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 14:58] – 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 |
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| ==== Sounds Effects ==== | ==== Sounds Effects ==== | ||
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| {{: | {{: | ||
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| - | | 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) | ||
| ---- | ---- | ||
| - | %%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.) | ||
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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 ==== | ||
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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, " |
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| + | ==== 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.1686229105.txt.gz · Zuletzt geändert: von mkliuzko