dead_by_daylight
Unterschiede
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Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung | ||
dead_by_daylight [2025/06/11 20:52] – 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.%%** | | ||
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===== Game Description ===== | ===== Game Description ===== | ||
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Both the environmental soundscape and the player sounds remain consistent with the game’s overall horror theming, with even non-diegetic sounds closely resembling classic horror movie stingers. This is also reflected in the UI, where most interactions are accompanied by growling, squelching sounds that often linger briefly beyond the interaction. During gameplay, interactions with different materials also affect the soundscape - for example, a killer’s attack missing and hitting a wooden wall sounds notably different to the attack hitting an old metal container. The game sound is consistent and coherent with what is happening on screen. | Both the environmental soundscape and the player sounds remain consistent with the game’s overall horror theming, with even non-diegetic sounds closely resembling classic horror movie stingers. This is also reflected in the UI, where most interactions are accompanied by growling, squelching sounds that often linger briefly beyond the interaction. During gameplay, interactions with different materials also affect the soundscape - for example, a killer’s attack missing and hitting a wooden wall sounds notably different to the attack hitting an old metal container. The game sound is consistent and coherent with what is happening on screen. | ||
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==== Feedback ==== | ==== Feedback ==== | ||
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//Example - Skill Checks// | //Example - Skill Checks// | ||
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//Example - Opening exit gate// | //Example - Opening exit gate// | ||
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//Example - Other Survivor getting caught // | //Example - Other Survivor getting caught // | ||
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//Example - Searching through chest// | //Example - Searching through chest// | ||
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//Example - Clearing a totem// | //Example - Clearing a totem// | ||
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//Example - Healing// | //Example - Healing// | ||
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//Example - Lobby starting// | //Example - Lobby starting// | ||
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==== Environment ==== | ==== Environment ==== | ||
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//Example - Environmental Ambience// | //Example - Environmental Ambience// | ||
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//Example - Generator// | //Example - Generator// | ||
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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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===== Comparison to Phasmophobia ===== | ===== Comparison to Phasmophobia ===== |
/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/dead_by_daylight.1749667953.txt.gz · Zuletzt geändert: von awille@zhdk.ch