gone_home
Unterschiede
Hier werden die Unterschiede zwischen zwei Versionen angezeigt.
Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung | ||
gone_home [2021/06/10 12:18] – rgamma | gone_home [2021/06/10 15:00] (aktuell) – narnold1 | ||
---|---|---|---|
Zeile 1: | Zeile 1: | ||
====== gone_home ====== | ====== gone_home ====== | ||
- | {{baba_is_you.odt|Originaldatei}} | ||
- | ====== Gone Home ====== | + | {{: |
- | + | ||
- | {{: | + | |
| **%%GENRE%%** | **%%ADVENTURE%%** | | **%%GENRE%%** | **%%ADVENTURE%%** | ||
| **%%RELEASE DATE%%** | **%%2013%%** | | **%%RELEASE DATE%%** | **%%2013%%** | ||
| **%%STUDIO%%** | **%%THE FULLBRIGHT COMPANY%%** | | **%%STUDIO%%** | **%%THE FULLBRIGHT COMPANY%%** | ||
- | | **%%ANALYSIS | + | | **%%ANALYSIS |
====== 1. GAME DESCRIPTION ====== | ====== 1. GAME DESCRIPTION ====== | ||
- | %%Gone Home is an adventure game from 2013 that tells an interactive story. Set in the year 1995, //Gone Home// puts the player in the role of a young woman returning from overseas to her rural Oregon family home to find her family currently absent and the house empty, leaving her to piece together recent events.%% | + | %%"Gone Home" |
- | **Trailer** | + | **TRAILER** |
[[https:// | [[https:// | ||
- | **Walkthrough** | + | **WALKTHROUGH** |
[[https:// | [[https:// | ||
Zeile 34: | Zeile 31: | ||
%%Considering the fact that the player doesn' | %%Considering the fact that the player doesn' | ||
- | | Titel | Beschrieb | Meinung | + | | **RAIN OUTSIDE** |
- | | Titel | Beschrieb | idk | [[https:// | + | |
===== 2.2 ACTION ===== | ===== 2.2 ACTION ===== | ||
Zeile 43: | Zeile 39: | ||
%%Every action in the game gives a clear response to the player. The basic actions, like opening a door or turning on a light, are underlined and exaggerated in the game, maybe not mimicking real life very realistically but giving a satisfying feedback to the player, that something happened in-game or an action was achieved. The action sounds are subtle and underline the importance with increased volume.%% | %%Every action in the game gives a clear response to the player. The basic actions, like opening a door or turning on a light, are underlined and exaggerated in the game, maybe not mimicking real life very realistically but giving a satisfying feedback to the player, that something happened in-game or an action was achieved. The action sounds are subtle and underline the importance with increased volume.%% | ||
- | | Titel | Beschrieb | idk | [[https:// | + | | **OPENING A DOOR** |
- | | Titel | Beschrieb | idk | [[https:// | + | |
===== 2.3 COMMUNICATION WITH PLAYER ===== | ===== 2.3 COMMUNICATION WITH PLAYER ===== | ||
Zeile 51: | Zeile 46: | ||
%%There is no permanent UI on screen but an inventory which can be opened and shows the player found “Items”, | %%There is no permanent UI on screen but an inventory which can be opened and shows the player found “Items”, | ||
- | |||
- | | Titel | Beschrieb | idk | | | ||
- | | Titel | Beschrieb | idk | | | ||
===== 2.4 ROOM ===== | ===== 2.4 ROOM ===== | ||
Zeile 60: | Zeile 52: | ||
%%A toned down but melodic soundtrack is used which fits the surrounding of the game and plays in the background throughout the entire story. This soundtrack can increase and decrease in certain moments of the game, for example when the atmospheric sound from outside intensifies, | %%A toned down but melodic soundtrack is used which fits the surrounding of the game and plays in the background throughout the entire story. This soundtrack can increase and decrease in certain moments of the game, for example when the atmospheric sound from outside intensifies, | ||
+ | |||
+ | | **BACKGROUND SOUND** | {{: | ||
**%%RECORDS%%** | **%%RECORDS%%** | ||
Zeile 65: | Zeile 59: | ||
%%There are multiple objects scattered in the house that the game takes place in, which break the soundtrack in the background and play their own music, with much higher volume. These sounds are a strong contrast to the otherwise calm sounding theme and differentiate from classical music to punk rock.%% | %%There are multiple objects scattered in the house that the game takes place in, which break the soundtrack in the background and play their own music, with much higher volume. These sounds are a strong contrast to the otherwise calm sounding theme and differentiate from classical music to punk rock.%% | ||
- | | Titel | Beschrieb | idk | | | + | | **MUSIC PLAYING FROM TAPE RECORDER** |
- | | Titel | Beschrieb | idk | | | + | |
===== 2.5 NARRATION AND DRAMATURGY ===== | ===== 2.5 NARRATION AND DRAMATURGY ===== | ||
Zeile 78: | Zeile 71: | ||
