bloodborne
Unterschiede
Hier werden die Unterschiede zwischen zwei Versionen angezeigt.
Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung | ||
bloodborne [2023/06/08 15:20] – mgamma2 | bloodborne [2023/06/09 11:20] (aktuell) – mgamma2 | ||
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Players take the role of a person with an unknown illness, drawn to the dark gothic city of Yharnham for its long history of blood ministration. Unfortunately though, this same blood used for healing appears to also be responsible for turning the people of this city into mindless beasts. Taking on the role of a Hunter, the player must embark on a journey to uncover the mysterious eldritch beginnings of this plague, and defeat whatever gets in their way. | Players take the role of a person with an unknown illness, drawn to the dark gothic city of Yharnham for its long history of blood ministration. Unfortunately though, this same blood used for healing appears to also be responsible for turning the people of this city into mindless beasts. Taking on the role of a Hunter, the player must embark on a journey to uncover the mysterious eldritch beginnings of this plague, and defeat whatever gets in their way. | ||
- | Trailer: [[http:// | + | Trailer: [[http://https:// |
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==== 3.1 UI Sound ==== | ==== 3.1 UI Sound ==== | ||
- | The UI sound can largely be deconstructed into two categories: Selection and confirmation. Within menus, moving from option to option generates clicking noises that sound largely conventional in the history of inventory systems. More impactful choices, such as traveling to the hunter’s dream or selling off items, interestingly results in a heavy metal clang, accompanied by the sound of tearing flesh. Opening a menu, however, sounds a lot like rustling cloth. Uniting all these is a sen: | + | The UI sound can largely be deconstructed into two categories: Selection and confirmation. Within menus, moving from option to option generates clicking noises that sound largely conventional in the history of inventory systems. More impactful choices, such as traveling to the hunter’s dream or selling off items, interestingly results in a heavy metal clang, accompanied by the sound of tearing flesh. Opening a menu, however, sounds a lot like rustling cloth. Uniting all these is a sense of mechanic practicality, |
- | | New Location | + | |
- | | New Location | + | <WRAP group> |
- | | New Location | + | |
+ | <WRAP half column> | ||
+ | |||
+ | === Main Menu / Character Customization === | ||
+ | |||
+ | | Cursor Move | {{ :cursol_move.wav }} | | ||
+ | | Cursor Select | ||
+ | | Cursor Cancel | ||
+ | | Cursor Ok | {{ : | ||
+ | |||
+ | </ | ||
+ | |||
+ | <WRAP half column> | ||
+ | |||
+ | === Ingame Inventory === | ||
+ | |||
+ | | Selection Menu Open | {{ : | ||
+ | | Menu Open | {{ : | ||
+ | | Menu Close | {{ : | ||
+ | |||
+ | </ | ||
+ | |||
+ | </ | ||
==== 3.2 Spatial Sound ==== | ==== 3.2 Spatial Sound ==== | ||
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As with any good game, the soundscape of Bloodborne is flexible to the environment the player is in. In the main city of Yharnham, one can hear church bells and crackling torches, befitting the religious fervor of its inhabitants. In the wintery area of Cainhurst, special attention was paid to the soft drizzle of snowflakes, and footsteps sound muted and crunchy against the soft snow. Inside buildings, attentive listeners will often perceive a quiet yet ominous drone reverberating from the huge stone walls. | As with any good game, the soundscape of Bloodborne is flexible to the environment the player is in. In the main city of Yharnham, one can hear church bells and crackling torches, befitting the religious fervor of its inhabitants. In the wintery area of Cainhurst, special attention was paid to the soft drizzle of snowflakes, and footsteps sound muted and crunchy against the soft snow. Inside buildings, attentive listeners will often perceive a quiet yet ominous drone reverberating from the huge stone walls. | ||
- | | New Location | {{ : | + | {{youtube> |
+ | {{youtube> | ||
+ | \\ | ||
**3.2.2 Non-Diegetic** | **3.2.2 Non-Diegetic** | ||
+ | \\ | ||
A good example for a non-diegetic environment sound is when the player enters a new location. A stinger is played to signal the transition into the area, accompanied by its name in the UI. | A good example for a non-diegetic environment sound is when the player enters a new location. A stinger is played to signal the transition into the area, accompanied by its name in the UI. | ||
\\ | \\ | ||
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==== 3.3. Player sound ==== | ==== 3.3. Player sound ==== | ||
**3.3.1 Enviroment** | **3.3.1 Enviroment** | ||
+ | \\ | ||
