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binding_of_isaac [2024/06/13 09:30] ftatarenbinding_of_isaac [2024/06/13 10:14] (aktuell) cgaspoz
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 ====== The Binding of Isaac ====== ====== The Binding of Isaac ======
  
-Faina Tatarenko [[[https://wiki.zhdk.ch/gamesoundopedia/doku.php?id=tomb_raider_ps1:transistor|+ Transistor, Corentin Gaspoz]]]+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 =====
 +
 +{{ :binding_of_isaac_header.jpg?300&nolink}}
  
 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 rooms are divided into types depending on their function (normal room, Shop, Treasure Room, Boss Room, etc). 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 rooms are divided into types depending on their function (normal room, Shop, Treasure Room, Boss Room, etc).
 +
 +===== Gameplay =====
 +
 +{{youtube>gDtFbNURXJI}}
  
 ===== The Importance of Sound ===== ===== The Importance of Sound =====
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 ==== ii. Action + Sound ==== ==== ii. Action + Sound ====
- 
  
 As the structure of the “dungeon” is built around floors which consist of interconnected rooms, the first and foremost action accompanied by sound is the opening and closing of rooms. As the structure of the “dungeon” is built around floors which consist of interconnected rooms, the first and foremost action accompanied by sound is the opening and closing of rooms.
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 Angel/Devils rooms, which only open under specific circumstances after a boss fight, have their own sounds too. Angel/Devils rooms, which only open under specific circumstances after a boss fight, have their own sounds too.
  
-{{:choir_unlock.mp3|An angel room is opened}} +{{:choir_unlock.mp3|An angel room is opened}} {{:satan_find.mp3|A devil room is opened}}
-{{:satan_find.mp3|A devil room is opened}}+
  
 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/hitting something. To fight, the player uses different projectiles. They all have distinct sounds, including sounds of being shot and getting destroyed/hitting something.
  
-{{:tears_fire_1.mp3|A projectile (tear) is fired}} +{{:tears_fire_1.mp3|A projectile (tear) is fired}} {{:tearimpacts1.mp3|A projectile (tear) hits something}}
-{{:tearimpacts1.mp3|A projectile (tear) hits something}}+
  
 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”, they get used to the deviations from the default tear sounds one upgrade at a time. 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”, they get used to the deviations from the default tear sounds one upgrade at a time.
- 
-=== -- === 
  
 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.mp3|A chest is spawned/dropped}} +{{:chest_drop.mp3|A chest is spawned/dropped}} {{:key_drop0.mp3|A key is spawned/dropped}}
-{{:key_drop0.mp3|A key is spawned/dropped}}+
  
 The player may use items to assist them during fights, or for utility. Different items have different sound effects, appropriate to the item. 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]+ 
 +{{:book_page_turn_12.mp3|The "Bible" item}} {{:devil_card.mp3|The "Book of Belial" item}} {{:bloodbank_spawn1.mp3|The "Scissors" item}}
  
 Some of them are rechargeable and can be used multiple times as long as the player holds on to them. Some of them are rechargeable and can be used multiple times as long as the player holds on to them.
-[BATTERYCHARGE, BEEP]+ 
 +{{:beep.mp3|A charge is added to the held item}} {{:batterycharge.mp3|An item is charged using a battery}}
  
 Other items (pickups) are single-use and play a specific sound effect. Other items (pickups) are single-use and play a specific sound effect.
-[moon card M1-2 + HELL_PORTAL2, lemon party pill SINK DRAIN GURGLE] 
  
-Note that different items sometimes play the same sound if they have the same effect[lemon party? SINK DRAIN GURGLE, book of belial DEVIL CARD]+{{:m1-2.mp3|The "Moon" card opens the secret room}} {{:hell_portal2.mp3|The "Moon" card teleports to the secret room}} {{:sink_drain_gurgle.mp3|The "Lemon Party" pill spills a puddle of lemonade}}
  
-=== -- ===+Note that different items sometimes play the same sound if they have the same effect: the "Lemon Mishap" item and "Lemon Party" pill, the "Book of Belial" item and the "Devil" card.
  
 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. 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.
-[SLOT TOUCHED, SLOT SPAWN 0, THUMBS DOWN, BOSS1_EXPLOSIONS2]+ 
 +{{:slot_touched.mp3|A slot machine is activated}} {{:slotspawn0.mp3|A slot machine drops an item}} {{:thumbs_down.mp3|A slot machine doesn't drop anything}} {{:boss1_explosions2.mp3|A slot machine explodes}}
  
 ==== 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. [BLOOD_LASER1] Some enemies stay silent even when attacking. [.] Some enemies don’t have special attacks and periodically produce ambient sounds. [SCARED_WHIMPER_1, FLY_BUZZ_LOOP] Some enemies, especially bosses, warn the player with sounds before certain attacks. [MOM_VOX_GRUNT_2]+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. 
 + 
 +{{:blood_laser1.mp3|A Vis enemy shoots a blood laser}} 
 + 
 +Some enemies stay silent even when attacking. Some enemies don’t have special attacks and periodically produce ambient sounds. 
 + 
 +{{:scared_whimper_1.mp3|Ambient grunt some enemies make}} {{:fly_buzz_loop.mp3|Ambient buzzing of a fly}} 
 + 
 +Some enemies, especially bosses, warn the player with sounds before certain attacks. 
 + 
 +{{:mom_vox_grunt_2.mp3|Mother grunts to warn of her signature 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).
  
-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). [HELLBOSSGROUNDPOUND_0]+{{:hellboss_groundpound_0.mp3|Rocks being destroyed}}
  
 ==== 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/zone. [cellar, utero, cathedral]+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.
  
-=== -- ===+{{:tboi_repentant_caves_.mp3|Sountrack of the Caves level}} {{:tboi_everlasting_hymn_cathedral_.mp3|Sountrack of the Cathedral level}} {{:tboi_divine_combat_chest_.mp3|Sountrack of the Chest level}}
  
 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; [INTRO CUTSCENE]+narration of the intro cutscene; 
 + 
 +{{:the_binding_of_isaac_-_intro_hq_full_hd_.mp3|The intro cutscene}} 
 + 
 +accompany some items; 
 + 
 +{{:thumbs_down.mp3|Bad pill effect}} 
 + 
 +enemy/boss sound effects—voice; 
 + 
 +{{:satan_appear.mp3|Satan boss appears}}
  
-accompany some items[THUMBSDOWN]+enemy/boss sound effects—grunt/scream/distorted or cutoff speech;
  
-enemy/boss sound effects—voice; [MOM_VOX_DEATH_0, SATAN APPEAR]+{{:monster_grunt_1_b.mp3|Generic monster grunt}} {{:mom_vox_filtered_hurt_1.mp3|Mother is hurt}}
  
-enemy/boss sound effects—grunt/scream/distorted or cutoff speech; [MONSTER_GRUNT’, MOM_VOX_FILTERED]+part of ambiance/soundtrack.
  
-part of ambiance/soundtrack[EVERLASTING HYMN]+{{:mom_vox_filtered_hurt_1.mp3|The "Cathedral" floor soundtrack}}
  
 ===== Conclusion & Subjective Thoughts ===== ===== Conclusion & Subjective Thoughts =====
/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/binding_of_isaac.1718263827.txt.gz · Zuletzt geändert: von ftataren