transistor
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transistor [2024/06/13 09:01] – cgaspoz | transistor [2024/06/13 10:19] (aktuell) – cgaspoz | ||
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===== 1. GAME DESCRIPTION ===== | ===== 1. GAME DESCRIPTION ===== | ||
- | ==== 1.1 generic infos ==== | + | ==== 1.1 Generic Infos ==== |
- | Developer | + | | |
+ | | ^ Composer | Darren Korb | | ||
+ | | ^ Release | May 20, 2014 | | ||
+ | | ^ Platform | PS4, Windows, Linus, OS X, iOS, Nintendo Switch | | ||
+ | | ^ Analysis | Corentin Gaspoz | | ||
- | Composer | + | ==== 1.2 Trailer ==== |
- | Release | + | {{youtube> |
- | Platform | + | ==== 1.3 Gameplay ==== |
- | Analysis | + | Transistor is a top-down, action-strategy |
- | + | ||
- | ==== 1.2 gameplay description ==== | + | |
- | + | ||
- | Transistor is a top-down, action-strategy | + | |
- | + | ||
- | Transistor, a sword-like device. You make your way through the city of Cloudbank, fighting waves | + | |
- | + | ||
- | of enemies called "the Process" | + | |
- | + | ||
- | The gameplay revolves around the transistor | + | |
- | + | ||
- | actions, which can all be customized by the player using chips (CHECK NAME). The Transistor also | + | |
- | + | ||
- | allows Red to enter TURN() mode, a state in which time is frozen and the player can plan out | + | |
- | + | ||
- | a certain | + | |
- | + | ||
- | that last longer the more actions you performed during | + | |
- | + | ||
- | The Process is comprised of a large variety of enemies, each having their own quirks and stats that | + | |
- | + | ||
- | work together to creating | + | |
- | + | ||
- | As the game progresses, the player will find more chips to mix and combine to increase their power. | + | |
===== 2. SOUNDS INTEGRATION ===== | ===== 2. SOUNDS INTEGRATION ===== | ||
- | ==== 2.1 themes | + | ==== 2.1 Themes |
=== 2.1.1 Sci-fi vs Nature === | === 2.1.1 Sci-fi vs Nature === | ||
- | Transistor takes place in a futuristic city. The soundscape of the game reflects this | + | Transistor takes place in a futuristic city. The soundscape of the game reflects this environment : synths and heavy sound modulation are used in the vast majority of the game's sfx and music. Natural, |
- | + | ||
- | environment : synths and heavy sound modulation are used in the vast majority of the game's | + | |
- | + | ||
- | sfx and music. Natural, | + | |
- | + | ||
- | rarity. The most prominent example being Red's singing, humming and various grunts. | + | |
=== 2.1.2 Individuality === | === 2.1.2 Individuality === | ||
- | Individuality is showcased in various ways throughout the entire game. Sound-wise, players | + | Individuality is showcased in various ways throughout the entire game. Sound-wise, players |
- | can start " | + | ==== 2.2 Informative Sounds ==== |
- | by arranging different | + | Each chips have a distinct sound associated to it. Combining multiple chips will often produce a mix of those sounds when the corresponding action is performed. Enemies also have unique sound that help distinguish |
- | individuals. | + | ==== 2.3 Conveying Gameplay ==== |
- | === 2.2 informative sounds === | + | The entire Soundscape changes when players enter TURN() mode : everything gets muffled, the music becomes quieter and an extra humming melody starts playing. Transistor also features evolving boss music, amping up tension until the very end of hard encounters. |
- | Each chips have a distinct sound assiociated to it. Combining multiple chips will often | + | ==== 2.4 Sound Bank ==== |
- | produce a mix of those sounds when the corresponding action is performed. | + | | Chip SFX 1 | {{ :: |
+ | | Chip SFX 2 | {{ :: | ||
+ | | Chip SFX 3 | {{ :: | ||
+ | | Chip SFX 4 | {{ :: | ||
- | Enemies also have unique sound that help distinguish them. | ||
- | Finally, Transistor features an extended collection of sfx to convey important gameplay | ||
- | informations : cooldown refilled, hurt sound, ability unavailable etc. | ||
- | === 2.3 conveying gameplay === | ||
- | The entire Soundscape changes when players enter TURN() mode : everything gets muffled, | ||
- | |||