+ | This includes sounds such as footsteps, rustling of clothes, picking up items and interacting with doors, levers, ladders and the like. Being firmly rooted in the physical world, they share a common theme of decay that is inherent to the mortal realm. Levers and doors creak and moan with age, and the fabric sounds tattered yet heavy against the Hunter’s back. | ||
| Collect Item | {{ : | | Collect Item | {{ : | ||
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**3.3.2 Combat** | **3.3.2 Combat** | ||
+ | \\ | ||
+ | This is where the Hunter truly shines. Equipped with one of a wide range of trick weapons, a pistol for parrying, resources for combatting both health loss and status effects, and throwable items like pebbles or molotov cocktails, the player can hope for at least somewhat of a fair chance against the onslaught. As previously mentioned, damaging an enemy sounds and feels appropriately heavy and visceral, rotten flesh giving way to cold, rough metal. The pistol and the throwable items support this gritty sound aesthetic in their own ways. A slight contrast is presented by the sound effects for healing, as well as collecting blood echoes from slain enemies. These seem much more light and ethereal, hollow whistles that sound like they were reversed. This could be attributed to the mystical nature of blood in this game. | ||
+ | |||
+ | |||
+ | <WRAP group> | ||
+ | |||
+ | <WRAP half column> | ||
+ | |||
+ | === Trick Weapon Transformation === | ||
+ | |||
+ | {{youtube> | ||
+ | |||
+ | </ | ||
+ | |||
+ | <WRAP half column> | ||
+ | |||
+ | === Other Combat Related Sound Effects === | ||
+ | |||
| Parry and Visceral | {{ : | | Parry and Visceral | {{ : | ||
| Player Death | {{ : | | Player Death | {{ : | ||
| Blood Echoes Suck | {{ : | | Blood Echoes Suck | {{ : | ||
+ | |||
+ | </ | ||
+ | |||
+ | </ | ||
====3.4 NPC and Enemy sound==== | ====3.4 NPC and Enemy sound==== | ||
**3.4.1 Enviroment** | **3.4.1 Enviroment** | ||
+ | \\ | ||
+ | Many of the non-hostile NPCs are most aptly characterised not through their looks, but their voiceovers, their dialogue. The game has a habit of hiding them behind doors, chuckling at or lamenting the player for their inability to find shelter from the terrors of the Hunt, much unlike them. | ||
+ | For the enemies, environment sound relates mostly to the noises that reveal their presence before they come into view, a common tactic in horror games. This includes footsteps, shrieking, and in the case of the Bound Widows, pained weeping. The interesting aspect here is once again the storytelling perspective. The Bound Widows may be enemies in the situation the Hunter finds themselves in, but they are ultimately victims, loudly lamenting their fate before they notice the Hunter as yet another potential threat. | ||
+ | \\ | ||
+ | {{youtube> | ||
\\ | \\ | ||
**3.4.2 Combat** | **3.4.2 Combat** | ||
- | | Cleric Beast | {{ : | ||
- | | Carrion Crow | {{ : | ||
\\ | \\ | ||
+ | The most iconic enemy combat noise is probably the screeching of what is the first boss for most players, the Cleric Beast. Its piercing inhuman wail does an excellent job at setting up the themes for the rest of the game: Agony, violence, and a loss of conscience and sanity. It goes straight to the bones. Aside from that, many enemies will scream at the Hunter in one flavor or another, including the aforementioned Bound Widows, and their claw and/or weapon swipes possess a heavy clanging quality similar to the Hunter’s strikes. | ||
+ | | Cleric Beast | {{ : | ||
+ | | Carrion Crow | {{ : | ||
+ | ====3.5 Soundtrack ==== | ||
+ | {{youtube> | ||
+ | {{youtube> | ||
+ | \\ | ||
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- | ==== 4. Immersion ==== | + | ==== 4. Comparsion: Bloodborne and Pineview Drive ==== |
- | + | ||
- | ---- | + | |
- | + | ||
- | ==== 5. Comparsion: Bloodborne and Pineview Drive ==== | + | |
- | + | ||
- | === 5.1 General Comparsion | + | |
- | === 5.2 === | + | Both Bloodborne and Pineview Drive are horror games that successfully communicate a sense of hopelessness in the face of adversity. While Bloodborne might enable the player to take up arms and fight, they are gradually made aware that they’re trapped in a vicious cycle of violence. In Pineview Drive, no combat mechanic exists in the first place. The absence of combat intensifies the feeling of vulnerability and helplessness, |
- | === 5.3 === | + | Concerning sound aesthetics, both exhibit the ominous worn-down creaking sounds common to horror games, but Pineview Drive’s sound effects seem much more grounded, realistic, less stylized overall. This makes sense concerning the games’ narratives, while they are both about the supernatural, |
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