bloodborne
Unterschiede
Hier werden die Unterschiede zwischen zwei Versionen angezeigt.
Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung | ||
bloodborne [2023/06/08 16:12] – mgamma2 | bloodborne [2023/06/09 11:20] (aktuell) – mgamma2 | ||
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=== Ingame Inventory === | === Ingame Inventory === | ||
- | | Menu Open | {{ : | + | | Selection |
- | | Menubar | + | | Menu Open | {{ : |
| Menu Close | {{ : | | Menu Close | {{ : | ||
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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. | ||
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{{youtube> | {{youtube> | ||
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**3.2.2 Non-Diegetic** | **3.2.2 Non-Diegetic** | ||
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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. | 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. | ||
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+ | === Trick Weapon Transformation === | ||
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+ | === Other Combat Related Sound Effects === | ||
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| Parry and Visceral | {{ : | | Parry and Visceral | {{ : | ||
| Player Death | {{ : | | Player Death | {{ : | ||
| Blood Echoes Suck | {{ : | | Blood Echoes Suck | {{ : | ||
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====3.4 NPC and Enemy sound==== | ====3.4 NPC and Enemy sound==== | ||
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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. | 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. | 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. | ||
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**3.4.2 Combat** | **3.4.2 Combat** | ||
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| Carrion Crow | {{ : | | Carrion Crow | {{ : | ||
+ | ====3.5 Soundtrack ==== | ||
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==== 4. Comparsion: Bloodborne and Pineview Drive ==== | ==== 4. Comparsion: Bloodborne and Pineview Drive ==== | ||
- | === 4.1 General Comparsion === | + | 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, |
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- | === 4.2 === | + | |
- | === 4.3 === | + | 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, |
/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/bloodborne.1686233575.txt.gz · Zuletzt geändert: von mgamma2