five_nights_at_freddy_s
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five_nights_at_freddy_s [2022/06/09 16:55] – [4.1 General Comparison] syurchen | five_nights_at_freddy_s [2022/06/09 18:34] (aktuell) – [4.2 Sound Comparison] cdeleon | ||
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- | 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 | + | | Camera glitching |
- | | Night 4 phone call | {{ : | + | | Night 4 phone call |
+ | | Fan On and buzzing background | ||
**Background Sounds** | **Background Sounds** | ||
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==== 4.1 General Comparison ==== | ==== 4.1 General Comparison ==== | ||
- | 1. confined | + | 1. Space. In FNAF the player has limited |
- | 2. Can't walk, can walk. | + | |
- | 3. Outlast | + | 2. Movement. In FNAF the player |
- | 4. Outlast | + | |
- | 5. There is blood, | + | 3. Screamers. FNAF has a much lower variety of screamers |
+ | |||
+ | 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, | ||
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==== 4.2 Sound Comparison ==== | ==== 4.2 Sound Comparison ==== | ||
- | **Soundtrack** | + | **Ambiance/ |
- | **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' |
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+ | 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** | ||
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+ | 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. | ||
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+ | **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. | ||
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+ | **Nonplayable Characters** | ||
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+ | In Outlast, the NPCs interacts and/or communicate with the character while in FNAF, they don't. | ||
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+ | **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. | ||
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+ | **Jump scare** | ||
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+ | 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. | ||
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/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/five_nights_at_freddy_s.1654786516.txt.gz · Zuletzt geändert: von syurchen