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phasmophobia

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phasmophobia [2025/06/11 21:01] awille@zhdk.chphasmophobia [2025/06/11 21:41] (aktuell) awille@zhdk.ch
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 Phasmophobia’s soundscape is immersive, diegetic and focuses heavily on ambience. It is purposefully mundane, eschewing music and complex effects for quiet background white noise and the occasional creaking staircase or ticking clock. The game uses long, quiet moments to build tension and allows every sound to carry tremendous weight. Apart from the quiet background ambience, most sound is produced by the players and the ghost and is fully diegetic. Notably, the ghost’s sounds stick out amongst the rest as purposefully alien to the established environment, reinforcing the ghost as a supernatural presence that exists far beyond the players and their abilities. Phasmophobia’s soundscape is immersive, diegetic and focuses heavily on ambience. It is purposefully mundane, eschewing music and complex effects for quiet background white noise and the occasional creaking staircase or ticking clock. The game uses long, quiet moments to build tension and allows every sound to carry tremendous weight. Apart from the quiet background ambience, most sound is produced by the players and the ghost and is fully diegetic. Notably, the ghost’s sounds stick out amongst the rest as purposefully alien to the established environment, reinforcing the ghost as a supernatural presence that exists far beyond the players and their abilities.
 +
 +//Example - Player Death//
 +
 +| {{:phasmo_death.mp3}} |
  
 ==== Immersion ==== ==== Immersion ====
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 The eerily quiet ambience and mundane, realistic sound design of Phasmophobia strongly reinforces the game’s immersion. The environment responds accurately to manipulation - different surfaces and materials, such as wood or metal, produce different sounds when interacted with or walked upon. Interactable objects reflect their age and wear not just through visuals but also through sound. The eerily quiet ambience and mundane, realistic sound design of Phasmophobia strongly reinforces the game’s immersion. The environment responds accurately to manipulation - different surfaces and materials, such as wood or metal, produce different sounds when interacted with or walked upon. Interactable objects reflect their age and wear not just through visuals but also through sound.
  
-//Example - Player Death// +//Example - Player Truck// 
-| {{:phasmo_death.mp3}} |+ 
 +| {{:phasmo_truck_start.mp3}} | 
 + 
 +//Example - Prison Door// 
 + 
 +| {{:phasmo_prison_door.mp3}} |
  
 ==== Feedback ==== ==== Feedback ====
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 //Example - Locked Door// //Example - Locked Door//
 +
 | {{:phasmodoor_closed.mp3}} | | {{:phasmodoor_closed.mp3}} |
  
 //Example - Out of Breath// //Example - Out of Breath//
 +
 | {{:phasmo_out_of_breath.mp3}} | | {{:phasmo_out_of_breath.mp3}} |
  
 //Example - Light// //Example - Light//
 +
 | {{:phasmo_light.mp3}} | | {{:phasmo_light.mp3}} |
  
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 //Example - Ghost Sounds// //Example - Ghost Sounds//
 +
 | {{:phasmo_ghost_event.mp3}} | {{:phasmo_ghost_activety.mp3}} | | {{:phasmo_ghost_event.mp3}} | {{:phasmo_ghost_activety.mp3}} |
  
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 //Example - Player Equipment// //Example - Player Equipment//
 +
 | {{:phasmo_equitment_sound.mp3}} | | {{:phasmo_equitment_sound.mp3}} |
 +
 +//Example - Movement//
 +
 +| {{:phasmo_start.mp4?2000}} |
  
 ==== UI ==== ==== UI ====
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 //Example - Navigating Journal// //Example - Navigating Journal//
 +
 | {{:phasmo_journal.mp3}} | | {{:phasmo_journal.mp3}} |
  
 ==== Environment ==== ==== Environment ====
  
-Though the environmental sound is quiet and subdued, it still provides players with important information and navigational assistance. As the locations featured in Dead by Daylight are normally very dark, the presence of a ticking clock or an open window can greatly aid players with spacial awareness. In certain locales, the usual ambience is supplemented by weather effects such as wind blowing on a snowy winter night or the pattering of rain on the roof and windows.  Other sounds are not modified by the environment - it does not matter if the player uses a tool or speaks inside or outside, it sounds the same either way.+Though the environmental sound is quiet and subdued, it still provides players with important information and navigational assistance. As the locations featured in Phasmophobia are normally very dark, the presence of a ticking clock or an open window can greatly aid players with spacial awareness. In certain locales, the usual ambience is supplemented by weather effects such as wind blowing on a snowy winter night or the pattering of rain on the roof and windows.  Other sounds are not modified by the environment - it does not matter if the player uses a tool or speaks inside or outside, it sounds the same either way.
  
 //Example - Environmental Ambience// //Example - Environmental Ambience//
 +
 | {{:phasmo_enviroment.mp3}} | | {{:phasmo_enviroment.mp3}} |
  
 //Example - Weather// //Example - Weather//
 +
 | {{:phasmo_wetter.mp3}} | | {{:phasmo_wetter.mp3}} |
  
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 Phasmophobia expertly utilizes its purposefully minimal sound design to build an unsettling, uncomfortable atmosphere that feels asphyxiating in its silence. The few environmental sounds there are help to ground players in the world and build a slow, steady tension that is only occasionally released when a ghost event cuts through the usual silence. The game features a multitude of tools that utilise or modify sound, making the game’s audio an integral part of the gameplay experience. Although the quality of the individual sounds varies heavily, they are utilized very effectively and greatly reinforce player immersion. Phasmophobia expertly utilizes its purposefully minimal sound design to build an unsettling, uncomfortable atmosphere that feels asphyxiating in its silence. The few environmental sounds there are help to ground players in the world and build a slow, steady tension that is only occasionally released when a ghost event cuts through the usual silence. The game features a multitude of tools that utilise or modify sound, making the game’s audio an integral part of the gameplay experience. Although the quality of the individual sounds varies heavily, they are utilized very effectively and greatly reinforce player immersion.
 +
 +//Example - House Exploration//
 +{{:phasmo_environment.mp4?2000}}
  
 ===== Comparison to Dead by Daylight ===== ===== Comparison to Dead by Daylight =====
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 One comparison that can be drawn between the two games is the way they use sound to aid players in finding specific locations, interactables and other players. For example, the ghost in Phasmophobia can sometimes be located by the sounds of moving objects or distant wailing, while in Dead by Daylight an attentive killer can find injured players by following the direction of their pained grunts. One comparison that can be drawn between the two games is the way they use sound to aid players in finding specific locations, interactables and other players. For example, the ghost in Phasmophobia can sometimes be located by the sounds of moving objects or distant wailing, while in Dead by Daylight an attentive killer can find injured players by following the direction of their pained grunts.
- 
-{{:phasmo_death.mp3}} {{:phasmo_Enviroment.mp3}} {{:phasmo_Equitment sound.mp3}} 
  
  
/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/phasmophobia.1749668496.txt.gz · Zuletzt geändert: von awille@zhdk.ch