outlast
Unterschiede
Hier werden die Unterschiede zwischen zwei Versionen angezeigt.
Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung | ||
outlast [2022/06/09 16:52] – cdeleon | outlast [2022/06/09 18:35] (aktuell) – cdeleon | ||
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Whenever a normal encounter with an NPC occurs, the NPCs deliver the script/ | Whenever a normal encounter with an NPC occurs, the NPCs deliver the script/ | ||
- | | Int | {{ :: | + | | Normal encounter |
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. | ||
Zeile 63: | Zeile 63: | ||
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 76: | 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** | ||
Zeile 116: | Zeile 119: | ||
====== 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. | ||
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==== 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. | ||
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+ | **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. | ||
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/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/outlast.1654786363.txt.gz · Zuletzt geändert: von cdeleon