Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung |
pineview_drive [2023/06/08 15:55] – mkliuzko | pineview_drive [2023/06/09 10:22] (aktuell) – mkliuzko |
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==== Background ==== | ==== Background ==== |
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The ambient background is constantly alive with eerie sounds that reminding classic 90's horror movies, however they work very well and deal great impact on player. These sounds, despite the absence of immediate threats at first, are effectively heightened in tension and anticipation. This is made for the player who expects something to come, even though nothing will probably be there. | The ambient background is constantly alive with eerie sounds that remind classic 90's horror movies, however they work very well and deal great impact on player. These sounds, despite the absence of immediate threats at first, are effectively heightened in tension and anticipation. This is made for the player who expects something to come, even though nothing will probably be there. |
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| [[https://youtu.be/s3R5IYLhKJU?t=300 | Example]] |
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==== Sounds Effects ==== | ==== Sounds Effects ==== |
==== Comparison: Pineview Drive and Bloodborne ==== | ==== Comparison: Pineview Drive and Bloodborne ==== |
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Both Bloodborne and Pineview Drive 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, as players must navigate a haunted house with no means of direct confrontation. | 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, as players must navigate a haunted house with no means of direct confrontation. |
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Both games also walk the thin line between reality and imagination, and this is especially visible in the sound aesthetic%% that plays a crucial role in conveying this disorienting experience%%. In the case of the second game, it also functions as a primary game mechanic.%% Specific sounds act as cues for the player to investigate potential sources, but doing so results in a loss of sanity points. Player must discern between real and imagined sounds, resisting the urge to investigate certain sources to maintain their sanity.%% | Both games also walk the thin line between reality and imagination, and this is especially visible in the sound aesthetic that plays a crucial role in conveying this disorienting experience. In the case of the second game, it also functions as a primary game mechanic. Specific sounds act as cues for the player to investigate potential sources, but doing so results in a loss of sanity points. Player must discern between real and imagined sounds, resisting the urge to investigate certain sources to maintain their sanity. |
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~~NOTOC~~ | ~~NOTOC~~ |
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