Difference between revisions of "Papa Sangre"
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| ex6=<mt prompt="[[Breath]]" p="Breath" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">[[Breath]] helps to characterise the pace (running, instead of walking) and provides one more element to give existence to a character who the player never sees.</mt> | | ex6=<mt prompt="[[Breath]]" p="Breath" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">[[Breath]] helps to characterise the pace (running, instead of walking) and provides one more element to give existence to a character who the player never sees.</mt> | ||
| ex7=<mt prompt="[[Character Soundprint]]" p="CharacterSoundprint" g="Papa Sangre" i="2" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | | ex7=<mt prompt="[[Character Soundprint]]" p="CharacterSoundprint" g="Papa Sangre" i="2" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
− | | ex8=<mt prompt="[[ | + | | ex8=<mt prompt="[[Cutscenes]]" p="CutScenes" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> |
| ex9=<mt prompt="[[Death]]" p="Death" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | | ex9=<mt prompt="[[Death]]" p="Death" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
| ex10=<mt prompt="[[Dialogue]]" p="Dialogue" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | | ex10=<mt prompt="[[Dialogue]]" p="Dialogue" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
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| ex23=<mt prompt="[[Stealth]]" p="Stealth" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | | ex23=<mt prompt="[[Stealth]]" p="Stealth" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
| ex24=<mt prompt="[[Unaware NPC]]" p="UnawareNPC" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | | ex24=<mt prompt="[[Unaware NPC]]" p="UnawareNPC" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
− | | ex25 | + | | ex25=<mt prompt="[[R-A-E-D Iterations]]" p="RAEDIterations" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">A three phase sequence is perceptible. What is more, if we opt to interpret that there is never exactly an [[Engagement]] -- in this game the actual [[Engagement]] is equal to [[Death]] -- but instead a possible second degree of [[Anticipation]] (of getting caught, once spotted and if not able to outrun the pursuer), then the sequence is more like: '... → Relaxation → Anticipation → Decay → Relaxation → Anticipation → Decay → Relaxation → ...'</mt> |
− | + | | ex26=<mt prompt="[[Variety]]" p="RequisiteVariety" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | |
| ex27=<mt prompt="[[Genre]]" p="Genre" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}" i=2>An audio game with [[Papa Sangre |many distinctive explorations]] of sound.</mt> | | ex27=<mt prompt="[[Genre]]" p="Genre" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}" i=2>An audio game with [[Papa Sangre |many distinctive explorations]] of sound.</mt> | ||
}} | }} |
Revision as of 02:13, 25 November 2011
Synopsis
List of identified patterns
Achievement , Ambiance , Anticipation , Awareness , Beacon Locator , Breath , Character Soundprint , Cutscenes , Death , Dialogue , Emotional Script , Foley , Footsteps , Grunts , Helper Voice , Menus , Music , Narrative , No Can Do , Seeking for PC , Sound Decoys , Sound Effects , Stealth , Unaware NPC , Variety .