Benutzer-Werkzeuge

Webseiten-Werkzeuge


tell_me_why

Unterschiede

Hier werden die Unterschiede zwischen zwei Versionen angezeigt.

Link zu dieser Vergleichsansicht

Beide Seiten der vorigen RevisionVorhergehende Überarbeitung
Nächste Überarbeitung
Vorhergehende Überarbeitung
tell_me_why [2021/06/10 13:03] – [4. OVERALL IMPRESSION] narnold1tell_me_why [2021/06/10 13:06] (aktuell) narnold1
Zeile 1: Zeile 1:
 ====== tell_me_why ====== ====== tell_me_why ======
  
-{{::tell_me_why_title.png?400}}+{{::tell_me_why_title.png?600}}
  
 | **GENRE**  | **NARRATIVE ADVENTURE**  | | **GENRE**  | **NARRATIVE ADVENTURE**  |
Zeile 30: Zeile 30:
 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 =====
Zeile 41: Zeile 40:
 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 =====
Zeile 54: Zeile 52:
 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 ======
/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/tell_me_why.1623322988.txt.gz · Zuletzt geändert: von narnold1