hope you mean DAO
Comparing ME2 unfavorably to ME or DAO is hardly stinging critizm by the way. Those games have some of the best voiced dialog I have ever seen. Unsurprisingly they were all done by Bioware. Some of the problems from ME2 might be coming from linking a renegade response to a nuetral investigation question, or a similar combination. I dont see any way to reasonably avoid that, do any of you?
#5
Posté 23 février 2010 - 08:53
Sometimes there were hitches in dialogue (pauses that lasted a little longer than they should have), but as far as I'm aware I experienced these with basically equal frequency in ME1. DA:O had so much dialogue that I wouldn't be able to tell you if there was anything like this.
#6
Posté 23 février 2010 - 09:01
Scottthesnow wrote...
Some of the problems from ME2 might be coming from linking a renegade response to a nuetral investigation question, or a similar combination. I dont see any way to reasonably avoid that, do any of you?
The linking of two disparate responses I agree is a big source of the problem.. They can get around this by eliminating dialogue choices based on what specific choice you choose... for example:
choice A and B. If choose A link to A1 and present options A1, A2, or A3,... if choose A2.. .link to jA2.1 A2.2, .. etc... i think this way leads to more of a presonality and character trait (remove those parts of the tree that aren't consistent with your personality choices) as opopsed to the way it seems now, which is;
choice A, B, and C, and choose A then get to choose B and C or link to choice A1, B, and C...
#7
Posté 23 février 2010 - 09:01
Scottthesnow wrote...
Some of the problems from ME2 might be coming from linking a renegade response to a nuetral investigation question, or a similar combination. I dont see any way to reasonably avoid that, do any of you?
The linking of two disparate responses I agree is a big source of the problem.. They can get around this by eliminating dialogue choices based on what specific choice you choose... for example:
choice A and B. If choose A link to A1 and present options A1, A2, or A3,... if choose A2.. .link to jA2.1 A2.2, .. etc... i think this way leads to more of a presonality and character trait (remove those parts of the tree that aren't consistent with your personality choices) as opopsed to the way it seems now, which is;
choice A, B, and C, and choose A then get to choose B and C or link to choice A1, B, and C...
#8
Posté 23 février 2010 - 09:02
#9
Posté 23 février 2010 - 09:06
JrayM16 wrote...
It's the fact that each actor records dialogue separetely then it's all spliced together. It is very noticeable but I think ME1 sounded way more disjointed to be honest.
That's true.. but i'm assuming there is a director who should have an idea of how each part should be voice out and the kind of emotion they should convey.
#10
Posté 23 février 2010 - 09:09
JrayM16 wrote...
It's the fact that each actor records dialogue separetely then it's all spliced together.
That. For lake of a better way to put it. The dialogue is basically duct taped together as the convo goes on. (I cannot agree with the rest of it since I found little difference. Both ME 1 and 2 had their good parts and bad parts in that area)




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