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 14:46] – mkliuzko | pineview_drive [2023/06/09 10:22] (aktuell) – mkliuzko | ||
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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 |
+ | ㅤ | ||
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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, | ||
- | {{: | + | {{: |
- | | file1 | {{ : | ||
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Your own footsteps are echoing in empty halls, floorboards creaking under your weight, and doors opening or closing with distinct sounds - all this to add the feeling of isolation. | Your own footsteps are echoing in empty halls, floorboards creaking under your weight, and doors opening or closing with distinct sounds - all this to add the feeling of isolation. | ||
+ | |||
+ | | 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.%% | + | 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. |
On another hand, there are stinger sounds - sudden loud noises (clown laugh, cat's loud screech etc.) | On another hand, there are stinger sounds - sudden loud noises (clown laugh, cat's loud screech etc.) | ||
+ | |||
+ | | 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 ==== | ||
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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) | 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) | ||
- | %%The game also uses sound as a psychological trick to influence player behavior: the game plays different sounds | + | 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, " |
+ | |||
+ | ==== Comparison: | ||
+ | |||
+ | 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, | ||
+ | |||
+ | Both games also walk the thin line between reality and imagination, | ||
~~NOTOC~~ | ~~NOTOC~~ | ||
/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/pineview_drive.1686228364.txt.gz · Zuletzt geändert: von mkliuzko