Difference between revisions of "Papa Sangre"
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| synopsis = | | synopsis = | ||
http://www.papasangre.com/ | http://www.papasangre.com/ | ||
− | | listofpatterns=Achievement, Acoustic Ecology, Aesthetics, Ambiance, Anticipation, Awareness, Beacon Locator, Breath, Character Soundprint, Consequent Sound, Cutscenes, Death, Dialogue, Directionality, Emotional Script, Engagement, Foley, Footsteps, Grunts, Helper Voice, In-game Feedback, Menus, Music, Narrative, Narrator, No Can Do, Radio, R-A-E-D Iterations, Seeking for PC, Shout and Yell, Signature, Sound Decoys, Sound Effects, Stealth, Unaware NPC | + | | listofpatterns=Achievement, Acoustic Ecology, Aesthetics, Ambiance, Anticipation, Awareness, Beacon Locator, Breath, Character Soundprint, Consequent Sound, Cutscenes, Death, Dialogue, Directionality, Emotional Script, Engagement, Foley, Footsteps, Grunts, Helper Voice, In-game Feedback, Menus, Music, Narrative, Narrator, No Can Do, Radio, R-A-E-D Iterations, Seeking for PC, Shout and Yell, Signature, 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="[[Acoustic Ecology]]" p="AcousticEcology" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | | ex2=<mt prompt="[[Acoustic Ecology]]" p="AcousticEcology" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
Line 38: | Line 38: | ||
| ex34=<mt prompt="[[Stealth]]" p="Stealth" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></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> | | ex35=<mt prompt="[[Unaware NPC]]" p="UnawareNPC" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
− | | ex36 | + | | ex36=<mt prompt="[[Variety]]" p="Variety" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> |
− | + | <!--| ex37=<mt prompt="[[WhistlingAndHumming]]" p="WhistlingAndHumming" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>--> | |
− | <!--| | + | |
}} | }} |
Revision as of 00:29, 22 December 2011
Synopsis
List of identified patterns
Achievement , Acoustic Ecology
, Aesthetics
, Ambiance
, Anticipation
, Awareness
, Beacon Locator
, Breath
, Character Soundprint
, Consequent Sound
, Cutscenes
, Death
, Dialogue
, Directionality
, Emotional Script
, Engagement
, Foley
, Footsteps
, Grunts
, Helper Voice
, In-game Feedback
, Menus
, Music
, Narrative
, Narrator
, No Can Do
, Radio
, R-A-E-D Iterations
, Seeking for PC
, Shout and Yell
, Signature
, Sound Decoys
, Sound Effects
, Stealth
, Unaware NPC
, Variety
.
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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![]() ![]() Helper Voice: In the beginning of the game, 'a fluttery watery thing' presents itself as someone the player cannot see but who is there to help.
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![]() ![]() R-A-E-D Iterations: 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 → ...'
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![]() ![]() Sound Decoys: In this particular level, noisy chicken may be released to divert the opponents from the PC's position and 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).
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