Half-Life 2

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Synopsis

List of identified patterns

Acoustic Ecology , Ambiance , Awareness , Breath , Cut-Scenes File:M385px-Cut-Scenes-front-v20.png, 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 , Sound Layers and Semantics File:M385px-SoundLayersAndSemantics-front-v20.png, Subtitles and Captions , Requisite Variety File:M385px-RequisiteVariety-front-v20.png.

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.
Menus: When accessing the menu the Ambiance from Gameplay continues to be heard.
Say that Again: Insisting on interacting with a character triggers equivalent messages.
Shout and Yell: A hostile creature shouts as it attacks the PC.