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gone_home [2021/06/10 13:01] – [4. OVERALL IMPRESSION] narnold1gone_home [2021/06/10 15:00] (aktuell) narnold1
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 ====== gone_home ====== ====== gone_home ======
  
-{{baba_is_you.odt|Originaldatei}} 
  
-====== Gone Home ====== +{{:gone_home.png?600}}
- +
-{{:gone_home.png?400}}+
  
 | **%%GENRE%%** | **%%ADVENTURE%%**  | | **%%GENRE%%** | **%%ADVENTURE%%**  |
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 %%"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" 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.%%
  
-**Trailer**+**TRAILER**
  
 [[https://www.youtube.com/watch?v=DMDaMK-9Tzc]] [[https://www.youtube.com/watch?v=DMDaMK-9Tzc]]
  
-**Walkthrough**+**WALKTHROUGH**
  
 [[https://www.youtube.com/watch?v=SS5eQmRgBlY]] [[https://www.youtube.com/watch?v=SS5eQmRgBlY]]
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 %%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 "[[tell_me_why|TELL ME WHY]]"**+**COMPARISON [[tell_me_why|TELL ME WHY]]**
  
 %%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. The capturing of emotion and sadness are both prominent features in their design and are highlighted similarly in a constant background soundtrack as well as longer pauses or silences to let the player relax and react to what's happening. Both games also share a minor flaw with the environmental sounds that overshadow the other sounds at certain points in the game. “Tell me Why” certainly has an easier way of catching attention with the sound alone, since it has more action sounds and dialogue, where “Gone Home” could be played silently, minus the voice overs. In both games the sound is an expression of feelings and the portrayal of emotions the characters themselves are feeling.%% %%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. The capturing of emotion and sadness are both prominent features in their design and are highlighted similarly in a constant background soundtrack as well as longer pauses or silences to let the player relax and react to what's happening. Both games also share a minor flaw with the environmental sounds that overshadow the other sounds at certain points in the game. “Tell me Why” certainly has an easier way of catching attention with the sound alone, since it has more action sounds and dialogue, where “Gone Home” could be played silently, minus the voice overs. In both games the sound is an expression of feelings and the portrayal of emotions the characters themselves are feeling.%%
  
  
/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/gone_home.1623322880.txt.gz · Zuletzt geändert: von narnold1