pineview_drive
Unterschiede
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| Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung | ||
| pineview_drive [2023/06/08 13:38] – mkliuzko | pineview_drive [2023/06/09 10:22] (aktuell) – mkliuzko | ||
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| ====== Pineview Drive ====== | ====== Pineview Drive ====== | ||
| - | Developed by Visual Imagination Software, Pineview Drive is a psychological horror game that immerses players in a haunting and suspenseful experience. A significant aspect of its immersive gameplay lies in its thorough sound design. Let's explore how it contributes to the game's eerie atmosphere, psychological tricks, and overall impact on player. | + | ---- |
| - | ==== Ambient Background ==== | + | Developed by Visual Imagination Software, Pineview Drive is a psychological horror game that invites players in a haunting and suspenseful experience. A significant aspect of its immersive gameplay lies in its thorough sound design. Let's explore how it contributes to the game's eerie atmosphere, psychological tricks, and overall impact on player. |
| - | The ambient background is constantly alive with eerie sounds that reminding | + | | **Genre** | Action-Adventure, |
| + | | **Release** | 31 Jul, 2014 | | ||
| + | | **Developer** | VIS-Games, Germany | | ||
| + | | **Publisher** | United Independent Entertainment | | ||
| + | | **Platforms** | Windows, Linux | | ||
| + | | **Analysis by** | Maksym Kliuzko, Marcel Gamma, Nio Saner | | ||
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| + | ==== Background ==== | ||
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| + | The ambient background is constantly alive with eerie sounds that remind | ||
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| ==== Sounds Effects ==== | ==== Sounds Effects ==== | ||
| - | The game employs a diverse range of sound effects, showcasing attention to detail and sound quality. | + | The game employs a diverse range of sound effects, showcasing attention to detail and sound quality. |
| - | - sound quality is good, lot's of different variations of sounds (11 (!) different sound for TICKS, and for TOCKS of the grandfather clock AND for wallclock overall 44) | + | {{: |
| - | - Interesting sound scheme: | + | ---- |
| - | - Carefully compiled background score consists of subtle | + | The sound design successfully maintains a sense of immersion and unease throughout the game. Carefully compiled background score consists of subtle, unsettling elements such as distant whispers, creaking doors, |
| - | - your own footsteps echoing in empty halls, floorboards creaking under your weight, and doors opening or closing with distinct sounds - all this for the indication | + | Your own footsteps |
| - | - quite piano roll of ease (8 different) when player has found the note and the dawn comes; also when coming in the house, dramaticaly indicating the start of something, 30 different short piano melodies for the star of each new night; | + | | Door Squeaks |
| + | | Ghost Breath | ||
| + | | Knocking | ||
| + | | Knocking | ||
| + | | Thunder (distant outdoors) | ||
| + | | Thunder (distant indoors) | ||
| + | | Thunder (close outdoors) | ||
| + | | Thunder (close indoors) | ||
| + | | Crows (Cawing) | ||
| + | | Crows (Leaving) | ||
| + | | Steam (distant) | ||
| - | - stingers, sudden | + | ---- |
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| + | There are 8 different piano melodies to highlight significant moments within the game. When the player finally finds a note and progresses to the next day, a soothing piano roll is triggered. This cue provides a contrast to the constant tension and serves as a momentary rest for the player, giving a sense of accomplishment. | ||
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| + | On another hand, there are stinger sounds - sudden loud noises (clown laugh, cat' | ||
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| + | | Entering the house | {{ : | ||
| + | | Finding the note | {{ : | ||
| + | | Start of 1st night | {{ : | ||
| + | | Start of 10th night | {{ : | ||
| + | | Start of 20th night | {{ : | ||
| + | | Clown (loud) | ||
| + | | Cat (loud) | ||
| + | | Swords falling | ||
| ==== Player ==== | ==== Player ==== | ||
| - | - 85 different breaths sounds - 165 different sounds of player footsteps, on different surfaces (brick, concrete, wooden floor, hollow wood, gravel, 47 different footsteps sounds in grass) | + | Overall there are 85 different breaths sounds - 165 different sounds of player footsteps, on different surfaces (brick, concrete, wooden floor, hollow wood, gravel, 47 different footsteps sounds in grass) |
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| + | The game also uses sound as a psychological trick to influence player behavior: the game plays different sounds (piano, marble bust, wooden angel figures on the stairs, growling, rumble in the other room, " | ||
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| + | ==== Comparison: | ||
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| + | Both Pineview Drive and Bloodborne are horror games that successfully communicate a sense of hopelessness in the face of adversity. While Bloodborne might enable the player to take up arms and fight, they are gradually made aware that they’re trapped in a vicious cycle of violence. In Pineview Drive, no combat mechanic exists in the first place. The absence of combat intensifies the feeling of vulnerability and helplessness, | ||
| - | - sounds play as psychological trick: if the player turns to the source (list: piano sounds, marble bust, wooden angels on stairs, rumble | + | Both games also walk the thin line between reality and imagination, and this is especially visible |
| + | ~~NOTOC~~ | ||
/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/pineview_drive.1686224285.txt.gz · Zuletzt geändert: von mkliuzko