Difference between revisions of "Papa Sangre"

From SoundInGames.com - Sound Design in Games
Jump to: navigation, search
m
m
Line 16: Line 16:
 
| ex12=<mt prompt="[[Foley]]" p="Foley" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex12=<mt prompt="[[Foley]]" p="Foley" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex13=<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>
 
| ex13=<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>
| ex14=<mt prompt="[[Grunts]]" p="Grunts" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
+
| ex14=<mt prompt="[[Grunts]]" p="Grunts" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">A [[Grunts|Grunt]] (accompanied by a subtle [[Sound Effect]] of [[Failure]]) reveal that the PC tripped.</mt>
 
| ex15=<mt prompt="[[Helper Voice]]" p="HelperVoice" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex15=<mt prompt="[[Helper Voice]]" p="HelperVoice" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex16=<mt prompt="[[Menus]]" p="Menus" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex16=<mt prompt="[[Menus]]" p="Menus" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>

Revision as of 21:57, 21 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.
Footsteps: 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).
Grunts: A Grunt (accompanied by a subtle Sound Effect of Failure) reveal that the PC tripped.