super_street_fighter_ii
Unterschiede
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Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung | ||
super_street_fighter_ii [2022/06/10 08:54] – [2.5 End Of The Match] nkazimir | super_street_fighter_ii [2022/06/10 10:05] (aktuell) – nkazimir | ||
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- | ======= Super Street Fighter ======= | + | ======= Super Street Fighter |
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Street Fighter II is regarded as one of the greatest video games of all time and the most important and influential fighting game ever made. Its launch is seen as a revolutionary moment within its genre, credited with popularizing the fighting genre during the 1990s and inspiring other producers to create their own fighting series. It sparked a renaissance for the arcade video game industry and impacted competitive video gaming and wider popular culture such as films and music. | Street Fighter II is regarded as one of the greatest video games of all time and the most important and influential fighting game ever made. Its launch is seen as a revolutionary moment within its genre, credited with popularizing the fighting genre during the 1990s and inspiring other producers to create their own fighting series. It sparked a renaissance for the arcade video game industry and impacted competitive video gaming and wider popular culture such as films and music. | ||
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It's Sound-Design is seen as a pioneering one. In many regards Street Fighter II became a sound-design template for many other fighting games until this date. The main composers were Yoko Shimomura & Isao Abe. The design decisions of binding the characters to unique sounding locations resonates in many ears and designs to this date- same goes for the unique attack sounds - Hadoken. | It's Sound-Design is seen as a pioneering one. In many regards Street Fighter II became a sound-design template for many other fighting games until this date. The main composers were Yoko Shimomura & Isao Abe. The design decisions of binding the characters to unique sounding locations resonates in many ears and designs to this date- same goes for the unique attack sounds - Hadoken. | ||
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You won't have low basses in these type of games, but most sounds will have more low-mid to mid-high frequency placements. | You won't have low basses in these type of games, but most sounds will have more low-mid to mid-high frequency placements. | ||
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The voices in the game will sound harsh and lo-fi to todays ears because of those above mentioned restrictions. | The voices in the game will sound harsh and lo-fi to todays ears because of those above mentioned restrictions. | ||
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===== 2.2 Main screen ===== | ===== 2.2 Main screen ===== | ||
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===== 2.3 Character Select Screen ===== | ===== 2.3 Character Select Screen ===== | ||
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- | In beat' | + | In beat' |
| Character Select Theme | {{streetfighter: | | Character Select Theme | {{streetfighter: | ||
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===Right before the round starts === | ===Right before the round starts === | ||
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| Round Start | {{streetfighter: | | Round Start | {{streetfighter: | ||
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===During Round === | ===During Round === | ||
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==UI Sounds incl. announcers== | ==UI Sounds incl. announcers== | ||
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==Character Sound EFX== | ==Character Sound EFX== | ||
- | Normal character hit, hit-confirmation, | + | Normal character hit, hit-confirmation, |
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| Hit / Block Sounds | {{streetfighter: | | Hit / Block Sounds | {{streetfighter: | ||
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Stage music plays an important factor in the game. Its a important component of a stage-look, stage-sound, | Stage music plays an important factor in the game. Its a important component of a stage-look, stage-sound, | ||
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| Ryu Theme | {{streetfighter: | | Ryu Theme | {{streetfighter: | ||
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== End Of the Round == | == End Of the Round == | ||
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Character specific dying sounds kick in first. Afterwards when the screen freezes celebration sounds , UI Sounds of the score and the announcer announcing the winner kick in while the music fades out making the ambiances stand out more. The score sounds are comparable to the Menu UI in terms how they are composed and how they sound. Getting high scores should sound rewarding and it does. The dying sounds are trying so simulate slow-motion through an delay/echo effect. | Character specific dying sounds kick in first. Afterwards when the screen freezes celebration sounds , UI Sounds of the score and the announcer announcing the winner kick in while the music fades out making the ambiances stand out more. The score sounds are comparable to the Menu UI in terms how they are composed and how they sound. Getting high scores should sound rewarding and it does. The dying sounds are trying so simulate slow-motion through an delay/echo effect. | ||
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== Countdown == | == Countdown == | ||
- | {{streetfighter: | + | {{streetfighter: |
The players running this countdown down should feel even more devasted as the defeat itself wouldn' | The players running this countdown down should feel even more devasted as the defeat itself wouldn' | ||
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Overall the sound-design is captative and keeps the player in the immersion and never wants to let you go - it achieves that quite well despite its retro nature nowadays. As mentioned before it is seen as a pioneering game and its sound-design takes a lot of credit for that as well. | Overall the sound-design is captative and keeps the player in the immersion and never wants to let you go - it achieves that quite well despite its retro nature nowadays. As mentioned before it is seen as a pioneering game and its sound-design takes a lot of credit for that as well. | ||
- | ===== 3. Comparison Super Street Fighter | + | ===== 3. Comparison |
- | It is very apparent where the roots of most fighting games lie, Street Fighter II. Maybe it is easier to see where there are similarities between the two products. At some point a certain aspect, somewhat an inevitable | + | ==== 3.2 Physicality ==== |
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+ | It is very apparent where the roots of most fighting games lie, Street Fighter II. Maybe it is easier to see where there are similarities between the two products. At some point a certain aspect, somewhat an inevitable | ||
If we speak about physicalities let's go even further, weight implies speed and way of movement. While Street Fighter relies more on fist fights, Brawlhalla brings different elements or rather materials into the scene which further improve the amounts of possible sounds. | If we speak about physicalities let's go even further, weight implies speed and way of movement. While Street Fighter relies more on fist fights, Brawlhalla brings different elements or rather materials into the scene which further improve the amounts of possible sounds. | ||
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+ | === 3.2.1 Orientation === | ||
As stated with the different potential actions, the difficulty of deciphering movement increases, but in both titles sound is used in order to let players rely on their ears and through that possibly reduce reaction times, which is crucial for games of this genre. | As stated with the different potential actions, the difficulty of deciphering movement increases, but in both titles sound is used in order to let players rely on their ears and through that possibly reduce reaction times, which is crucial for games of this genre. | ||
- | They are alike in dimensions, so to speak both enable the players to move 2-dimensionally | + | ==== 3.3 Dimension ==== |
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+ | They are alike in dimensions, so to speak both enable the players to move 2-dimensionally | ||
- | Which leads to the last sort of characteristic that we'll look at now. While Brawlhalla extents and also outplays Street Fighter in the technical aspect and soundwise ……… | + | ==== 3.4 Battlecries ==== |
+ | Which leads to the last sort of characteristic that we'll look at now. While Brawlhalla extents and also outplays Street Fighter in the technical aspect, still in some ways it is lacking. If we further observe this phenomena we can then find the reason. In Brawlhalla there are no recognizable battlecries, |
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