pineview_drive
Unterschiede
Hier werden die Unterschiede zwischen zwei Versionen angezeigt.
Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung | ||
pineview_drive [2023/06/08 14:02] – mkliuzko | pineview_drive [2023/06/09 10:22] (aktuell) – mkliuzko | ||
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====== Pineview Drive ====== | ====== Pineview Drive ====== | ||
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| **Genre** | Action-Adventure, | | **Genre** | Action-Adventure, | ||
- | | **Release** | %%31 Jul, 2014%% | | + | | **Release** | 31 Jul, 2014 | |
- | | **Developer** | %%VIS-Games, Germany%% | | + | | **Developer** | VIS-Games, Germany | |
| **Publisher** | United Independent Entertainment | | | **Publisher** | United Independent Entertainment | | ||
| **Platforms** | Windows, Linux | | | **Platforms** | Windows, Linux | | ||
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==== Background ==== | ==== Background ==== | ||
- | The ambient background is constantly alive with eerie sounds that reminding | + | The ambient background is constantly alive with eerie sounds that remind |
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+ | [[https:// | ||
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==== Sounds Effects ==== | ==== Sounds Effects ==== | ||
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The game employs a diverse range of sound effects, showcasing attention to detail and sound quality. The grandfather clock alone features 11 different sounds for both TICKS and TOCKS, as well as the wallclock, so the total sound list has 44 variations. And it should thus add depth and realism to the game environment. Additionally, | The game employs a diverse range of sound effects, showcasing attention to detail and sound quality. The grandfather clock alone features 11 different sounds for both TICKS and TOCKS, as well as the wallclock, so the total sound list has 44 variations. And it should thus add depth and realism to the game environment. Additionally, | ||
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- | The sound design successfully maintains a sense of immersion and unease throughout the game. Carefully compiled background score consists of subtle and unsettling elements such as distant whispers, creaking doors, and low-pitched drones; wind blowing through the trees, raindrops falling, or thunderstorms (indoors, outdoors), swarm of flies, crows sound and taking off; consists of subtle, unsettling sounds like distant whispers, ghost stinky breath, creaking doors, random knocking sounds (muffled, unmuffled), phone calls, in tunnels | + | ---- |
- | - your own footsteps echoing in empty halls, floorboards creaking under your weight, and doors opening or closing with distinct | + | 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 |
- | - quite piano roll of ease (8 different) when player has found the note and the dawn comes; also when coming | + | Your own footsteps are echoing |
- | - stingers, sudden | + | | Door Squeaks |
+ | | Ghost Breath | ||
+ | | Knocking | ||
+ | | Knocking (distant) | ||
+ | | Thunder (distant outdoors) | ||
+ | | Thunder (distant indoors) | ||
+ | | Thunder (close outdoors) | ||
+ | | Thunder (close indoors) | ||
+ | | Crows (Cawing) | ||
+ | | Crows (Leaving) | ||
+ | | Steam (distant) | ||
+ | |||
+ | ---- | ||
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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.1686225771.txt.gz · Zuletzt geändert: von mkliuzko