binding_of_isaac
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binding_of_isaac [2024/06/13 09:24] – ftataren | binding_of_isaac [2024/06/13 10:14] (aktuell) – cgaspoz | ||
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====== The Binding of Isaac ====== | ====== The Binding of Isaac ====== | ||
- | Faina Tatarenko [[[https:// | + | Faina Tatarenko [[transistor|+ Transistor, Corentin Gaspoz]] |
| Genre | roguelike dungeon crawler, top-down view shooter | | | Genre | roguelike dungeon crawler, top-down view shooter | | ||
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===== Game Overview ===== | ===== Game Overview ===== | ||
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The Binding of Isaac is an indie roguelike video game originally released in 2011 using Adobe Flash as its engine. Since 2011, The Binding of Isaac has been updated several times, with the Wrath of the Lamb DLC (May 28, 2012) and the Eternal Update (May 05, 2015). Its 2014 remake, The Binding of Isaac: Rebirth used a custom engine, was expanded with several DLCs, and added more content and gameplay modes. | The Binding of Isaac is an indie roguelike video game originally released in 2011 using Adobe Flash as its engine. Since 2011, The Binding of Isaac has been updated several times, with the Wrath of the Lamb DLC (May 28, 2012) and the Eternal Update (May 05, 2015). Its 2014 remake, The Binding of Isaac: Rebirth used a custom engine, was expanded with several DLCs, and added more content and gameplay modes. | ||
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The player controls one character and engages in real-time combat against various monsters. All fights are contained within one room. Different rooms have different layouts, including obstacles (rocks, pits), hazards (spikes, fires), and rewards (chests, pickups, items). Additionally, | The player controls one character and engages in real-time combat against various monsters. All fights are contained within one room. Different rooms have different layouts, including obstacles (rocks, pits), hazards (spikes, fires), and rewards (chests, pickups, items). Additionally, | ||
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+ | ===== Gameplay ===== | ||
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+ | {{youtube> | ||
===== The Importance of Sound ===== | ===== The Importance of Sound ===== | ||
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- | Secret rooms play a special sound upon being discovered to highlight their importance. | + | Secret rooms play a special sound upon being discovered to highlight their importance. |
- | Angel/ | + | {{: |
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+ | Angel/ | ||
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Moving through the room after it's been explored doesn’t make any sounds of their own, so the sound effects here are meant to highlight the progress and exploration of the floor. | Moving through the room after it's been explored doesn’t make any sounds of their own, so the sound effects here are meant to highlight the progress and exploration of the floor. | ||
- | === -- === | + | To fight, the player uses different projectiles. They all have distinct sounds, including sounds of being shot and getting destroyed/ |
- | To fight, the player uses different projectiles. They all have distinct sounds, including sounds of being shot and getting destroyed/ | + | {{: |
- | === -- === | + | Upgrades that change the player’s projectiles also often change the sounds they make. Because the player gets upgrades gradually while moving down the “dungeon”, |
Most of the sounds in TBoI are focused on fighting (having unique sounds for different enemies and projectiles). The addition of sounds of footsteps, wing flaps, or other movement would overwhelm the player; for that reason, player movement is silent. | Most of the sounds in TBoI are focused on fighting (having unique sounds for different enemies and projectiles). The addition of sounds of footsteps, wing flaps, or other movement would overwhelm the player; for that reason, player movement is silent. | ||
- | === -- === | + | After defeating all enemies in a room, the player sometimes receives a reward. Different rewards spawn with different sounds, which also helps the player to notice it even if they’re already rushing into the next room. |
- | After defeating all enemies in a room, the player sometimes receives a reward. Different rewards spawn with different sounds, which also helps the player to notice it even if they’re already rushing into the next room. [CHEST_DROP, | + | {{: |
- | The player may use items to assist them during fights, or for utility. Different items have different sound effects, appropriate to the item. [bible BOOK PAGE TURN 12, book of belial DEVIL CARD, scissors BLOOD BANK SPAWN 1] Some of them are rechargeable and can be used multiple times as long as the player holds on to them. [BATTERYCHARGE, | + | The player may use items to assist them during fights, or for utility. Different items have different sound effects, appropriate to the item. |
- | === -- === | + | {{: |
- | Many interactable items play specific sound(s) for specific situations. For example, the slot machine will play separate sounds for being activated, dropping an item, not dropping anything, and exploding. | + | Some of them are rechargeable and can be used multiple times as long as the player holds on to them. |
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+ | Other items (pickups) are single-use and play a specific sound effect. | ||
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+ | Note that different items sometimes play the same sound if they have the same effect: the "Lemon Mishap" | ||
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+ | Many interactable items play specific sound(s) for specific situations. For example, the slot machine will play separate sounds for being activated, dropping an item, not dropping anything, and exploding. | ||
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==== iii. Communication with the player ==== | ==== iii. Communication with the player ==== | ||
- | Enemies telegraph their actions using visuals, sounds, or both. Some enemies don’t make any sounds while charging, but do produce a distinct sound effect during their attack. | + | Enemies telegraph their actions using visuals, sounds, or both. Some enemies don’t make any sounds while charging, but do produce a distinct sound effect during their attack. |
- | === -- === | + | {{: |
- | The only environment sounds in TBoI are the ambiance of the floor and the sounds of the environment being interacted with (rocks exploding, doors being opened). | + | Some enemies stay silent even when attacking. Some enemies don’t have special attacks and periodically produce ambient sounds. |
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+ | Some enemies, especially bosses, warn the player with sounds before certain attacks. | ||
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+ | The only environment sounds in TBoI are the ambiance of the floor and the sounds of the environment being interacted with (rocks exploding, doors being opened). | ||
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==== iv. Space ==== | ==== iv. Space ==== | ||
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Within the same floor: the opening of secret or special rooms is marked with special sounds. This helps to mark the progression or achievements that the player might make. | Within the same floor: the opening of secret or special rooms is marked with special sounds. This helps to mark the progression or achievements that the player might make. | ||
- | While going down the floors: the ambience changes, as well as the general soundscape. The enemies change as the player moves lower through the floor and, accompanied by the visuals, create a unique “aesthetic” for every floor/ | + | While going down the floors: the ambience changes, as well as the general soundscape. The enemies change as the player moves lower through the floor and, accompanied by the visuals, create a unique “aesthetic” for every floor/zone. |
- | === -- === | + | {{: |
As for the voiceovers, The Binding of Isaac uses pre-recorded lines and soundbytes in various ways: | As for the voiceovers, The Binding of Isaac uses pre-recorded lines and soundbytes in various ways: | ||
- | narration; | + | narration |
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+ | {{: | ||
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+ | accompany some items; | ||
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+ | enemy/boss sound effects—voice; | ||
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- | accompany some items; [THUMBSDOWN] | + | enemy/boss sound effects—grunt/ |
- | enemy/boss sound effects—voice; | + | {{: |
- | enemy/boss sound effects—grunt/ | + | part of ambiance/soundtrack. |
- | part of ambiance/ | + | {{: |
===== Conclusion & Subjective Thoughts ===== | ===== Conclusion & Subjective Thoughts ===== |
/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/binding_of_isaac.1718263489.txt.gz · Zuletzt geändert: von ftataren