Awareness
From SoundInGames.com - Sound Design in Games
Revision as of 23:21, 11 August 2011 by ValterAlves (Talk | contribs)


Crysis: In Crysis, the warning of critical energy, that for instance voids the invisibility feature of the PC's suit, is communicated by the equipment through a voice message Dialogue
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Contents
Synopsis
| Sound promoting awareness for some gameplay aspect. |
Relationships
Context:
Gameplay File:M385px-Gameplay-front-v20.png.
Relates to:
Emotional Script
, Narrative
.
May use many, including:
Character Soundprint
, Failure
, Achievement
, No Can Do
, Hurry Up!
, Window of Opportunity
, Beacon Locator
, Identification
, Ouch!
, Imminent Death
, Seeking for PC
, Unaware NPC
, ....
Description
{
Examples


Tomb Raider Underworld: In Tomb Raider Underworld, the signaling of checkpoints is done exclusively through sound (a Sound Effect)


Crysis: In Crysis, the warning of critical energy, that for instance voids the invisibility feature of the PC's suit, is communicated by the equipment through a voice message Dialogue


Assassin's Creed: In Assassin's Creed, the identification of nearby guards is signaled by a pulsing Sound Effect
![]() ![]() Tomb Raider Underworld: In Tomb Raider Underworld, the signaling of checkpoints is done exclusively through sound (a Sound Effect)
|
![]() ![]() Crysis: In Crysis, the warning of critical energy, that for instance voids the invisibility feature of the PC's suit, is communicated by the equipment through a voice message Dialogue |
![]() ![]() Assassin's Creed: In Assassin's Creed, the identification of nearby guards is signaled by a pulsing Sound Effect |
![]() ![]() Tomb Raider Underworld: In Tomb Raider Underworld, the signaling of checkpoints is done exclusively through sound (a Sound Effect)
|
![]() ![]() Crysis: In Crysis, the warning of critical energy, that for instance voids the invisibility feature of the PC's suit, is communicated by the equipment through a voice message Dialogue |
![]() ![]() Assassin's Creed: In Assassin's Creed, the identification of nearby guards is signaled by a pulsing Sound Effect |