Difference between revisions of "Papa Sangre"
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| listofpatterns= Achievement, Ambiance, Anticipation, Awareness, Beacon Locator, Breath, Character Soundprint, Cutscenes, 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, Variety | | listofpatterns= Achievement, Ambiance, Anticipation, Awareness, Beacon Locator, Breath, Character Soundprint, Cutscenes, 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, Variety | ||
| ex1=<mt prompt="[[Achievement]]" p="Achievement" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | | ex1=<mt prompt="[[Achievement]]" p="Achievement" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
− | | ex2=<mt prompt="[[Ambiance]]" p="Ambiance" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | + | | ex2=<mt prompt="[[AcousticEcology]]" p="AcousticEcology" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> |
− | | | + | | ex3=<mt prompt="[[Aesthetics]]" p="Aesthetics" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> |
− | | | + | | ex4=<mt prompt="[[Ambiance]]" p="Ambiance" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> |
− | | | + | | ex5=<mt prompt="[[Anticipation]]" p="Anticipation" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">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.</mt> |
− | | | + | | ex6=<mt prompt="[[Awareness]]" p="Awareness" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}" i=2></mt> |
− | | | + | | ex7=<mt prompt="[[Beacon Locator]]" p="BeaconLocator" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">[[Beacon Locator]]s are consistently explored in this game's Gameplay.</mt> |
− | | | + | | ex8=<mt prompt="[[Breath]]" p="Breath" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">[[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.</mt> |
− | | | + | | ex9=<mt prompt="[[Character Soundprint]]" p="CharacterSoundprint" g="Papa Sangre" i="2" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> |
− | | | + | | ex10=<mt prompt="[[ConsequentSound]]" p="ConsequentSound" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> |
− | | | + | | ex11=<mt prompt="[[Cutscenes]]" p="CutScenes" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> |
− | | | + | | ex12=<mt prompt="[[Death]]" p="Death" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> |
− | | | + | | ex13=<mt prompt="[[Dialogue]]" p="Dialogue" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> |
− | | | + | | ex14=<mt prompt="[[Directionality]]" p="Directionality" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> |
− | | | + | | ex15=<mt prompt="[[Emotional Script]]" p="EmotionalScript" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> |
− | | | + | | ex16=<mt prompt="[[Engagement]]" p="Engagement" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> |
− | | | + | | ex17=<mt prompt="[[Foley]]" p="Foley" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> |
− | | | + | | ex18=<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> |
− | | | + | | ex19=<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> |
− | | | + | | ex20=<mt prompt="[[Helper Voice]]" p="HelperVoice" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"> In the beginning of the game, 'a fluttery watery thing' presents itself as someone the player cannot see but who is there to help.</mt> |
− | | | + | | ex21=<mt prompt="[[InGameFeedback]]" p="InGameFeedback" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> |
− | | | + | | ex22=<mt prompt="[[Menus]]" p="Menus" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> |
− | | | + | | ex23=<mt prompt="[[Music]]" p="Music" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> |
− | | | + | | ex24=<mt prompt="[[Narrative]]" p="Narrative" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> |
− | | | + | | ex25=<mt prompt="[[Narrator]]" p="Narrator" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> |
− | | | + | | ex26=<mt prompt="[[No Can Do]]" p="NoCanDo" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> |
− | | | + | | ex27=<mt prompt="[[Radio]]" p="Radio" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> |
+ | | ex28=<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> | ||
+ | | ex29=<mt prompt="[[Seeking for PC]]" p="SeekingForPC" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
+ | | ex30=<mt prompt="[[ShoutAndYell]]" p="ShoutAndYell" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
+ | | ex31=<mt prompt="[[Signature]]" p="Signature" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
+ | | ex32=<mt prompt="[[Sound Decoys]]" p="SoundDecoys" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">In this particular level, noisy chicken may be released to divert the opponents from the PC's position and [[Footsteps|Footstep]] sounds. In other levels the PC's own [[Footsteps]] can be used to lure an opponent away from a position that needs to be visited (as the [[Helper Voice]] suggests).</mt> | ||
+ | | ex33=<mt prompt="[[Sound Effects]]" p="SoundEffects" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">Notice the explanation: "That sparkle sound is the sound of the light".</mt> | ||
+ | | ex34=<mt prompt="[[Stealth]]" p="Stealth" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
+ | | ex35=<mt prompt="[[Unaware NPC]]" p="UnawareNPC" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
+ | | ex36=<mt prompt="[[Variety]]" p="RequisiteVariety" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
+ | | ex37=<mt prompt="[[Variety]]" p="Variety" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
+ | | ex38=<mt prompt="[[WhistlingAndHumming]]" p="WhistlingAndHumming" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
}} | }} |
Revision as of 00:12, 22 December 2011
Synopsis
List of identified patterns
Achievement , Ambiance , Anticipation , Awareness , Beacon Locator , Breath , Character Soundprint , Cutscenes , 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 , Variety .