Patapon
From SoundInGames.com - Sound Design in Games
Revision as of 23:33, 21 September 2011 by ValterAlves (Talk | contribs)
Synopsis
[1] (for other Patapon 2 and Patapon 3 see [2]) Patapedia http://patapon.wikia.com
List of identified patterns
Achievement , Acoustic Ecology
, Ambiance
, Death
, Dialogue
, Engagement
, Entrainment
, Failure
, Footsteps
, In-game Feedback
, Levelled Performance
, Menus
, Musical Outcome
, Ouch!
, Play the Beat File:M385px-PlayTheBeat-front-v20.png, Shout and Yell
, Silence
, Sing to Act
, Sonic Weapon
, Sound Effects
, Sound Input
, Sound Visualization
, Subtitles and Captions
, Window of Opportunity
.
Examples
![]() ![]() Entrainment: In this game Entrainment is not only a consequence but also a requisite of the Rhythm Gameplay. The player voluntary seeks to keep in sync with the beat of the game. The exteriorization of the game's beat in the player's body language is a common testimony. The game's tempo is 120 bpm (4/4).
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![]() ![]() Levelled Performance: Songs and, later, Miracles that trigger specific effects, are progressively made available along the the game.
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![]() ![]() Sonic Weapon: Megapons carry massive horns and their (audible) sound waves transform into shapes that inflict much damage in the enemy.
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![]() ![]() Sound Visualization: The all visual representation pulses with the sound - from the most objective, as the rectangle in the border and the drums' onomatopoeias (mapping the Sound Input), to the more subtle, as the moves and details of the characters (which map and the Sound Input and the sound they echo themselves).
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![]() ![]() Narrative: The Narrative sometimes interweaves with Levelled Performance, because the unlocking of sound performance abilities is accompanied with a new piece of the story [pending: double check this].
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