Difference between revisions of "Shout and Yell"

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| ex5=<mt p="ShoutAndYell" g="Patapon" w="{{R16by9W}}" h="{{R16by9H}}">In an embellished way, the patapon yell (their songs) during the entire levels.</mt>
 
| ex5=<mt p="ShoutAndYell" g="Patapon" w="{{R16by9W}}" h="{{R16by9H}}">In an embellished way, the patapon yell (their songs) during the entire levels.</mt>
 
| ex10=<mt p="ShoutAndYell" g="Halo" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex10=<mt p="ShoutAndYell" g="Halo" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex11=<mt prompt="[SPOILER]" p="ShoutAndYell" g="Halo" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
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| ex11=<mt prompt="[SPOILER]" p="ShoutAndYell" g="Uncharted 2" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
}}
 
}}

Revision as of 22:14, 4 December 2011

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Synopsis

Loud manifestations of hostility.

Relationships

Contexts:
Awareness , Engagement , Emotional Script , Character Soundprint , Seeking for PC .
Makes use of:
Dialogue , Grunts .

Description

Shout and Yell refers to loud expressions, either Grunts or Dialogue-like, that a character emits with the evident purpose of messaging an hostile attitude towards others (usually NPC towards the PC, but not necessarily).

A particular (an much less common) exploration of Shout and Yell is when it is integrated in the gameplay in association with the Sound Input.

Examples

Wolfenstein 3-D: The use of Shout and Yell in this game is emblematic. It is this game's most well known Signature.
InFamous:
Tom Clancy's Splinter Cell: Chaos Theory:
[show less examples...]
Red Dead Redemption: Non-hostile NPC reacting to gun fire.
Patapon: In an embellished way, the patapon yell (their songs) during the entire levels.
Killzone 2:
Half-Life 2: A hostile creature shouts as it attacks the PC.
Mini Ninjas: Shout and Yell fits well within the martial arts.
Assassin's Creed:
Halo:
[SPOILER]:



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