Difference between revisions of "Half-Life 2"

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{{Game
 
{{Game
 
| synopsis =
 
| synopsis =
 +
[Pending:]
 
* [http://half-life2radio.podomatic.com Half-Life 2 Radio]
 
* [http://half-life2radio.podomatic.com Half-Life 2 Radio]
| listofpatterns=Acoustic Ecology, Ambiance, Awareness, Breath, Cut-Scenes, Death, Decay, Dialogue, Foley, Footsteps, Helper Voice, Imminent Death, Menus, Music, No Can Do, Ouch!, Radio, Say that Again, Shout and Yell, Signature, Sound Effects, Sound Layers and Semantics, Subtitles and Captions, Requisite Variety
+
| listofpatterns=Acoustic Ecology, Aesthetics, Affected Hearing, Ambiance, Awareness, Breath, Character Soundprint, Cutscenes, Death, Decay, Dialogue, Dubbing, Emotional Script, Foley, Footsteps, Grunts, Helper Voice, Imminent Death, Menus, Music, No Can Do, Ouch!, Radio, Revelation, Say that Again, Shout and Yell, Signature, Sound Effects, Subtitles and Captions, Variety, Voice Acting
 
| ex1=<mt prompt="[[Acoustic Ecology]]" p="AcousticEcology" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
 
| ex1=<mt prompt="[[Acoustic Ecology]]" p="AcousticEcology" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
| ex2=<mt prompt="[[Ambiance]]" p="Ambience" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
+
| ex2=<mt prompt="[[Aesthetics]]" p="Aesthetics" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
| ex3=<mt prompt="[[Awareness]]" p="Awareness" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
+
| ex3=<mt prompt="[[Affected Hearing]]" p="AffectedHearing" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
| ex4=<mt prompt="[[Breath]]" p="Breath" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"> In this case the semantics is reversed. We hear Freeman trying to hold is [[Breath]], not to get drown, which is a clear indicator of [[Imminent Death]] that is also very effective in terms of the [[Emotional Script]].</mt>
+
| ex4=<mt prompt="[[Ambiance]]" p="Ambiance" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">A moment of calm allows enjoying the [[Ambiance]].</mt>
| ex5=<mt prompt="[[Cut-Scenes]]" p="CutScenes" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
+
| ex5=<mt prompt="[[Awareness]]" p="Awareness" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
| ex6=<mt prompt="[[Death]]" p="Death" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
+
| ex6=<mt prompt="[[Breath]]" p="Breath" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">In this case the semantics is reversed. We hear Freeman trying to hold his [[Breath]], not to get drown, which is a clear indicator of [[Imminent Death]] that is also very effective in terms of the [[Emotional Script]].</mt>
| ex7=<mt prompt="[[Decay]]" p="Decay" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
+
| ex7=<mt prompt="[[Character Soundprint]]" p="CharacterSoundprint" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
| ex8=<mt prompt="[[Dialogue]]" p="Dialogue" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
+
| ex8=<mt prompt="[[Cutscenes]]" p="Cutscenes" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
| ex9=<mt prompt="[[Foley]]" p="Foley" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
+
| ex9=<mt prompt="[[Death]]" p="Death" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">The [[Foley]] of the action causing [[Death]], followed by an impaired perception of the [[Ambiance]].</mt>
| ex10=<mt prompt="[[Footsteps]]" p="Footsteps" g="Half Life 2" altg="Half-Life 2" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
+
| ex10=<mt prompt="[[Decay]]" p="Decay" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
| ex11=<mt prompt="[[Helper Voice]]" p="HelperVoice" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
+
| ex11=<mt prompt="[[Dialogue]]" p="Dialogue" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">This scene includes disparate explorations of [[Dialogue]]. For instance some of the action is experienced exclusively through the discourse, with no visual support.</mt>
| ex12=<mt prompt="[[Imminent Death]]" p="ImminentDeath" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
+
| ex12=<mt prompt="[[Dubbing]]" p="Dubbing" g="Half Life 2" altg="Half-Life 2" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex13=<mt prompt="[[Menus]]" p="Menus" g="Half Life 2" altg="Half-Life 2" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
+
| ex13=<mt prompt="[[Emotional Script]]" p="EmotionalScript" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
| ex14=<mt prompt="[[Music]]" p="Music" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
+
| ex14=<mt prompt="[[Foley]]" p="Foley" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">The interaction with objects is accompanied by the respective [[Foley]].</mt>
| ex15=<mt prompt="[[No Can Do]]" p="NoCanDo" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
+
| ex15=<mt prompt="[[Footsteps]]" p="Footsteps" g="Half Life 2" altg="Half-Life 2" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
| ex16=<mt prompt="[[Ouch!]]" p="Ouch" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
+
| ex16=<mt prompt="[[Grunts]]" p="Grunts" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
| ex17=<mt prompt="[[Radio]]" p="Radio" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
+
| ex17=<mt prompt="[[Helper Voice]]" p="HelperVoice" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">Both the [[Radio]] emission (semantically directed to the NPC) and the NPC provide helpful information.</mt>
| ex18=<mt prompt="[[Say that Again]]" p="SayThatAgain" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
+
| ex18=<mt prompt="[[Imminent Death]]" p="ImminentDeath" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">The "hazard suit" voice warns ([[Dialogue]]): "Vital signs critical"/"Seek medical attention" (health 25 or below) or "Emergency! User death imminent"/"Seek medical attention" (health 9 or below).</mt>
| ex19=<mt prompt="[[Shout and Yell]]" p="ShoutAndYell" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
+
| ex19=<mt prompt="[[Menus]]" p="Menus" g="Half Life 2" altg="Half-Life 2" w="{{R4by3W}}" h="{{R4by3H}}">When accessing the [[Menus]], the [[Ambiance]] from gameplay continues to be heard, which contributes to maintain the player connected to the game world.</mt>
| ex20=<mt prompt="[[Signature]]" p="Signature" g="Half Life 2" altg="Half-Life 2" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
+
| ex20=<mt prompt="[[Music]]" p="Music" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">[[Music]] prepares and supports the haste of a fight.</mt>
| ex21=<mt prompt="[[Sound Effects]]" p="SoundEffects" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
+
| ex21=<mt prompt="[[No Can Do]]" p="NoCanDo" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">When an item cannot be used, a [[Sound Effects|Sound Effect]] is used. Unless captions are activated this is the only cue the player receives [pending: double check this].</mt>
| ex22=<mt prompt="[[Sound Layers and Semantics]]" p="SoundLayersAndSemantics" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
+
| ex22=<mt prompt="[[Ouch!]]" p="Ouch" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
| ex23=<mt prompt="[[Subtitles and Captions]]" p="SubtitlesAndCaptions" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
+
| ex23=<mt prompt="[[Radio]]" p="Radio" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">A [[Radio]] broadcasting information.</mt>
| ex24=<mt prompt="[[Requisite Variety]]" p="RequisiteVariety" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
+
| ex24=<mt prompt="[[Revelation]]" p="Revelation" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
 +
| ex25=<mt prompt="[[Say that Again]]" p="SayThatAgain" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">Insisting on interacting with a character triggers equivalent messages.</mt>
 +
| ex26=<mt prompt="[[Shout and Yell]]" p="ShoutAndYell" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"> A hostile creature shouts as it attacks the PC.</mt>
 +
| ex27=<mt prompt="[[Signature]]" p="Signature" g="Half Life 2" altg="Half-Life 2" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
 +
| ex28=<mt prompt="[[Sound Effects]]" p="SoundEffects" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">Picking and activating the imaginary objects is accompanied with representative [[Sound Effects]]. (In the case of the ammunitions the [[Foley]] of loading them into a gun is used instead.)</mt>
 +
| ex29=<mt prompt="[[Subtitles and Captions]]" p="SubtitlesAndCaptions" g="Half Life 2" altg="Half-Life 2" w="{{R4by3W}}" h="{{R4by3H}}">Very detailed captions describe each relevant sound.</mt>
 +
| ex30=<mt prompt="[[Variety]]" p="Variety" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
 +
| ex31=<mt prompt="[[Voice Acting]]" p="Voice Acting" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">The Overwatch voice, speaking through Public Address systems. It is performed by opera singer and voice actress Ellen McLain, who also does voice acting in the other games of the The Orange Box.</mt>
 
