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outlast [2022/06/09 16:08] cdeleonoutlast [2022/06/09 18:35] (aktuell) cdeleon
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 The environment's soundtracks build up uneasy atmosphere and tension throughout the game, a slow-paced soundtrack faded in. This is accompanied with blurry, unclear, and grainy noises like that from dry leaves, radio, car engine welcome the player into the game, an outdoor scene. Howling of wolves, calls of owls, and chirping of insects from afar expand the environment's size. These combined together gives overall an ominous sound, which builds up a deep atmosphere of fear. The environment's soundtracks build up uneasy atmosphere and tension throughout the game, a slow-paced soundtrack faded in. This is accompanied with blurry, unclear, and grainy noises like that from dry leaves, radio, car engine welcome the player into the game, an outdoor scene. Howling of wolves, calls of owls, and chirping of insects from afar expand the environment's size. These combined together gives overall an ominous sound, which builds up a deep atmosphere of fear.
  
-Example: +| Game Introduction {{ :soundtrack-environment_outside.wav }}  | 
-{{ :soundtrack-environment_outside.wav |}}+| Howling of wolves  | {{ :sountrack_wolfehoule.wav }}  |
  
-The background sound changes when the scenes change and delivers a different atmosphere. For example, when entering the asylum building. 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. 
  
-Example:+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 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. 
 + 
 +| Entering the garden (00:06)\\ Entering the asylum building (00:41)  | {{ :soundtrack_enter-the-asylum.wav }}  |
  
 **Spontaneous Happening** **Spontaneous Happening**
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 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. 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.
  
-Example:+| Unexpected closing of door  | {{ ::happenings-plottwist.wav }}  |
  
  
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 There are two types of character and NPC encounters: There are two types of character and NPC encounters:
-  * Interaction with NPC (The character's actions/player's input aren't limited.)+  * Normal encounter with NPC (The character's actions/player's input aren't limited.)
   * In-Game cutscene (The character's actions/player's input are limited.)   * In-Game cutscene (The character's actions/player's input are limited.)
  
-Whenever an interaction with an NPC occurs, the NPCs deliver the script/voice overs, the background sound stays the same where the character is to be found. +Whenever a normal encounter with an NPC occurs, the NPCs deliver the script/voice overs, the background sound stays the same where the character is to be found. 
  
-Example:+| Normal encounter  | {{ ::NPC_NonContact1.wav }}  |
  
 Whenever an in-game cutscene occurs, the background sound changes into a louder and cinematic background sound.  Whenever an in-game cutscene occurs, the background sound changes into a louder and cinematic background sound. 
  
-Example:+| In-Game cutscene | {{ ::npc_incontact1.wav |}} |
  
  
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 The main character's actions go along with their corresponding sound effects. They evolve depending on what situation the player is in. For example, footstep sounds change depending on the material of the ground being stepped on by the character. Panting sounds differ and evolve according to the situation of the player. For example, jumping, squeezing into narrow places and climbing up. Whenever the player is hurting or at the peak of a situation, the panting is more evident and louder. The evolvement of the character's sound feedback gives the player the same feeling of what the character is currently experiencing. The main character's actions go along with their corresponding sound effects. They evolve depending on what situation the player is in. For example, footstep sounds change depending on the material of the ground being stepped on by the character. Panting sounds differ and evolve according to the situation of the player. For example, jumping, squeezing into narrow places and climbing up. Whenever the player is hurting or at the peak of a situation, the panting is more evident and louder. The evolvement of the character's sound feedback gives the player the same feeling of what the character is currently experiencing.
  
-Example:+| Footsteps | {{ ::playercharacter_footsteps1.wav |}} | 
 +| Panting 01 | {{ :playercharacter_panting1.wav |}} | 
 +| Panting 02 | {{ :playercharacter_panting2.wav |}} | 
 +| Squeezing in narrow places | {{ :playercharacter_squeezingnarrowcorridor.wav |}} |
  
 **Nonplayable Character** **Nonplayable Character**
  
 Beside voice overs, NPCs actions like the character's actions, are accompanied by their corresponding sound effects. They change depending on the situation the NPC is in. For example, their footstep sounds change depending on the material of the ground. If they are holding an object, its sound equates to the material of that specific object. For example, metal or wood. Beside voice overs, NPCs actions like the character's actions, are accompanied by their corresponding sound effects. They change depending on the situation the NPC is in. For example, their footstep sounds change depending on the material of the ground. If they are holding an object, its sound equates to the material of that specific object. For example, metal or wood.
- 
-Example: 
  
  
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 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 | {{ ::object_telephone.wav |}} | 
 +| Hanging corpse encounter | {{ :object-asset_deadbody.wav |}} | 
 +| Camera | {{ :objects_camera.wav |}} |
  
 **Barks** **Barks**
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 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 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 or simultaneously.
  
-Example:+| Bark 01  | {{ :bark_1.wav |}} | 
 +| Bark 02  | {{ :bark_2.wav |}} | 
 +| Bark 03  | {{ :bark_3.wav |}} |
  
 ==== 2.3 User Interface ==== ==== 2.3 User Interface ====
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   * Writing on the character's journal   * Writing on the character's journal
  
-When an objective is shown, the background sound doesn't change but it is accompanied by a sound bark, like bell ringing to get the player's attention to see what his/her next goal is.+When an objective is shown, the background sound doesn't change but it is accompanied by a sound bark, a hitting-metal sound, to get the player's attention to see what his/her next goal is.
  
-Example:+| Objective  | {{ :ui_objective.wav |}} |
  
 When picking up a storytelling item, the background sound changes into a slow-paced one, muting all the noises in the current environment, where the player is. This allows the player to focus on the storytelling item. The UI transition is always accompanied by a sound of the specific item. For example, grabbing a paper. Going out of the UI is also accompanied by a loud scary sound, reminding the player that he/she is back into the game. When picking up a storytelling item, the background sound changes into a slow-paced one, muting all the noises in the current environment, where the player is. This allows the player to focus on the storytelling item. The UI transition is always accompanied by a sound of the specific item. For example, grabbing a paper. Going out of the UI is also accompanied by a loud scary sound, reminding the player that he/she is back into the game.
  
-Examples:+| Storytelling Item  | {{ :ui_letter.wav |}} |
  
-When the character is writing on his journal, the background sound doesn't change but the writing is accompanied with a scribbling sound on paper.+When the character is writing on his journal, the background sound changes (same sound with the storytelling item) and is accompanied by a scribbling sound on paper. The transitions into and out of the UI are also accompanied with sounds.
  
-Example:+| Journal  | {{ :ui_diarynotes.wav |}} |
  
  
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 ====== 4. Comparison with Five Nights at Freddy's ====== ====== 4. Comparison with Five Nights at Freddy's ======
 +
 +====== 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/Atmosphere** 
-**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's emotions are played by the overlapping and/or over saturated sounds. It gives the player the emotion of being anxious most of the time. 
 + 
 +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.1654783726.txt.gz · Zuletzt geändert: von cdeleon