dead_by_daylight
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dead_by_daylight [2025/06/11 20:43] – awille@zhdk.ch | dead_by_daylight [2025/06/11 21:12] (aktuell) – awille@zhdk.ch | ||
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| **Genre: | | **Genre: | ||
| **Release date:** | **14 June 2016** | | | **Release date:** | **14 June 2016** | | ||
| **Studio:** | **%%Behaviour Interactive Inc.%%** | | | **Studio:** | **%%Behaviour Interactive Inc.%%** | | ||
- | | **Analyse | + | | **Analysis |
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===== Game Description ===== | ===== Game Description ===== | ||
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===== Sound Description ===== | ===== Sound Description ===== | ||
- | Dead by Daylight’s soundscape has two primary purposes - on one hand it is a vital source of gameplay information for both killers and survivors, while on the other hand it aids in creating a tense horror atmosphere throughout the game. To marry these two purposes, most sound effects in the game are short, snappy and sharp, conveying a consistent sense of urgency or discomfort. The game features little to no dialogue, limited to an occasional voice line by specific killers, with the voice over being focussed | + | Dead by Daylight’s soundscape has two primary purposes - on one hand it is a vital source of gameplay information for both killers and survivors, while on the other hand it aids in creating a tense horror atmosphere throughout the game. To marry these two purposes, most sound effects in the game are short, snappy and sharp, conveying a consistent sense of urgency or discomfort. The game features little to no dialogue, limited to an occasional voice line by specific killers, with the voiceover focusing mostly |
==== Immersion ==== | ==== Immersion ==== | ||
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Dead by Daylight makes great use of sound to convey important in-game information. This reflects in the corresponding soundbytes, which are usually very clear-cut and leave little room for interpretation. Beyond interaction feedback, the game also informs the player about their game state through sound - for example, an injured survivor’s movement is accompanied by frequent grunts of pain and breathing through clenched teeth, while a player affected by the Doctor’s madness ability hears a constant static buzzing. Sound is also used to inform survivors about a nearby killer, with a frantic heartbeat that gets both faster and louder the closer in proximity they are to the killer. | Dead by Daylight makes great use of sound to convey important in-game information. This reflects in the corresponding soundbytes, which are usually very clear-cut and leave little room for interpretation. Beyond interaction feedback, the game also informs the player about their game state through sound - for example, an injured survivor’s movement is accompanied by frequent grunts of pain and breathing through clenched teeth, while a player affected by the Doctor’s madness ability hears a constant static buzzing. Sound is also used to inform survivors about a nearby killer, with a frantic heartbeat that gets both faster and louder the closer in proximity they are to the killer. | ||
- | // | + | //Example - Skill Checks// |
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+ | //Example - Opening exit gate// | ||
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==== Drawing Focus ==== | ==== Drawing Focus ==== | ||
When certain important events occur in game such as the completion of a generator or the death of a survivor, the corresponding sound briefly drowns out most other game sounds for all players to emphasize this pivotal shift in the match dynamics. If the triggering event is based on a specific location, the sound is also directional, | When certain important events occur in game such as the completion of a generator or the death of a survivor, the corresponding sound briefly drowns out most other game sounds for all players to emphasize this pivotal shift in the match dynamics. If the triggering event is based on a specific location, the sound is also directional, | ||
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+ | //Example - Other Survivor getting caught // | ||
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==== Player Actions ==== | ==== Player Actions ==== | ||
Each action a player can take is accompanied by a clearly identifiable sound, from basic movement to more specific actions such as rummaging through a chest, healing another player or - for killers - using a specific ability. Though the sounds do provide feedback to the acting player, they are most importantly used to convey information to other players - experienced survivors will be able to recognize a killer’s specific abilities just by their sounds, while a killer might use the sound of a healing close-by survivor to pinpoint their exact location. Movement produces different sounds depending on the speed at which the player moves, ranging from nearly inaudible crouching to loud sprinting, and also changes based on the material a player is traversing. | Each action a player can take is accompanied by a clearly identifiable sound, from basic movement to more specific actions such as rummaging through a chest, healing another player or - for killers - using a specific ability. Though the sounds do provide feedback to the acting player, they are most importantly used to convey information to other players - experienced survivors will be able to recognize a killer’s specific abilities just by their sounds, while a killer might use the sound of a healing close-by survivor to pinpoint their exact location. Movement produces different sounds depending on the speed at which the player moves, ranging from nearly inaudible crouching to loud sprinting, and also changes based on the material a player is traversing. | ||
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+ | //Example - Searching through chest// | ||
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+ | //Example - Clearing a totem// | ||
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+ | //Example - Healing// | ||
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==== UI ==== | ==== UI ==== | ||
As previously mentioned, the UI’s sound design keeps within the game’s overall horror aesthetic through a mixture of longer, drawn-out growls and squelches as well as abrupt, snappy sounds. Sometimes, the UI also utilizes discordant musical stingers, but these are reserved for very important events such as an online game being found. | As previously mentioned, the UI’s sound design keeps within the game’s overall horror aesthetic through a mixture of longer, drawn-out growls and squelches as well as abrupt, snappy sounds. Sometimes, the UI also utilizes discordant musical stingers, but these are reserved for very important events such as an online game being found. | ||
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+ | //Example - Lobby starting// | ||
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+ | //Example - UI Navigation// | ||
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==== Environment ==== | ==== Environment ==== | ||
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Dead by Daylight’s maps span a variety of locales both in- and outdoors, featuring various different weather conditions and environs ranging from medieval dungeons to modern laboratories. While each of these locations does have a unique soundscape, it tends to fade into the background as a match unfolds to give the information-laden sounds produced by the players enough breathing room. In addition to background ambience and, if present, weather effects, most maps also feature some unique elements that produce more clearly identifiable sounds, such as an unlockable large garage door or a creature locked away behind thick iron bars that growls at nearby players. | Dead by Daylight’s maps span a variety of locales both in- and outdoors, featuring various different weather conditions and environs ranging from medieval dungeons to modern laboratories. While each of these locations does have a unique soundscape, it tends to fade into the background as a match unfolds to give the information-laden sounds produced by the players enough breathing room. In addition to background ambience and, if present, weather effects, most maps also feature some unique elements that produce more clearly identifiable sounds, such as an unlockable large garage door or a creature locked away behind thick iron bars that growls at nearby players. | ||
- | | {{: | + | //Example - Environmental Ambience// |
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+ | //Example - Generator// | ||
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===== Review ===== | ===== Review ===== | ||
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While care was given to allow sounds enough room to breathe, some particularly high-intensity moments can become very overwhelming if too many different soundbytes overlap. Overall however, Dead by Daylight delivers a very consistently high-quality sound experience that plays a vital role in establishing the game’s tense atmosphere and reinforcing its high-intensity gameplay. | While care was given to allow sounds enough room to breathe, some particularly high-intensity moments can become very overwhelming if too many different soundbytes overlap. Overall however, Dead by Daylight delivers a very consistently high-quality sound experience that plays a vital role in establishing the game’s tense atmosphere and reinforcing its high-intensity gameplay. | ||
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+ | //Example - Gameplay// | ||
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===== Comparison to Phasmophobia ===== | ===== Comparison to Phasmophobia ===== |
/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/dead_by_daylight.1749667392.txt.gz · Zuletzt geändert: von awille@zhdk.ch