Difference between revisions of "Papa Sangre"
From SoundInGames.com - Sound Design in Games
ValterAlves (Talk | contribs) m |
ValterAlves (Talk | contribs) m |
||
Line 28: | Line 28: | ||
| ex24=<mt prompt="[[Unaware NPC]]" p="UnawareNPC" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | | ex24=<mt prompt="[[Unaware NPC]]" p="UnawareNPC" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
| ex25=<mt prompt="[[Requisite Variety]]" p="RequisiteVariety" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | | ex25=<mt prompt="[[Requisite Variety]]" p="RequisiteVariety" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
− | | ex26=<mt prompt="[[R-A-E-D Iterations]]" p="RAEDIterations" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | + | | ex26=<mt prompt="[[R-A-E-D Iterations]]" p="RAEDIterations" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">A three phase sequence is perceptible. What is more, if we opt to interpret that there is never exactly an [[Engagement]] -- in this game the actual [[Engagement]] is equal to [[Death]] -- but instead a possible second degree of [[Anticipation]] (of getting caught, once spotted and if not able to outrun the pursuer), then the sequence is more like: '... → Relaxation → Anticipation → Decay → Relaxation → Anticipation → Decay → Relaxation → ...'</mt> |
}} | }} |
Revision as of 22:02, 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.