Difference between revisions of "Papa Sangre"
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| ex4=<mt prompt="[[Ambiance]]" p="Ambiance" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | | ex4=<mt prompt="[[Ambiance]]" p="Ambiance" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
| ex5=<mt prompt="[[Anticipation]]" p="Anticipation" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">Papa Sangre takes profit of the fact that players are not in full control of their abilities to force risk behavior and to deal with the uncertainty of the respective consequence.</mt> | | ex5=<mt prompt="[[Anticipation]]" p="Anticipation" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">Papa Sangre takes profit of the fact that players are not in full control of their abilities to force risk behavior and to deal with the uncertainty of the respective consequence.</mt> | ||
− | | ex6=<mt prompt="[[Awareness]]" p="Awareness" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}" | + | | ex6=<mt prompt="[[Awareness]]" p="Awareness" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> |
| ex7=<mt prompt="[[Beacon Locator]]" p="BeaconLocator" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">[[Beacon Locator]]s are consistently explored in this game's Gameplay.</mt> | | ex7=<mt prompt="[[Beacon Locator]]" p="BeaconLocator" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">[[Beacon Locator]]s are consistently explored in this game's Gameplay.</mt> | ||
| ex8=<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> | | ex8=<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> |
Revision as of 00:57, 22 December 2011
Synopsis
List of identified patterns
Achievement , Acoustic Ecology , Aesthetics , Ambiance , Anticipation , Awareness , Beacon Locator , Breath , Character Soundprint , Consequent Sound , Cutscenes , Death , Dialogue , Directionality , Emotional Script , Engagement , Foley , Footsteps , Grunts , Helper Voice , In-game Feedback , Menus , Music , Narrative , Narrator , No Can Do , Radio , R-A-E-D Iterations , Seeking for PC , Shout and Yell , Signature , Sound Decoys , Sound Effects , Stealth , Unaware NPC , Variety .