Difference between revisions of "Shout and Yell"
From SoundInGames.com - Sound Design in Games
ValterAlves (Talk | contribs) m |
ValterAlves (Talk | contribs) m |
||
Line 29: | Line 29: | ||
| ex2=<mt p="ShoutAndYell" g="Mini Ninjas" w="{{R5by4W}}" h="{{R5by4H}}">[[Shout and Yell]] fits well within the martial arts.</mt> | | ex2=<mt p="ShoutAndYell" g="Mini Ninjas" w="{{R5by4W}}" h="{{R5by4H}}">[[Shout and Yell]] fits well within the martial arts.</mt> | ||
| ex3=<mt p="ShoutAndYell" g="Infamous" altg="InFamous" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | | ex3=<mt p="ShoutAndYell" g="Infamous" altg="InFamous" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
− | | ex4=<mt p="ShoutAndYell" g="Red Dead Redemption" w="{{R16by9W}}" h="{{R16by9H}}">Non-hostile NPC reacting to | + | | ex4=<mt p="ShoutAndYell" g="Red Dead Redemption" w="{{R16by9W}}" h="{{R16by9H}}">Non-hostile NPC reacting to gunfire.</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> | | ex5=<mt p="ShoutAndYell" g="Patapon" w="{{R16by9W}}" h="{{R16by9H}}">In an embellished way, the patapon yell (their songs) during the entire levels.</mt> | ||
| ex6=<mt p="ShoutAndYell" g="Assassins Creed" altg="Assassin's Creed" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | | ex6=<mt p="ShoutAndYell" g="Assassins Creed" altg="Assassin's Creed" w="{{R16by9W}}" h="{{R16by9H}}"></mt> |
Revision as of 23:05, 24 May 2012
The card's front face | The card's back face |
Contents
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, which 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