- | the music becomes quietter and an extra humming melody can be heared. | ||
- | |||
- | Transistor also features evolving boss music, amping up tension until the very end. | ||
===== 3. SUBJECTIVE EXPERIENCE ===== | ===== 3. SUBJECTIVE EXPERIENCE ===== | ||
- | ==== 3.1 sound as a guide ==== | + | ==== 3.1 Sound as a Guide ==== |
- | There is a big mood switch in terms of sound between TURN() and normal gameplay. During normal | + | There is a big mood switch in terms of sound between TURN() |
- | play, the players have to react on the fly to enemies movement and attacks, leading to a more | + | ==== 3.2 Sound as a Reward ==== |
- | frenetic and impulsive gameplay. This completely shifts when they enter TURN(), | + | As mentioned before, TURN() mode makes the entire soundscape softer. Upon exiting |
- | around them becomes frozen. Instead of quick reaction, TURN() rewards slow, methodical thinking, | + | ==== 3.3 Sound as a Narrative |
- | + | ||
- | asking players to come up with a strategy. | + | |
- | + | ||
- | Muffeling the music and adding a humming melody guides the players towards that mentality change : | + | |
- | + | ||
- | When the soundscape is sharper, they have to be quick. | + | |
- | + | ||
- | when the soundscape becomes softer, they need to take their time and think. | + | |
- | + | ||
- | xxx | + | |
- | + | ||
- | ==== 3.2 sound as a reward ==== | + | |
- | + | ||
- | As mentionned before, TURN() makes the entire soundscape softer. Upon exiting TURN() mode, Red will | + | |
- | + | ||
- | perform each action planned in quick succession whilst the game sounds become sharp again. Each | + | |
- | + | ||
- | action performed is also player-customized, | + | |
- | + | ||
- | burst of sound combination, | + | |
- | + | ||
- | emphasize the hits and play whatever the players " | + | |
- | + | ||
- | creativity in a concrete, hearable way. | + | |
- | + | ||
- | ==== 3.3 sound as a narrative | + | |
=== 3.3.1 Emotions === | === 3.3.1 Emotions === | ||
- | As Red is a silent protagonist, | + | As Red is a silent protagonist, |
- | + | ||
- | sword-boyfriend or the sounds and music. The most obvious instances of this are within | + | |
- | + | ||
- | custscenes | + | |
- | + | ||
- | at that current time. | + | |
=== 3.3.2 Corruption === | === 3.3.2 Corruption === | ||
- | The process | + | The Process |
- | + | ||
- | an entity has been corrupted by its power. A prime example of this is Sybil : her voice | + | |
- | + | ||
- | is almost incomprehensible once she's been taken over by the process. | + | |
- | + | ||
- | This soundscape is also an extension | + | |
- | + | ||
- | modulated. Narratively, | + | |
- | + | ||
- | will and was always meant to lead to the process | + | |
=== 3.3.3 The Country === | === 3.3.3 The Country === | ||
- | in the opposite direction | + | On the other side we have the natural sounds : those closer to reality, or to analogue instruments. They stand in direct opposition to the Process, depicting a clear "good vs evil" narrative. In the end, Red is given a choice and completely leaves behind the technologic part of the world, accepting that this is the only way things can get better. This leads to a final, triumphant vocal track. |
- | + | ||
- | instruments. They stand in direct opposition to the process, depicting a clear "good vs | + | |
- | evil" | + | ===== 4. COMPARAISON with The Binding of Isaac ===== |
- | techologic part of the world, accepting that this is the only way things can get better. | + | [[binding_of_isaac|The Binding_of_Isaac by Faina Tatarenko]] |
- | this leads to a final, triomphant vocal track. | + | As compared |
- | ===== 4. TBOI COMPARAISON ===== | + | As for the narrative function of sound, The Binding of Isaac and Transistor are similar yet different. Their soundtracks (both music and sound effects) create a unique atmosphere for every “level” or “zone”. However, Transistor has a more defined cyberpunk world/ |
- | ???? | + | In a sense, Transistor’s soundtrack is more unified and immersive, while The Binding of Isaac’s is patchworked and all over the place. |
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