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tell_me_why [2021/06/10 13:02] narnold1tell_me_why [2021/06/10 13:06] (aktuell) narnold1
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 ====== tell_me_why ====== ====== tell_me_why ======
  
-{{::tell_me_why_title.png?400}}+{{::tell_me_why_title.png?600}}
  
 | **GENRE**  | **NARRATIVE ADVENTURE**  | | **GENRE**  | **NARRATIVE ADVENTURE**  |
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 The environment and movement of the characters in the game are fairly close to reality and form a well done atmosphere, which is accompanied with a soundtrack a big percentage of the time. The game captured the coldness and nature of Alaska well and builds up a great scenery with multiple environmental background noises. This harsh weather in-game can be overwhelming at certain points, for example when the character is walking outside and its hard to hear anything besides the wind, which adds credibility but takes the attention away from other sounds. The environment and movement of the characters in the game are fairly close to reality and form a well done atmosphere, which is accompanied with a soundtrack a big percentage of the time. The game captured the coldness and nature of Alaska well and builds up a great scenery with multiple environmental background noises. This harsh weather in-game can be overwhelming at certain points, for example when the character is walking outside and its hard to hear anything besides the wind, which adds credibility but takes the attention away from other sounds.
  
- +**FOREST ATMOSPHERE** | {{:tmw_atmosphre.wav}} |
-Forest Atmosphere | {{:tmw_atmosphre.wav}} |+
  
 ===== 2.2 ACTION ===== ===== 2.2 ACTION =====
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 A big part of the mechanic in “Tell me Why” is the ability to relive an old memory, to discover the specific places where this action can be activated and a sound is played to lure the player in the right direction. The sound cue starts out simple and evolves into a more complex melody the closer the player gets to the right spot. Once the player is close enough the memory can be triggered by mouse click which gives the player another sound based feedback and the memory is played. It's an effective way to lead the player to the right spot and keep the immersion up. The game also gives different responses to the player, depending on what character is currently active, like their walk or internal thoughts, making it easier to differentiate the two with just audio. A big part of the mechanic in “Tell me Why” is the ability to relive an old memory, to discover the specific places where this action can be activated and a sound is played to lure the player in the right direction. The sound cue starts out simple and evolves into a more complex melody the closer the player gets to the right spot. Once the player is close enough the memory can be triggered by mouse click which gives the player another sound based feedback and the memory is played. It's an effective way to lead the player to the right spot and keep the immersion up. The game also gives different responses to the player, depending on what character is currently active, like their walk or internal thoughts, making it easier to differentiate the two with just audio.
  
- +**DISCOVERING MEMORY** | {{ ::tmw_memory.wav }} | 
-Discovering Memory | {{ ::tmw_memory.wav }} | +**FOOTSTEPS ALYSON** | {{ ::tmw_alysonsteps.wav }} | 
-Footsteps Alyson | {{ ::tmw_alysonsteps.wav }} | +**FOOTSTEPS TYLER** | {{ ::tmw_tylersteps.wav }} |
-Footsteps Tyler | {{ ::tmw_tylersteps.wav }} |+
  
 ===== 2.4 ROOM ===== ===== 2.4 ROOM =====
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 Tension: The tension in the soundtrack builds up before big decisions and greater scenes where the dramaturgy intensifies. This tension in sound can also be found when rediscovering a memory, where the rest of the noises are shut out and the focus can be completely on them. Voices: In the game the two main characters can speak to each other normally or via thoughts which is distinguished by adding effects to the telepathic conversations. Tension: The tension in the soundtrack builds up before big decisions and greater scenes where the dramaturgy intensifies. This tension in sound can also be found when rediscovering a memory, where the rest of the noises are shut out and the focus can be completely on them. Voices: In the game the two main characters can speak to each other normally or via thoughts which is distinguished by adding effects to the telepathic conversations.
  
- +**VOICE NORMAL CONVERSATION** | {{ ::tmw_conversation.wav }} | 
-Voice normal conversation | {{ ::tmw_conversation.wav }} | +**VOICE TELEPATHIC CONVERSATION** | {{ ::tmw_conversationvoice.wav }} |
-Voice telepathic conversation | {{ ::tmw_conversationvoice.wav }} |+
  
 ====== 3. AESTHETIC DESCRIPTION ====== ====== 3. AESTHETIC DESCRIPTION ======
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 The sound in “Tell me Why” isn’t its strongest component and doesn't seem to have been the focus while developing the game. The game still offers a great soundtrack and builds the appropriate setting for the cold Alaska winter. The sound holds up alright but misses some important nuances. The sound in “Tell me Why” isn’t its strongest component and doesn't seem to have been the focus while developing the game. The game still offers a great soundtrack and builds the appropriate setting for the cold Alaska winter. The sound holds up alright but misses some important nuances.
  
-**COMPARISON [[gone_home|GONE HOME]]**+**COMPARISON [[gone_home|GONE HOME]]**
  
 Despite the games “Gone Home” and “Tell me Why” shared theme and genre, both handle the sound design quite differently and in their own way to tell their unique story. “Gone Home” has a much calmer and tied together package when you consider the sound effects, as well as the voice overs and overall theme. “Tell me Why” in comparison can come off a bit strong and has more highs and lows, both in volume and tension. The capturing of emotion and sadness are both prominent features in their design and are highlighted similarly in a constant background soundtrack as well as longer pauses or silences to let the player relax and react to what's happening. Both games also share a minor flaw with the environmental sounds that overshadow the other sounds at certain points in the game. “Tell me Why” certainly has an easier way of catching attention with the sound alone, since it has more action sounds and dialogue, where “Gone Home” could be played silently, minus the voice overs. In both games the sound is an expression of feelings and the portrayal of emotions the characters themselves are feeling. Despite the games “Gone Home” and “Tell me Why” shared theme and genre, both handle the sound design quite differently and in their own way to tell their unique story. “Gone Home” has a much calmer and tied together package when you consider the sound effects, as well as the voice overs and overall theme. “Tell me Why” in comparison can come off a bit strong and has more highs and lows, both in volume and tension. The capturing of emotion and sadness are both prominent features in their design and are highlighted similarly in a constant background soundtrack as well as longer pauses or silences to let the player relax and react to what's happening. Both games also share a minor flaw with the environmental sounds that overshadow the other sounds at certain points in the game. “Tell me Why” certainly has an easier way of catching attention with the sound alone, since it has more action sounds and dialogue, where “Gone Home” could be played silently, minus the voice overs. In both games the sound is an expression of feelings and the portrayal of emotions the characters themselves are feeling.
  
  
/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/tell_me_why.1623322971.txt.gz · Zuletzt geändert: von narnold1