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Topic on User talk:Mirh

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But no matter how uncaring we are. We'll always subconsciously ''feel'' the bad effects of stiff animations or odd narration choices. <br />
 
But no matter how uncaring we are. We'll always subconsciously ''feel'' the bad effects of stiff animations or odd narration choices. <br />
http://playersdelight.blogspot.com/2013/10/how-quantic-dream-beat-telltale-at.html<br />http://playersdelight.blogspot.com/2013/10/beyond-two-souls-most-unique-feature-is.html<br />http://www.pressxtostory.com/2015/01/the-13-cutscene-tropes-that-are-holding.html<br />http://www.theastronauts.com/2013/11/empathy-game-design-people-like-beyond-two-souls/<br />https://s3.amazonaws.com/Casual_Connect_Magazine/ccsummer2013.pdf#page=67<br />http://www.gamesradar.com/real-problems-video-game-storytelling-and-real-solutions/<br />http://frictionalgames.blogspot.se/search/label/design
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http://playersdelight.blogspot.com/2013/10/how-quantic-dream-beat-telltale-at.html<br />http://playersdelight.blogspot.com/2013/10/beyond-two-souls-most-unique-feature-is.html<br />http://pressxtostory.blogspot.com/2015/01/the-13-cutscene-tropes-that-are-holding.html<br />http://www.theastronauts.com/2013/11/empathy-game-design-people-like-beyond-two-souls/<br />https://s3.amazonaws.com/Casual_Connect_Magazine/ccsummer2013.pdf#page=67<br />http://www.gamesradar.com/real-problems-video-game-storytelling-and-real-solutions/<br />http://frictionalgames.blogspot.se/search/label/design