Difference between revisions of "Papa Sangre"
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| 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> | | 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> | | 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> | + | | ex9=<mt prompt="[[Character Soundprint]]" p="CharacterSoundprint" g="Papa Sangre" i="2" w="{{ViPhoneH}}" h="{{ViPhoneW}}">In a game where there is no visual perception of the characters, their soundprints are crucial to establish their existence and to grasp their actions and attitudes at any particular instant. That applies to both the NPC and the PC.</mt> |
| ex10=<mt prompt="[[Consequent Sound]]" p="ConsequentSound" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | | ex10=<mt prompt="[[Consequent Sound]]" p="ConsequentSound" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
| ex11=<mt prompt="[[Cutscenes]]" p="Cutscenes" 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> | + | | ex12=<mt prompt="[[Death]]" p="Death" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">The tension maintained during the gameplay and the embodied violence of the attack make Death an emotionally intense experience.</mt> |
| ex13=<mt prompt="[[Dialogue]]" p="Dialogue" 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> | + | | ex14=<mt prompt="[[Directionality]]" p="Directionality" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">Practicing the skill of facing a particular direction (only through sound), which is crucial for the gameplay.</mt> |
| ex15=<mt prompt="[[Emotional Script]]" p="EmotionalScript" 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> | | ex16=<mt prompt="[[Engagement]]" p="Engagement" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> |
Revision as of 00:40, 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 .