Difference between revisions of "Papa Sangre"

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| ex3=<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>
 
| ex3=<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>
 
| ex4=<mt prompt="[[Awareness]]" p="Awareness" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex4=<mt prompt="[[Awareness]]" p="Awareness" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
| ex5=<mt prompt="[[Beacon Locator]]" p="BeaconLocator" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">[[Beacon Locators]] are consistently explored in this game's [[Gameplay]].</mt>
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| ex5=<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>
 
| ex6=<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>
 
| ex6=<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>
 
| ex7=<mt prompt="[[Character Soundprint]]" p="CharacterSoundprint" g="Papa Sangre" i="2" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex7=<mt prompt="[[Character Soundprint]]" p="CharacterSoundprint" g="Papa Sangre" i="2" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>

Revision as of 13:27, 19 September 2011

Synopsis

http://www.papasangre.com/

List of identified patterns

Achievement , Ambiance , Anticipation , Awareness , Beacon Locator , Breath , Character Soundprint , Cut-Scenes File:M385px-Cut-Scenes-front-v20.png, Death , Dialogue , Emotional Script , Foley , Footsteps , Grunts , Helper Voice , Menus , Music , Narrative , No Can Do , Seeking for PC , Sound Decoys , Sound Effects , Stealth , Unaware NPC , Requisite Variety File:M385px-RequisiteVariety-front-v20.png.

Examples

Anticipation: 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.
Beacon Locator: Beacon Locators are consistently explored in this game's Gameplay.
Breath: 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.