Difference between revisions of "Papa Sangre"
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| 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}}">A [[Grunts|Grunt]] (accompanied by a subtle [[Sound Effect]] of [[Failure]]) reveal that the PC tripped.</mt> | + | | ex14=<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> |
| 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 21:58, 21 September 2011
Synopsis
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.
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![]() ![]() 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).
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