outlast
Unterschiede
Hier werden die Unterschiede zwischen zwei Versionen angezeigt.
Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung | ||
outlast [2022/06/09 14:49] – cdeleon | outlast [2022/06/09 18:35] (aktuell) – cdeleon | ||
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====== 2. Sound ====== | ====== 2. Sound ====== | ||
- | Outlast is a game of horror and so are its soundtracks. Its sounds play a major role in the game. They conduct a huge load of emotions that go along with the game narrative. The sounds are delivered in a realistic, honest, and unique manner, which convey horror, pain, and helplessness. Background sound and noises are mostly combined together | + | Outlast is a game of horror and so are its soundtracks. Its sounds play a major role in the game. They conduct a huge load of emotions that go along with the game narrative. The sounds are delivered in a realistic, honest, and unique manner, which convey horror, pain, and helplessness. Background sound and noises are mostly combined together. Noises however are only played depending on the location and/or the player' |
==== 2.1 Soundtrack ==== | ==== 2.1 Soundtrack ==== | ||
Zeile 25: | Zeile 25: | ||
The environment' | The environment' | ||
- | Example: | + | | Game Introduction |
+ | | Howling of wolves | ||
- | The background sound changes when entering the asylum or the scenes change and delivers different atmospheres. The sound changes and tends to play with the emotions of the player and tends to tease the player into thinking that something unknown could happen in blink of an eye. Creaking of floors, static noises from television, fuzzy voices of people murmuring in distant rooms deliver the message to the player that the place he is in, is more likely like a huge maze. | ||
- | Here are some of the examples | + | The background sound changes and/or gradually builds up the tension when the character comes up closer to specific areas. For example, when entering the asylum building. Several sounds overlap with each other. The sound changes and tends to play with the emotions |
- | **Room** | + | | Entering the garden (00:06)\\ Entering the asylum building (00: |
- | **Game State** | + | **Spontaneous Happening** |
- | **Sequence** | + | Whenever an unexpected happening in the environment happens (example: closing of door in front of the character), an ominous sound is played that overlaps to the current background sound. |
+ | |||
+ | | Unexpected closing of door | {{ :: | ||
Zeile 42: | Zeile 44: | ||
**Dialogue/ | **Dialogue/ | ||
- | Voice overs are not present for the player character but is present for the nonplayable characters (NPCs). When delivering scripted dialogues, the NPCs deliver it with great voice acting depending on what they want to convey to the player. Mysterious hums, suffering murmurs, slow deliverance of statements and angry commands are some examples of it. Whenever the NPCs deliver the script/ | + | Voice overs are not present for the player character but is present for the nonplayable characters (NPCs). When delivering scripted dialogues, the NPCs deliver it with great voice acting depending on what they want to convey to the player. Mysterious hums, suffering murmurs, slow deliverance of statements and angry commands are some examples of it. |
- | Example: | + | There are two types of character and NPC encounters: |
+ | * Normal encounter with NPC (The character' | ||
+ | * In-Game cutscene (The character' | ||
+ | |||
+ | Whenever a normal encounter with an NPC occurs, the NPCs deliver the script/ | ||
+ | |||
+ | | Normal encounter | ||
+ | |||
+ | Whenever an in-game cutscene occurs, the background sound changes into a louder and cinematic background sound. | ||
+ | |||
+ | | In-Game cutscene | {{ :: | ||
**Player Character** | **Player Character** | ||
- | The main character' | + | The main character' |
- | Example: | + | | Footsteps | {{ :: |
+ | | Panting 01 | {{ : | ||
+ | | Panting 02 | {{ : | ||
+ | | Squeezing in narrow places | {{ : | ||
**Nonplayable Character** | **Nonplayable Character** | ||
Beside voice overs, NPCs actions like the character' | Beside voice overs, NPCs actions like the character' | ||
- | |||
- | Example: | ||
- | |||
Zeile 65: | Zeile 77: | ||
The sounds of objects in the game are heard very clearly in contrary to the background. Ringing of phones, flickering of lights, zooming in of camera, etc. are delivered very distinctly, in such a way that the player knows whether that object is far or near him/her. The sounds also give the player an excellent feedback when doing actions with specific objects. First encounters with a specific object like dead bodies are accompanied with a jump scare sound, a very loud scream combined with orchestral sound. | The sounds of objects in the game are heard very clearly in contrary to the background. Ringing of phones, flickering of lights, zooming in of camera, etc. are delivered very distinctly, in such a way that the player knows whether that object is far or near him/her. The sounds also give the player an excellent feedback when doing actions with specific objects. First encounters with a specific object like dead bodies are accompanied with a jump scare sound, a very loud scream combined with orchestral sound. | ||
- | Example: | + | | Phone | {{ :: |
+ | | Hanging corpse encounter | {{ : | ||
+ | | Camera | {{ : | ||
**Barks** | **Barks** | ||
- | Sound barks are very present in the game. Out of nowhere, sounds pop out either near or far. They give the player the feeling of uneasiness and anxiety that something is going to come up, either in a short or long distance. The barks in the game evolves from popping out one at a time to coming more and more and/or simultaneously. | + | Sound barks are very present in the game. Out of nowhere, sounds pop out either near or far. They give the player the feeling of uneasiness and anxiety that something is going to come up, either in a short or long distance. The barks in the game evolves from popping out one at a time to coming more and more either overlapping |
- | Example: | + | | Bark 01 | {{ :bark_1.wav |}} | |
+ | | Bark 02 | {{ :bark_2.wav |}} | | ||
+ | | Bark 03 | {{ :bark_3.wav |}} | | ||
==== 2.3 User Interface ==== | ==== 2.3 User Interface ==== | ||
Zeile 79: | Zeile 95: | ||
* Writing on the character' | * Writing on the character' | ||
- | When an objective is shown, the background sound doesn' | + | When an objective is shown, the background sound doesn' |
- | Example: | + | | Objective |
When picking up a storytelling item, the background sound changes into a slow-paced one, muting all the noises in the current environment, | When picking up a storytelling item, the background sound changes into a slow-paced one, muting all the noises in the current environment, | ||
- | Examples: | + | | Storytelling Item | {{ :ui_letter.wav |}} | |
- | When the character is writing on his journal, the background sound doesn' | + | When the character is writing on his journal, the background sound changes (same sound with the storytelling item) and is accompanied |
- | Example: | + | | Journal |
====== 3. Conclusion ====== | ====== 3. Conclusion ====== | ||
+ | |||
+ | There is no doubt that the soundtracks of Outlast play an enormous role to achieve what the game wants to convey to their players, horror. | ||
+ | |||
+ | Overall, we find its soundtracks very complex. The gameplay together with its soundtracks play with the player' | ||
+ | |||
+ | In our opinion, the sound designers achieved to build up a fearful ambiance in the game. The implementation of jump scares adds to their playfulness. They achieved players to suffer because of fear and by playing with the player' | ||
+ | |||
+ | All things considered, we think that analysing the sound design of Outlast broadens our perspective on how we can better our future games, on how to build the right game ambiance and combine it with the gameplay and on how to give our players a full user game experience. | ||
====== 4. Comparison with Five Nights at Freddy' | ====== 4. Comparison with Five Nights at Freddy' | ||
+ | |||
+ | ====== 4. Comparison with Outlast ====== | ||
==== 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/ |
- | **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' |
+ | |||
+ | 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/outlast.1654778975.txt.gz · Zuletzt geändert: von cdeleon