Difference between revisions of "Half-Life 2"
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| ex17=<mt prompt="[[Radio]]" p="Radio" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt> | | ex17=<mt prompt="[[Radio]]" p="Radio" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt> | ||
| ex18=<mt prompt="[[Say that Again]]" p="SayThatAgain" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">Insisting on interacting with a character triggers equivalent messages.</mt> | | ex18=<mt prompt="[[Say that Again]]" p="SayThatAgain" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">Insisting on interacting with a character triggers equivalent messages.</mt> | ||
− | | ex19=<mt prompt="[[Shout and Yell]]" p="ShoutAndYell" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt> | + | | ex19=<mt prompt="[[Shout and Yell]]" p="ShoutAndYell" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"> A hostile creature shouts as it attacks the PC.</mt> |
| ex20=<mt prompt="[[Signature]]" p="Signature" g="Half Life 2" altg="Half-Life 2" w="{{R4by3W}}" h="{{R4by3H}}"></mt> | | ex20=<mt prompt="[[Signature]]" p="Signature" g="Half Life 2" altg="Half-Life 2" w="{{R4by3W}}" h="{{R4by3H}}"></mt> | ||
| ex21=<mt prompt="[[Sound Effects]]" p="SoundEffects" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt> | | ex21=<mt prompt="[[Sound Effects]]" p="SoundEffects" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt> |
Revision as of 22:19, 21 September 2011
Synopsis
List of identified patterns
Acoustic Ecology , Ambiance
, Awareness
, Breath
, Cut-Scenes File:M385px-Cut-Scenes-front-v20.png, Death
, Decay
, Dialogue
, Foley
, Footsteps
, Helper Voice
, Imminent Death
, Menus
, Music
, No Can Do
, Ouch!
, Radio
, Say that Again
, Shout and Yell
, Signature
, Sound Effects
, Sound Layers and Semantics File:M385px-SoundLayersAndSemantics-front-v20.png, Subtitles and Captions
, Requisite Variety File:M385px-RequisiteVariety-front-v20.png.
Examples
![]() ![]() Breath: In this case the semantics is reversed. We hear Freeman trying to hold is Breath, not to get drown, which is a clear indicator of Imminent Death that is also very effective in terms of the Emotional Script.
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