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kirby_s_dream_land_2 [2020/06/04 15:59] – [4. Comparison of Kirby’s Dream Land 2 and Inside] hkaempfekirby_s_dream_land_2 [2020/06/04 16:39] (aktuell) – [3.1. Area, Boss and Character Soundtracks] hkaempfe
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 ==== 3.1. Area, Boss and Character Soundtracks ==== ==== 3.1. Area, Boss and Character Soundtracks ====
 Every Area, that is Every Island, and every level select within these Islands Has a soundtrack, as well as Bonus Areas, Bosses and Special Characters, like Animal Companions and the Final Boss, which has Two forms and therefore two themes. Every Area, that is Every Island, and every level select within these Islands Has a soundtrack, as well as Bonus Areas, Bosses and Special Characters, like Animal Companions and the Final Boss, which has Two forms and therefore two themes.
-If Kirby Is riding one of him Animal Companions, their theme will overwrite the level music.+ 
 +If Kirby Is riding one of his Animal Companions, their theme will overwrite the level music.
  
 {{:pasted:20200604-151037.png}} {{:pasted:20200604-151037.png}}
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 Whereas //Kirby// has short Feedback Soundbites for every action, //Inside// has a realistic and timely Feedback simulation, that is the only noises heard are footsteps, sounds you make when landing, climbing, starting machinery etc. Furthermore, //Inside// has no UI music, so the pause and end screens are functionally silent. So, when new music starts, it is immediately clear to the player that they have advanced a level and consequently the communication with the player is almost all narrative. Whereas //Kirby// has short Feedback Soundbites for every action, //Inside// has a realistic and timely Feedback simulation, that is the only noises heard are footsteps, sounds you make when landing, climbing, starting machinery etc. Furthermore, //Inside// has no UI music, so the pause and end screens are functionally silent. So, when new music starts, it is immediately clear to the player that they have advanced a level and consequently the communication with the player is almost all narrative.
  
-Both Games Tend to have a hard cut from Soundtrack to Soundtrack, but whereas this is very obvious in //Kirby//, //Inside// hides this well with its relatively quiet soundtrack and quiet Soundtrack intros and outros, as well as cleaver use of Soundscape, which is wholly absent from //Kirby’s Dream Land 2//.+Both Games Tend to have a hard cut from Soundtrack to Soundtrack, but whereas this is very obvious in //Kirby//, //Inside// hides this well with its relatively nondescript Soundtrack, as well as clever use of Soundscape, which is wholly absent from //Kirby’s Dream Land 2//.
 In addition to this, both games make use of atmospheric music to convey the games mood, whereas //Inside// is melancholic and dark, using long and low sounds, //Kirby// is upbeat and chipper, using high pitched and happy music. In addition to this, both games make use of atmospheric music to convey the games mood, whereas //Inside// is melancholic and dark, using long and low sounds, //Kirby// is upbeat and chipper, using high pitched and happy music.
  
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 Furthermore, //Inside// makes good use of emotional Sounds, displaying the Player Characters inner emotions through audible panic attacks or a racing heartbeat, making the game very emotionally gripping. Furthermore, //Inside// makes good use of emotional Sounds, displaying the Player Characters inner emotions through audible panic attacks or a racing heartbeat, making the game very emotionally gripping.
  
-The Difference in Sound can partially be put down to generational differences, As //Kirby’s Dream Land 2// had to make use of the limited Gameboy Sound Chip, and //Inside// has a whole array of instrumental capabilities, as nowadays sounds can be reproduced realistically, and thus imitates the real world pretty closely. However, a lot of the differences must be put down to atmosphere differences, because //Kirby’s Dream Land 2// is intended to be light-hearted fun, whereas //Inside// is supposed to be emotionally gripping and unsettling.+The Difference in Sound can partially be put down to generational differences, As //Kirby’s Dream Land 2// had to make use of the limited Gameboy Sound Chip, and //Inside// has a whole array of capabilities, such as synthesizers filters, and real life objects such as a human skull, making the sound more realistic. However, a lot of the differences must be put down to atmosphere differences, because //Kirby’s Dream Land 2// is intended to be light-hearted fun, whereas //Inside// is supposed to be emotionally gripping and unsettling.
  
  
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/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/kirby_s_dream_land_2.1591279183.txt.gz · Zuletzt geändert: von hkaempfe