Difference between revisions of "Papa Sangre"

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| ex3=<mt prompt="[[Aesthetics]]" p="Aesthetics" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex3=<mt prompt="[[Aesthetics]]" p="Aesthetics" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| 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>
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| 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 behaviour and to deal with the uncertainty of the respective consequence.</mt>
| ex6=<mt prompt="[[Awareness]]" p="Awareness" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}" i=2></mt>
+
| 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>
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| 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>
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| ex8=<mt prompt="[[Breath]]" p="Breath" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">[[Breath]] helps to characterize the pace (running, instead of walking) and provides one more element to give existence to a character who the player never sees.</mt>
| ex9=<mt prompt="[[Character Soundprint]]" p="CharacterSoundprint" g="Papa Sangre" i="2" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
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| ex9=<mt prompt="[[Character Soundprint]]" p="CharacterSoundprint" g="Papa Sangre" i="2" w="{{ViPhoneH}}" h="{{ViPhoneW}}">In a game where there is no visual perception of the characters, their soundprints are crucial to establish their existence and to grasp their actions and attitudes at any particular instant. That applies to both the NPC and the PC.</mt>
 
| ex10=<mt prompt="[[Consequent Sound]]" p="ConsequentSound" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex10=<mt prompt="[[Consequent Sound]]" p="ConsequentSound" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex11=<mt prompt="[[Cutscenes]]" p="Cutscenes" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex11=<mt prompt="[[Cutscenes]]" p="Cutscenes" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
| ex12=<mt prompt="[[Death]]" p="Death" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
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| ex12=<mt prompt="[[Death]]" p="Death" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">The tension maintained during the gameplay and the embodied violence of the attack make [[Death]] an emotionally intense experience.</mt>
 
| ex13=<mt prompt="[[Dialogue]]" p="Dialogue" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex13=<mt prompt="[[Dialogue]]" p="Dialogue" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
| ex14=<mt prompt="[[Directionality]]" p="Directionality" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
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| ex14=<mt prompt="[[Directionality]]" p="Directionality" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">Practicing the skill of facing a particular direction (only through sound), which is crucial for the gameplay.</mt>
 
| ex15=<mt prompt="[[Emotional Script]]" p="EmotionalScript" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex15=<mt prompt="[[Emotional Script]]" p="EmotionalScript" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex16=<mt prompt="[[Engagement]]" p="Engagement" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex16=<mt prompt="[[Engagement]]" p="Engagement" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex17=<mt prompt="[[Foley]]" p="Foley" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex17=<mt prompt="[[Foley]]" p="Foley" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
| ex18=<mt prompt="[[Footsteps]]" p="Footsteps" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">The sound of the [[Footsteps]] are in the core of the [[Gameplay]] in [[Papa Sangre]]. The player needs to avoid that the opponents detect the PC's [[Footsteps]]. The sound of the [[Footsteps]] put yet another challenge to the player: hearing the environment while walking/running (specially when stopping is not an option).</mt>
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| ex18=<mt prompt="[[Footsteps]]" p="Footsteps" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">The sound of the [[Footsteps]] is in the core of the gameplay in [[Papa Sangre]]. The player needs to avoid that the opponents detect the PC's [[Footsteps]]. The sound of the [[Footsteps]] put yet another challenge to the player: hearing the environment while walking/running (specially when stopping is not an option).</mt>
| ex19=<mt prompt="[[Grunts]]" p="Grunts" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">A [[Grunts|Grunt]] (accompanied by a subtle [[Sound Effects|Sound Effect]] of [[Failure]]) reveal that the PC tripped.</mt>
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| ex19=<mt prompt="[[Grunts]]" p="Grunts" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">A [[Grunts|Grunt]] (accompanied by a subtle [[Sound Effects|Sound Effect]] of [[Failure]]) reveals that the PC tripped.</mt>
| ex20=<mt prompt="[[Helper Voice]]" p="HelperVoice" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"> In the beginning of the game, 'a fluttery watery thing' presents itself as someone the player cannot see but who is there to help.</mt>
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| ex20=<mt prompt="[[Helper Voice]]" p="HelperVoice" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">In the beginning of the game, "a fluttery watery thing" presents itself as someone the player cannot see but who is there to help.</mt>
 
| ex21=<mt prompt="[[In-game Feedback]]" p="InGameFeedback" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex21=<mt prompt="[[In-game Feedback]]" p="InGameFeedback" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex22=<mt prompt="[[Menus]]" p="Menus" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex22=<mt prompt="[[Menus]]" p="Menus" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
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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]] -- 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>
+
| ex28=<mt prompt="[[R-A-E-D Iterations]]" p="RAED" 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>

Latest revision as of 05:05, 27 August 2012

Synopsis

http://www.papasangre.com/

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 .

Examples

Anticipation: Papa Sangre takes profit of the fact that players are not in full control of their abilities to force risk behaviour and to deal with the uncertainty of the respective consequence.
Beacon Locator: Beacon Locators are consistently explored in this game's gameplay.
Breath: Breath helps to characterize the pace (running, instead of walking) and provides one more element to give existence to a character who the player never sees.
Character Soundprint: In a game where there is no visual perception of the characters, their soundprints are crucial to establish their existence and to grasp their actions and attitudes at any particular instant. That applies to both the NPC and the PC.
Death: The tension maintained during the gameplay and the embodied violence of the attack make Death an emotionally intense experience.
Directionality: Practicing the skill of facing a particular direction (only through sound), which is crucial for the gameplay.
Footsteps: The sound of the Footsteps is in the core of the gameplay in Papa Sangre. The player needs to avoid that the opponents detect the PC's Footsteps. The sound of the Footsteps put yet another challenge to the player: hearing the environment while walking/running (specially when stopping is not an option).
Grunts: A Grunt (accompanied by a subtle Sound Effect of Failure) reveals that the PC tripped.
Helper Voice: In the beginning of the game, "a fluttery watery thing" presents itself as someone the player cannot see but who is there to help.
R-A-E-D Iterations: 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 → ...".
Sound Decoys: In this particular level, noisy chicken may be released to divert the opponents from the PC's position and Footstep sounds. In other levels the PC's own Footsteps can be used to lure an opponent away from a position that needs to be visited (as the Helper Voice suggests).
Sound Effects: Notice the explanation: "That sparkle sound is the sound of the light".