Difference between revisions of "Half-Life 2"

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| ex7=<mt prompt="[[Decay]]" p="Decay" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
 
| ex7=<mt prompt="[[Decay]]" p="Decay" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
 
| ex8=<mt prompt="[[Dialogue]]" p="Dialogue" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">This scene includes disparate explorations of [[Dialogue]]. For instance some of the action is experienced exclusively through the discourse, with no visual support.</mt>
 
| ex8=<mt prompt="[[Dialogue]]" p="Dialogue" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">This scene includes disparate explorations of [[Dialogue]]. For instance some of the action is experienced exclusively through the discourse, with no visual support.</mt>
| ex9=<mt prompt="[[Foley]]" p="Foley" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
+
| ex9=<mt prompt="[[Foley]]" p="Foley" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">The interaction with objects is accompanied by the respective [[Foley]].</mt>
 
| ex10=<mt prompt="[[Footsteps]]" p="Footsteps" g="Half Life 2" altg="Half-Life 2" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
 
| ex10=<mt prompt="[[Footsteps]]" p="Footsteps" g="Half Life 2" altg="Half-Life 2" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
 
| ex11=<mt prompt="[[Helper Voice]]" p="HelperVoice" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
 
| ex11=<mt prompt="[[Helper Voice]]" p="HelperVoice" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
 
| ex12=<mt prompt="[[Imminent Death]]" p="ImminentDeath" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
 
| ex12=<mt prompt="[[Imminent Death]]" p="ImminentDeath" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
 
| ex13=<mt prompt="[[Menus]]" p="Menus" g="Half Life 2" altg="Half-Life 2" w="{{R4by3W}}" h="{{R4by3H}}">When accessing the menu the [[Ambiance]] from [[Gameplay]] continues to be heard.</mt>
 
| ex13=<mt prompt="[[Menus]]" p="Menus" g="Half Life 2" altg="Half-Life 2" w="{{R4by3W}}" h="{{R4by3H}}">When accessing the menu the [[Ambiance]] from [[Gameplay]] continues to be heard.</mt>
| ex14=<mt prompt="[[Music]]" p="Music" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
+
| ex14=<mt prompt="[[Music]]" p="Music" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">[[Music]] prepares and supports the haste of a fight.</mt>
 
| ex15=<mt prompt="[[No Can Do]]" p="NoCanDo" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
 
| ex15=<mt prompt="[[No Can Do]]" p="NoCanDo" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
 
| ex16=<mt prompt="[[Ouch!]]" p="Ouch" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
 
| ex16=<mt prompt="[[Ouch!]]" p="Ouch" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>

Revision as of 22:24, 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

Ambiance: A moment of calm allows to enjoy the Ambiance.
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.
Dialogue: This scene includes disparate explorations of Dialogue. For instance some of the action is experienced exclusively through the discourse, with no visual support.
Foley: The interaction with objects is accompanied by the respective Foley.
Menus: When accessing the menu the Ambiance from Gameplay continues to be heard.
Music: Music prepares and supports the haste of a fight.
Say that Again: Insisting on interacting with a character triggers equivalent messages.
Shout and Yell: A hostile creature shouts as it attacks the PC.