castle_story
Unterschiede
Hier werden die Unterschiede zwischen zwei Versionen angezeigt.
Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung | ||
castle_story [2023/06/08 16:16] – tsommer | castle_story [2023/06/08 16:49] (aktuell) – tsommer | ||
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- | ===== Subjective | + | ===== Objective |
==== Music ==== | ==== Music ==== | ||
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==== Soundscape ==== | ==== Soundscape ==== | ||
- | As the music already suggests, the general soundscape of the game is quite filled with all kinds of sounds. You might think that this could overwhelm one, but they are easily recognizable and if a Bricktron is in danger or certain materials are being harvested are easy to differentiate from one another. | + | As the music already suggests, the general soundscape of the game is filled with all kinds of sounds. You might think that this could overwhelm one, but they are easily recognizable and if a Bricktron is in danger or certain materials are being harvested are easy to differentiate from one another. |
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==== Ambience ==== | ==== Ambience ==== | ||
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A strong comparison to the hectic music and soundscape does the ambience not need to be extremely loud nor prevelent. It only provides a bit of wind and foliage sounds and every now and then you can hear a bird chirping. It is quite rare that you only hear the ambience as there is always something happening and you mostly spend your time around your Bricktrons. | A strong comparison to the hectic music and soundscape does the ambience not need to be extremely loud nor prevelent. It only provides a bit of wind and foliage sounds and every now and then you can hear a bird chirping. It is quite rare that you only hear the ambience as there is always something happening and you mostly spend your time around your Bricktrons. | ||
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==== UI Sounds ==== | ==== UI Sounds ==== | ||
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The UI sounds are loud and mostly high pitched. This is important, for all the other sounds might drown out any actions taken using the UI. They are distinct enough to be easily recognizable and its easy to hear the intend of the sound. Was it a successful input? Or did something not work out? Is something in the way? Have I placed my object or removed it? etc. | The UI sounds are loud and mostly high pitched. This is important, for all the other sounds might drown out any actions taken using the UI. They are distinct enough to be easily recognizable and its easy to hear the intend of the sound. Was it a successful input? Or did something not work out? Is something in the way? Have I placed my object or removed it? etc. | ||
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==== Bricktrons ==== | ==== Bricktrons ==== | ||
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Since you might be getting attacked during your conquest or invasion game you need to arm your Bricktrons. Once they wear the equipment their walking sound will differ from not wearing any gear. This also allows you to hear and identify an enemy player appraching you with armoured Bricktrons, allowing you to react and defend yourself. | Since you might be getting attacked during your conquest or invasion game you need to arm your Bricktrons. Once they wear the equipment their walking sound will differ from not wearing any gear. This also allows you to hear and identify an enemy player appraching you with armoured Bricktrons, allowing you to react and defend yourself. | ||
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==== Corruptrons ==== | ==== Corruptrons ==== | ||
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The Corruptrons are your rocky adversary. They come to try to corrupt your home crystal and destroy your structures and Bricktrons. There are 4 different Corruptrons and each of them makes different sounds, allowing you to identify what might be coming out of the fog of war. | The Corruptrons are your rocky adversary. They come to try to corrupt your home crystal and destroy your structures and Bricktrons. There are 4 different Corruptrons and each of them makes different sounds, allowing you to identify what might be coming out of the fog of war. | ||
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==== Other sounds ==== | ==== Other sounds ==== | ||
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Since you spend your time so close to the construction of castles and crafting of items, it is important to gain audible feedback to when something is placed. Your attention might have to shift a lot, so knowing that your reinforced door has been build or a set of armour is important. | Since you spend your time so close to the construction of castles and crafting of items, it is important to gain audible feedback to when something is placed. Your attention might have to shift a lot, so knowing that your reinforced door has been build or a set of armour is important. | ||
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- | ===== Objective | + | --- |
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I really like the entire sound design of Castle Story. While some sounds might sound annoying, you do not encounter them all too often during your playtime. The sounds are easily recognizable and have a cartoonish flare to them, which fits perfectly to the visuals and the great soundtrack. If you love games where you just build structures of your design it is easy to fall in love with this one. It is cute but can also be epic at the same time. | I really like the entire sound design of Castle Story. While some sounds might sound annoying, you do not encounter them all too often during your playtime. The sounds are easily recognizable and have a cartoonish flare to them, which fits perfectly to the visuals and the great soundtrack. If you love games where you just build structures of your design it is easy to fall in love with this one. It is cute but can also be epic at the same time. | ||
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===== Comparison with Sapiens ===== | ===== Comparison with Sapiens ===== | ||
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All in all I do enjoy both games and while they can be quite different in their vibe, they tickle the creative senses in me in just the right way. Back to building I go! | All in all I do enjoy both games and while they can be quite different in their vibe, they tickle the creative senses in me in just the right way. Back to building I go! | ||
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/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/castle_story.1686233806.txt.gz · Zuletzt geändert: von tsommer