Difference between revisions of "Papa Sangre"
From SoundInGames.com - Sound Design in Games
ValterAlves (Talk | contribs) m |
ValterAlves (Talk | contribs) m |
||
Line 23: | Line 23: | ||
| ex19=<mt prompt="[[No Can Do]]" p="NoCanDo" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | | ex19=<mt prompt="[[No Can Do]]" p="NoCanDo" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
| ex20=<mt prompt="[[Seeking for PC]]" p="SeekingForPC" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | | ex20=<mt prompt="[[Seeking for PC]]" p="SeekingForPC" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
− | | ex21=<mt prompt="[[Sound Decoys]]" p="SoundDecoys" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | + | | ex21=<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> |
| ex22=<mt prompt="[[Sound Effects]]" p="SoundEffects" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | | ex22=<mt prompt="[[Sound Effects]]" p="SoundEffects" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
| ex23=<mt prompt="[[Stealth]]" p="Stealth" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | | ex23=<mt prompt="[[Stealth]]" p="Stealth" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> |
Revision as of 22:03, 21 September 2011
Synopsis
List of identified patterns
Achievement , Ambiance
, Anticipation
, Awareness
, Beacon Locator
, Breath
, Character Soundprint
, Cut-Scenes File:M385px-Cut-Scenes-front-v20.png, 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
, Requisite Variety File:M385px-RequisiteVariety-front-v20.png.
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.
| ||
![]() ![]() |
||
![]() ![]() 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).
|
![]() ![]() |
|
![]() ![]() 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).
| ||
![]() ![]() 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 → ...'
|
||