}}
 
}}

Latest revision as of 06:03, 27 August 2012

Synopsis

[Pending:]

List of identified patterns

Acoustic Ecology , Aesthetics , Affected Hearing , Ambiance , Awareness , Breath , Character Soundprint , Cutscenes , Death , Decay , Dialogue , Dubbing , Emotional Script , Foley , Footsteps , Grunts , Helper Voice , Imminent Death , Menus , Music , No Can Do , Ouch! , Radio , Revelation , Say that Again , Shout and Yell , Signature , Sound Effects , Subtitles and Captions , Variety , Voice Acting .

Examples

Ambiance: A moment of calm allows enjoying the Ambiance.
Breath: In this case the semantics is reversed. We hear Freeman trying to hold his Breath, not to get drown, which is a clear indicator of Imminent Death that is also very effective in terms of the Emotional Script.
Death: The Foley of the action causing Death, followed by an impaired perception of the Ambiance.
Dialogue: This scene includes disparate explorations of Dialogue. For instance some of the action is experienced exclusively through the discourse, with no visual support.
Foley: The interaction with objects is accompanied by the respective Foley.
Helper Voice: Both the Radio emission (semantically directed to the NPC) and the NPC provide helpful information.
Imminent Death: The "hazard suit" voice warns (Dialogue): "Vital signs critical"/"Seek medical attention" (health 25 or below) or "Emergency! User death imminent"/"Seek medical attention" (health 9 or below).
Menus: When accessing the Menus, the Ambiance from gameplay continues to be heard, which contributes to maintain the player connected to the game world.
Music: Music prepares and supports the haste of a fight.
No Can Do: When an item cannot be used, a Sound Effect is used. Unless captions are activated this is the only cue the player receives [pending: double check this].
Radio: A Radio broadcasting information.
Say that Again: Insisting on interacting with a character triggers equivalent messages.
Shout and Yell: A hostile creature shouts as it attacks the PC.
Sound Effects: Picking and activating the imaginary objects is accompanied with representative Sound Effects. (In the case of the ammunitions the Foley of loading them into a gun is used instead.)
Subtitles and Captions: Very detailed captions describe each relevant sound.
Voice Acting: The Overwatch voice, speaking through Public Address systems. It is performed by opera singer and voice actress Ellen McLain, who also does voice acting in the other games of the The Orange Box.