Benutzer-Werkzeuge

Webseiten-Werkzeuge


five_nights_at_freddy_s

Unterschiede

Hier werden die Unterschiede zwischen zwei Versionen angezeigt.

Link zu dieser Vergleichsansicht

Beide Seiten der vorigen RevisionVorhergehende Überarbeitung
Nächste Überarbeitung
Vorhergehende Überarbeitung
five_nights_at_freddy_s [2022/06/09 15:23] – [2.3 Detrimental audio] ggerber1five_nights_at_freddy_s [2022/06/09 18:34] (aktuell) – [4.2 Sound Comparison] cdeleon
Zeile 28: Zeile 28:
  
 **Audio Clues** **Audio Clues**
 +
 +In the game, you have to rely heavily on the visual and auditory. The player can monitor the animatronics through the surveillance cameras. However, there are rooms or moments when the cameras do not work, so you have to rely on the sounds. 
 +
 +An example would be the rattling of kitchen objects, so the player knows someone is in the kitchen even if the camera there is not working. 
  
 | Animatronic in the Kitchen  | {{ :chicainkitchen.wav |}}  | | Animatronic in the Kitchen  | {{ :chicainkitchen.wav |}}  |
 | Freddy's Laugh              | {{ :freddylaugh.wav |}}     | | Freddy's Laugh              | {{ :freddylaugh.wav |}}     |
- 
- 
-**Game State** 
  
 ==== 2.2 Immersive Sounds ==== ==== 2.2 Immersive Sounds ====
  
 **Diegetic Sound Effects** **Diegetic Sound Effects**
 +
 +These sound effects are used to help the player immerse into the game world. These are general sounds connected to actions. Sounds the game world would produce.
  
 | Camera glitching               | {{ :cameraglitching_anematroniclookingatit.wav |}}  | | Camera glitching               | {{ :cameraglitching_anematroniclookingatit.wav |}}  |
Zeile 47: Zeile 50:
  
 **Non-Diegetic Sound Effect** **Non-Diegetic Sound Effect**
 +
 +It is a sound that is not really realistic or organic in this world. It is a feature for a jump scare and to alert the player that danger is near.
  
 | Bonnie or Chica (Animatronics) appear at your Door  | {{ :theyarehere_standingoutsidedoor.wav |}}  | | Bonnie or Chica (Animatronics) appear at your Door  | {{ :theyarehere_standingoutsidedoor.wav |}}  |
Zeile 54: Zeile 59:
 **"Muddied" Sounds** **"Muddied" Sounds**
  
-These sounds are part of the immersive sounds and prevent the player from perceiving his surroundings properly. A good example is the phone call from night 4, where the call interrupts important sounds like Freddy coming near and the knocking on the door. +These sounds are part of the immersive sounds and prevent the player from perceiving his surroundings properly. A good example is the phone call from night 4, where the call interrupts important sounds like Freddy coming near and the knocking on the door. Also the fan, which remains on the whole night and interferes with other sounds.
  
-| Camera glitching  | {{ :cameraglitching2.wav }}  |+| Camera glitching               | {{ :cameraglitching2.wav }}  
 +| Night 4 phone call             | {{ :4nightcall.wav }}        | 
 +| Fan On and buzzing background  | {{ :fan.wav |}}              |
  
-**Red herrings**+**Background Sounds** 
 + 
 +These sound effects are responsible for the ambience. An uncomfortable, dark and empty feeling arises. It also reinforces the theme that the game takes place in a children's restaurant.  
 + 
 +The spontaneous organ playing and the happy singing of an animatronic reinforce the idea of a children's restaurant. However, it also makes the whole thing very eerie because it is night. The player then feels as if he is in a children's nightmare. 
  
 | Ambiance 1                     | {{ :ambiance.wav |}}                     | | Ambiance 1                     | {{ :ambiance.wav |}}                     |
Zeile 66: Zeile 77:
  
 **Vaguely Vocals and Sounds"** **Vaguely Vocals and Sounds"**
 +
 +Adding to the horror and discomfort are the distorted, unintelligible sounds. They are humanoid sound effects.  They are not human and neither are they simply sounds. 
 +
 +For example, when an animatronic is eventually in the room with the player, you can hear a very loud and close eerie inhaling and exhaling. It is a close recording and indicates that the end is near.
  
 | Bonnie / Chica (Animatronics) right in front of the door angry  | {{ :itsme_chicabonnieangry_night5_6_7.wav |}}  | | Bonnie / Chica (Animatronics) right in front of the door angry  | {{ :itsme_chicabonnieangry_night5_6_7.wav |}}  |
Zeile 76: Zeile 91:
  
