Difference between revisions of "Sound Decoys"
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| ex2=<mt p="SoundDecoys" g="MGS4" altg="Metal Gear Solid 4" i=3 w="{{R16by9W}}" h="{{R16by9H}}"></mt> | | ex2=<mt p="SoundDecoys" g="MGS4" altg="Metal Gear Solid 4" i=3 w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
| ex3=<mt p="SoundDecoys" g="Chaos Theory" altg="Tom Clancy's Splinter Cell: Chaos Theory" i=4 w="{{R5by4W}}" h="{{R5by4H}}">Apart from being able to make noises by throwing objects that he can grab, Fisher can whistle to make an enemy go check the sound.</mt> | | ex3=<mt p="SoundDecoys" g="Chaos Theory" altg="Tom Clancy's Splinter Cell: Chaos Theory" i=4 w="{{R5by4W}}" h="{{R5by4H}}">Apart from being able to make noises by throwing objects that he can grab, Fisher can whistle to make an enemy go check the sound.</mt> | ||
− | | ex4=<mt p="SoundDecoys" g="Thief III" altg="Thief III: Deadly Shadows" w="{{R4by3W}}" h="{{R4by3H}}"></mt> | + | | ex4=<mt p="SoundDecoys" g="Thief III" altg="Thief III: Deadly Shadows" w="{{R4by3W}}" h="{{R4by3H}}">Garrett candraw special noisemaker arrows in order to divert enemies.</mt> |
| ex5=<mt p="SoundDecoys" g="Dead to Rights" altg="Dead to Rights: Retribution" w="{{R4by3W}}" h="{{R4by3H}}">Shadow can bark (either a short range bark or a louder bark) in order to lure enemies to a convenient position.</mt> | | ex5=<mt p="SoundDecoys" g="Dead to Rights" altg="Dead to Rights: Retribution" w="{{R4by3W}}" h="{{R4by3H}}">Shadow can bark (either a short range bark or a louder bark) in order to lure enemies to a convenient position.</mt> | ||
| ex6=<mt p="SoundDecoys" g="Spore Origins" w="{{ViPhoneH}}" h="{{ViPhoneW}}">One of the parts, in which the player can invest when upgrading the creature, allows to emit a sound that attracts easy prey. This feature needs to be timely managed because it takes some time to 'recharge' (notice the indicator in the bottom-left corner).</mt> | | ex6=<mt p="SoundDecoys" g="Spore Origins" w="{{ViPhoneH}}" h="{{ViPhoneW}}">One of the parts, in which the player can invest when upgrading the creature, allows to emit a sound that attracts easy prey. This feature needs to be timely managed because it takes some time to 'recharge' (notice the indicator in the bottom-left corner).</mt> |
Revision as of 18:34, 2 January 2012
The card's front face | The card's back face |
Synopsis
Using sound to fool the opponents. |
Relationships
Context:
Stealth , Consequent Sound , Make Sound not War , Emotional Script .
Relates to:
Unaware NPC , Suspicious NPC , Seeking for PC , Sonic Weapon .
Often uses:
Foley , Sound Effects .
Description
A customary component of the gameplay is to deal with enemies along the game space. In some situations it is convenient to divert enemies’ attention and possibly to influence them to change their positions, either to be able to deal with one at time or to avoid confrontation at all.
Diverse forms of Sound Decoys can be included in the gameplay. Sound is particularly suitable for integrating meaningful decoy actions since it allows launching the decoy whilst avoiding visual contact. Spaces with reduced visibility also bring advantages both for the plausibility and of the usefulness of the decoy.
Examples
External Resources
References to Tom Clancy's Splinter Cell 'Distraction Camera': IGN Guides
First presentation of pattern Sound Decoys in (Alves & Roque, 2010)