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the_last_of_us_part_ii [2022/06/10 11:55] jmerchiethe_last_of_us_part_ii [2022/06/10 13:50] (aktuell) – [Infected] jmerchie
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 There are different stages of the **//Cordyceps// brain infection** (abbreviated as **CBI**) and they got categorized into different enemy types. Each one has its distinct attributes and behavior, which also get represented in the sounds they make. There are different stages of the **//Cordyceps// brain infection** (abbreviated as **CBI**) and they got categorized into different enemy types. Each one has its distinct attributes and behavior, which also get represented in the sounds they make.
  
-**Runner**\\ The earlier stage CBI infection. The sounds they make still sound like coming from a human, and the difference of male and female specimen is quite audible.+**Runner**\\ The earlier stage of the CBI infection. The sounds they make still sound like coming from a human, and the difference of male and female specimen is quite audible.
  
 {{ :tloup2_runner_female.jpg?600&direct |}} {{ :tloup2_runner_female.jpg?600&direct |}}
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 ===== 3. Comparison ===== ===== 3. Comparison =====
  
-The sound design of the first game was already great and fitting, so they fully embraced it with the second one and managed to push the realism and attention to detail of the whole game, together with the sound, to another level altogether. The general quality got increased, and especially the variety in sounds for slightly different situations got raised dramatically. Also because the animation work was pushed hard for Part II and with it the detail in the sound. In both games, it's apparent that the sound already played a substantial part in development from the beginning, visible in enemy and gameplay design. In The Last of Us Part II, quite a lot of character animations are driven by the sound. Like the whole breathing system, which reacts to how much energy the character is using (long sprinting, climbing, close combat etc.), how badly injured she is, or to things like height if the character has [[https://en.m.wikipedia.org/wiki/Acrophobia|acrophobia]]. These can drive facial or shoulder and arm animations.+The difference between The Last of us and The Last of Us Part II are stylistically not that big. The biggest differences are the quality and variety of the sounds. The sound design of the first game was already great and fitting, so they fully embraced it with the second one and managed to push the realism and attention to detail of the whole game, together with the sound, to another level altogether. The general quality got increased, and especially the variety in sounds for slightly different situations got raised dramatically. Also because the animation work was pushed hard for Part II and with it the detail in the sound. In both games, it's apparent that the sound already played a substantial part in development from the beginning, visible in enemy and gameplay design. In The Last of Us Part II, quite a lot of character animations are driven by the sound. Like the whole breathing system, which reacts to how much energy the character is using (long sprinting, climbing, close combat etc.), how badly injured she is, or to things like height if the character has [[https://en.m.wikipedia.org/wiki/Acrophobia|acrophobia]]. These can drive facial or shoulder and arm animations.
/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/the_last_of_us_part_ii.1654854925.txt.gz · Zuletzt geändert: von jmerchie