 **Survived a day** **Survived a day**
 +
 +Each night ends at 6:00 a.m. The screen goes black and in the middle the time changes from 5 am to 6 am simulating the clock. You hear bells ringing and children's happy screams, congratulations, you have survived the night. Then as soon as you start a new day, the music changes and becomes scary again, making your blood run cold.
  
 | 6 am, Clock            | {{ :6am.wav |}}             | | 6 am, Clock            | {{ :6am.wav |}}             |
Zeile 83: Zeile 100:
  
 **Death** **Death**
 +
 +If you fail to keep an eye on all the animatronics, one of them attacks you and you die, the Game Over screen appears and you have to start the night over again. There is also a secret character in the game — Golden Freddy.
 +There is a 1 in 10,000 chance that instead of returning to the main menu, Golden Freddy's jumpscare can appear after the Game Over screen, resulting in the game being closed.
  
 | Animatronic scream    | {{ :animatronics_scream.wav |}}  | | Animatronic scream    | {{ :animatronics_scream.wav |}}  |
Zeile 89: Zeile 109:
  
 **Last day** **Last day**
 +
 +On the last night, when you run out of energy because it is very limited, everything gradually shuts down and then the player sits in complete darkness and silence, after a few seconds you start to see Freddy's glowing blinking eyes and hear the creepy sound of his music box. There is nothing you can do but sit and wait until either Freddy jumps on you and you die or you survive and a black screen with a clock appears.
  
 | Power runs out  | {{ :powerrunsout.wav |}}                    | | Power runs out  | {{ :powerrunsout.wav |}}                    |
Zeile 119: Zeile 141:
  
 ==== 4.1 General Comparison ==== ==== 4.1 General Comparison ====
 +1. Space. In FNAF the player has limited space, he only sees his room and a static view of other rooms through the camera. In Outlast, the player has access to multiple rooms, also at the beginning you can fully see the psych hospital and landscape.
 +
 +2. Movement. In FNAF the player can only sit, turn his head and watch the cameras. In Outlast, the player has the ability to move around quite freely, crawling through vents and sewers.
 +
 +3. Screamers. FNAF has a much lower variety of screamers than Outlast. In FNAF you will be scared with different variety of sounds, but the screamer of animatronic is always the same, it can be different characters, but they just jump on the player and that's all. In Outlast except for the sounds you are scared by different things, dead bodies, crazy people jumping on you, etc.
 +
 +4. Death. In FNAF the player dies once and you have no way to escape and also no death animation, only the Game Over screen appears. In Outlast before the player dies he has to be hit several times and he can run away and when you are dying there is an animation of the player falling down, spitting blood and closing his eyes.
 +
 +5. Cruelty. Outlast looks more violent than FNAF, there is blood, dead bodies, damaged bodies. It is more realistic in terms of the game visuals than FNAF.
 +
 +
 +
  
 ==== 4.2 Sound Comparison ==== ==== 4.2 Sound Comparison ====
  
-**Soundtrack** +**Ambiance/Atmosphere** 
-**Noise/Tone** + 
-**Voice Over**+In FNAF, the atmosphere is based on an acute, monotonous noise that is coming from the fan, which is played throughout the game. This tends to the point that the player blends it out while playing through the game leaving him/her in a nervous state. In Outlast, the player's emotions are played by the overlapping and/or over saturated sounds. It gives the player the emotion of being anxious most of the time. 
 + 
 +Both games use the opposite techniques to keep the player nervous and on the edge. FNAF is relying on the silence of the situation while Outlast is overloading one with multiple noises. 
 **User Interface** **User Interface**
 +
 +The transitions into and out of the UIs in both games are accompanied by sound effects. The background sound changes when the player is in the UI mode.
 +
 +**Player Character**
 +
 +The characters in both games don't talk. The only difference with Outlast is that the player pants, screams, and react to a situation he is currently in.
 +
 +**Nonplayable Characters**
 +
 +In Outlast, the NPCs interacts and/or communicate with the character while in FNAF, they don't.
 +
 +**Voice Over**
 +
 +Voice overs in both games are present. In FNAF, it is portrayed by an invisible boss who calls the player through the phone. In Outlast, voice overs are portrayed by the NPCs in the game. 
 +
 +**Jump scare**
 +
 +In Outlast, the jump scares usually happen very spontaneously and can only be expected when it is obviously shown in a particular setting. The jump scares are accompanied by loud screams in combination with high pitched noises and/or sounds. In FNAF, it's usually declared with either running footsteps or a laughter the player hears from afar. So the player knows that something is coming. However, both games use loud screams and noises.
 +
 +
/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/five_nights_at_freddy_s.1654780992.txt.gz · Zuletzt geändert: von ggerber1