Difference between revisions of "Half-Life 2"

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| listofpatterns=Acoustic Ecology, Affected Hearing, Ambiance, Awareness, Breath, Cutscenes, 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, Subtitles and Captions, Variety, Voice Acting
 
| listofpatterns=Acoustic Ecology, Affected Hearing, Ambiance, Awareness, Breath, Cutscenes, 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, 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="Ambiance" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">A moment of calm allows to enjoy the [[Ambiance]].</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="[[AffectedHearing]]" 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 to enjoy the [[Ambiance]].</mt>
| ex5=<mt prompt="[[Cutscenes]]" 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 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>
| ex7=<mt prompt="[[Decay]]" p="Decay" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
+
| ex7=<mt prompt="[[CharacterSoundprint]]" 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}}">This scene includes disparate explorations of [[Dialogue]]. For instance some of the action is experienced exclusively through the discourse, with no visual support.</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}}">The interaction with objects is accompanied by the respective [[Foley]].</mt>
+
| ex9=<mt prompt="[[Death]]" p="Death" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></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="{{R8by5W}}" h="{{R8by5H}}"></mt>
| ex13=<mt prompt="[[Menus]]" p="Menus" g="Half Life 2" altg="Half-Life 2" w="{{R4by3W}}" h="{{R4by3H}}">When accessing the menu the [[Ambiance]] from [[Gameplay]] continues to be heard.</mt>
+
| ex13=<mt prompt="[[EmotionalScript]]" 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}}">[[Music]] prepares and supports the haste of a fight.</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}}"></mt>
| ex18=<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>
+
| ex18=<mt prompt="[[Imminent Death]]" p="ImminentDeath" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
| ex19=<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>
+
| ex19=<mt prompt="[[Menus]]" p="Menus" g="Half Life 2" altg="Half-Life 2" w="{{R4by3W}}" h="{{R4by3H}}">When accessing the menu the [[Ambiance]] from [[Gameplay]] continues to be heard.</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}}">Picking this objects is accompanied representative [[Sound Effects]].</mt>
+
| ex21=<mt prompt="[[No Can Do]]" p="NoCanDo" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
| ex22=<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>
+
| ex22=<mt prompt="[[Ouch!]]" p="Ouch" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
| ex23=<mt prompt="[[Variety]]" p="Variety" 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}}"></mt>
| ex24=<mt prompt="[[Variety]]" p="Affected Hearing" 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="[[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>
+
| 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 this objects is accompanied representative [[Sound Effects]].</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="Affected Hearing" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
 +
| ex31=<mt prompt="[[Variety]]" p="Variety" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
 +
| ex32=<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>
 
}}
 
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Revision as of 01:10, 22 December 2011

Synopsis

[Pending:]

List of identified patterns

Acoustic Ecology , Affected Hearing , Ambiance , Awareness , Breath , Cutscenes , 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 , Subtitles and Captions , Variety , Voice Acting .

Examples

Ambiance: A moment of calm allows to enjoy the Ambiance.
Breath: 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.
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.
Menus: When accessing the menu the Ambiance from Gameplay continues to be heard.
Music: Music prepares and supports the haste of a fight.
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 this objects is accompanied representative Sound Effects.
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.