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 15:44] – mkliuzko | pineview_drive [2023/06/09 10:22] (aktuell) – mkliuzko | ||
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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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| 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, " | 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, | ||
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| + | 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.1686231887.txt.gz · Zuletzt geändert: von mkliuzko