Half-Life 2

From SoundInGames.com - Sound Design in Games
Revision as of 00:20, 22 December 2011 by ValterAlves (Talk | contribs)

Jump to: navigation, search

Synopsis

[Pending:]

List of identified patterns

Acoustic Ecology , Affected Hearing , Ambiance , Awareness , Breath , Cutscenes , Death , Decay , Dialogue , Foley , Footsteps , Helper Voice , Imminent Death , Menus , Music , No Can Do , Ouch! , Radio , Say that Again , Shout and Yell , Signature , Sound Effects , Subtitles and Captions , Variety , Voice Acting .

Examples

Ambiance: A moment of calm allows to enjoy the Ambiance.
Breath: In this case the semantics is reversed. We hear Freeman trying to hold is Breath, not to get drown, which is a clear indicator of Imminent Death that is also very effective in terms of the Emotional Script.
Dialogue: This scene includes disparate explorations of Dialogue. For instance some of the action is experienced exclusively through the discourse, with no visual support.
Foley: The interaction with objects is accompanied by the respective Foley.
Menus: When accessing the menu the Ambiance from Gameplay continues to be heard.
Music: Music prepares and supports the haste of a fight.
Say that Again: Insisting on interacting with a character triggers equivalent messages.
Shout and Yell: A hostile creature shouts as it attacks the PC.
Sound Effects: Picking this objects is accompanied representative Sound Effects.
Subtitles and Captions: Very detailed captions describe each relevant sound.
Voice Acting: The Overwatch voice, speaking through Public Address systems. It is performed by opera singer and voice actress Ellen McLain, who also does voice acting in the other games of the The Orange Box.