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binding_of_isaac [2024/06/13 09:55] 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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 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.
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-=== -- === 
  
 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.
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 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.
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-=== -- === 
  
 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.
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-=== -- === 
  
 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.
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 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. 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.
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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. 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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 {{:mom_vox_grunt_2.mp3|Mother grunts to warn of her signature attack}} {{: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). {{:hellboss_groundpound_0.mp3|Rocks being destroyed}}+{{:hellboss_groundpound_0.mp3|Rocks being destroyed}}
  
 ==== iv. Space ==== ==== iv. Space ====
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 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. 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_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}}
-{{: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 of the intro cutscene; narration of the intro cutscene;
 +
 +{{:the_binding_of_isaac_-_intro_hq_full_hd_.mp3|The intro cutscene}}
  
 accompany some items; accompany some items;
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 part of ambiance/soundtrack. part of ambiance/soundtrack.
 +
 {{:mom_vox_filtered_hurt_1.mp3|The "Cathedral" floor soundtrack}} {{:mom_vox_filtered_hurt_1.mp3|The "Cathedral" floor soundtrack}}
  
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