%%The main character can’t be heard in the game (other than her footsteps), so it can be difficult for the player to capture her emotions or intentions in every moment. However, a family member reappears over and over throughout the story. The younger sister “Sam” of the main character is heard through her journal entries to Katie, where she talks to her about important events or emotions. This story is being highlighted for the player and really pierces through the soundtrack as well as the sound effects.%% | %%The main character can’t be heard in the game (other than her footsteps), so it can be difficult for the player to capture her emotions or intentions in every moment. However, a family member reappears over and over throughout the story. The younger sister “Sam” of the main character is heard through her journal entries to Katie, where she talks to her about important events or emotions. This story is being highlighted for the player and really pierces through the soundtrack as well as the sound effects.%% | ||
- | | Titel | Beschrieb | idk | | | + | | **VOICE OVER " |
- | | Titel | Beschrieb | idk | | | + | |
====== 3. AESTHETIC DESCRIPTION ====== | ====== 3. AESTHETIC DESCRIPTION ====== | ||
Zeile 86: | Zeile 78: | ||
%%The sound in “Gone Home” creates a living and breathing setting, which brings the empty house to some extent back to life. The game has a gloomy and depressing genre. And the voices and stories heard, together with the music playing from the tapes or old record players really bring the dark genre together with the year that the game is playing in and create a realistic style for the time the game is capturing.%% | %%The sound in “Gone Home” creates a living and breathing setting, which brings the empty house to some extent back to life. The game has a gloomy and depressing genre. And the voices and stories heard, together with the music playing from the tapes or old record players really bring the dark genre together with the year that the game is playing in and create a realistic style for the time the game is capturing.%% | ||
- | |||
- | | Titel | Beschrieb | idk | | | ||
- | | Titel | Beschrieb | idk | | | ||
===== 3.2 SOUND QUALITY ===== | ===== 3.2 SOUND QUALITY ===== | ||
Zeile 94: | Zeile 83: | ||
%%The game has a very muffled characteristic sound overall, which fits the theme. The quality of the sound holds up quite well, except for a few action sound effects, which come across a little outdated. The different sounds audible within the game play well into each other, the change of soundtrack in the background is almost seemingless.%% | %%The game has a very muffled characteristic sound overall, which fits the theme. The quality of the sound holds up quite well, except for a few action sound effects, which come across a little outdated. The different sounds audible within the game play well into each other, the change of soundtrack in the background is almost seemingless.%% | ||
- | | Titel | Beschrieb | idk | | | + | | **FOOTSTEPS AND BACKGROUND** |
- | | Titel | Beschrieb | idk | | | + | |
- | ===== 4. OVERALL IMPRESSION ===== | + | ====== 4. OVERALL IMPRESSION |
**%%IMPRESSION%%** | **%%IMPRESSION%%** | ||
Zeile 103: | Zeile 91: | ||
%%Gone Home is supported by a beautiful atmospheric sound design for the player to listen to and emerge into the story. It plays well with the theme and leaves a rather sad and almost daunting impression when listening to it. However, besides the occasional voice overs which capture and nicely highlight the story of one specific person in the game, there are not many elements which would tell the player what exactly is going on. So even with a very airy soundtrack, while exploring the game, it is hard to tell the story without seeing the screen. “Gone Home” is deeply intimate and emotionally honest, while telling the personal story of a family, which harmonizes with all its components together; sound, visuals, space and mechanics.%% | %%Gone Home is supported by a beautiful atmospheric sound design for the player to listen to and emerge into the story. It plays well with the theme and leaves a rather sad and almost daunting impression when listening to it. However, besides the occasional voice overs which capture and nicely highlight the story of one specific person in the game, there are not many elements which would tell the player what exactly is going on. So even with a very airy soundtrack, while exploring the game, it is hard to tell the story without seeing the screen. “Gone Home” is deeply intimate and emotionally honest, while telling the personal story of a family, which harmonizes with all its components together; sound, visuals, space and mechanics.%% | ||
- | **%%COMPARISON | + | **COMPARISON |
- | %%The game...%% | + | %%Despite the games “Gone Home” and “Tell me Why” shared theme and genre, both handle the sound design quite differently and in their own way to tell their unique story. “Gone Home” has a much calmer and tied together package when you consider the sound effects, as well as the voice overs and overall theme. “Tell me Why” in comparison can come off a bit strong and has more highs and lows, both in volume and tension. |
/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/gone_home.1623320281.txt.gz · Zuletzt geändert: von rgamma