Difference between revisions of "Papa Sangre"
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| ex26=<mt prompt="[[No Can Do]]" p="NoCanDo" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | | ex26=<mt prompt="[[No Can Do]]" p="NoCanDo" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
| ex27=<mt prompt="[[Radio]]" p="Radio" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | | ex27=<mt prompt="[[Radio]]" p="Radio" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
− | | ex28=<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]] | + | | ex28=<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> |
| ex29=<mt prompt="[[Seeking for PC]]" p="SeekingForPC" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | | ex29=<mt prompt="[[Seeking for PC]]" p="SeekingForPC" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
| ex30=<mt prompt="[[Shout and Yell]]" p="ShoutAndYell" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | | ex30=<mt prompt="[[Shout and Yell]]" p="ShoutAndYell" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> |
Revision as of 22:57, 15 January 2012
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 .