transistor
Unterschiede
Hier werden die Unterschiede zwischen zwei Versionen angezeigt.
Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung | ||
transistor [2024/06/13 09:18] – 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 | + | | |
- | Release | + | | |
- | Platform | + | | |
- | Analysis | + | | |
- | ==== 1.2 gameplay description | + | ==== 1.2 Trailer |
- | Transistor is a top-down, action-strategy | + | {{youtube> |
- | The gameplay revolves around the transistor | + | |
- | The Process is comprised of a large variety of enemies, each having their own quirks and stats that work together to creating | + | ==== 1.3 Gameplay ==== |
- | As the game progresses, the player will find more chips to mix and combine to increase their power. | + | |
+ | Transistor is a top-down, action-strategy | ||
===== 2. SOUNDS INTEGRATION ===== | ===== 2. SOUNDS INTEGRATION ===== | ||
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=== 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 environment : synths and heavy sound modulation are used in the vast majority of the game's sfx and music. Natural, | + | 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, |
=== 2.1.2 Individuality === | === 2.1.2 Individuality === | ||
- | Individuality is showcased in various ways throughout the entire game. Sound-wise, players can start " | + | Individuality is showcased in various ways throughout the entire game. Sound-wise, players can start " |
- | === 2.2 informative sounds | + | ==== 2.2 Informative Sounds ==== |
- | 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 them. | + | 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 them. Finally, Transistor features an extended collection of sfx that convey important gameplay information : cooldown refilled, hurt sound, ability unavailable etc. |
- | Finally, Transistor features an extended collection of sfx to convey important gameplay information : cooldown refilled, hurt sound, ability unavailable etc. | + | |
- | === 2.3 conveying gameplay | + | ==== 2.3 Conveying Gameplay ==== |
- | The entire Soundscape changes when players enter TURN() mode : everything gets muffled, the music becomes quieter and an extra humming melody | + | The entire Soundscape changes when players enter TURN() mode : everything gets muffled, the music becomes quieter and an extra humming melody |
- | Transistor also features evolving boss music, amping up tension until the very end. | + | |
- | ===== 3. SUBJECTIVE EXPERIENCE ===== | + | ==== 2.4 Sound Bank ==== |
- | ==== 3.1 sound as a guide ==== | + | | Chip SFX 1 | {{ :: |
+ | | Chip SFX 2 | {{ :: | ||
+ | | Chip SFX 3 | {{ :: | ||
+ | | Chip SFX 4 | {{ :: | ||
- | There is a big mood switch in terms of sound between TURN() and normal gameplay. During normal play, the players have to react on the fly to enemies movement and attacks, leading to a more frenetic and impulsive gameplay. This completely shifts when they enter TURN(), as the world around them becomes frozen. Instead of quick reaction, TURN() rewards slow, methodical thinking, asking players to come up with a strategy. | ||
- | A muffled music and hummed melody guide 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 mentioned 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, | ||
- | ==== 3.3 sound as a narrative | + | |
+ | ===== 3. SUBJECTIVE EXPERIENCE ===== | ||
+ | |||
+ | ==== 3.1 Sound as a Guide ==== | ||
+ | |||
+ | There is a big mood switch in terms of sound between TURN() mode and normal gameplay. During normal play, the players have to react on the fly to enemies movement and attacks, leading to a more frenetic and impulsive gameplay. This completely shifts when they enter TURN() mode, as the world around them becomes frozen. Instead of quick reaction, TURN() mode rewards slow, methodical thinking, asking players to come up with a strategy that won't backfire once they get back to combat. A muffled music and hummed melody guide 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. | ||
+ | |||
+ | ==== 3.2 Sound as a Reward ==== | ||
+ | |||
+ | As mentioned before, TURN() mode 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, | ||
+ | |||
+ | ==== 3.3 Sound as a Narrative | ||
=== 3.3.1 Emotions === | === 3.3.1 Emotions === | ||
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=== 3.3.2 Corruption === | === 3.3.2 Corruption === | ||
- | The process | + | The Process |
=== 3.3.3 The Country === | === 3.3.3 The Country === | ||
- | On the other side we have the natural sounds : those closer to nature, 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. | + | 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. |
- | ===== 4. TBOI COMPARAISON ===== | + | ===== 4. COMPARAISON |
+ | |||
+ | [[binding_of_isaac|The Binding_of_Isaac by Faina Tatarenko]] | ||
As compared to Transistor in terms of combat, The Binding of Isaac fights are always real-time and for that reason more hectic. The sounds inform the player of what’s happening in the room and serve a more utilitarian function instead of Transistor’s “sound sequence as a reward” that plays at the end of the strategic TURN() mode. | As compared to Transistor in terms of combat, The Binding of Isaac fights are always real-time and for that reason more hectic. The sounds inform the player of what’s happening in the room and serve a more utilitarian function instead of Transistor’s “sound sequence as a reward” that plays at the end of the strategic TURN() mode. | ||
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In a sense, Transistor’s soundtrack is more unified and immersive, while The Binding of Isaac’s is patchworked and all over the place. | In a sense, Transistor’s soundtrack is more unified and immersive, while The Binding of Isaac’s is patchworked and all over the place. | ||
+ | |||
+ |
/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/transistor.1718263090.txt.gz · Zuletzt geändert: 2024/06/13 09:18 von cgaspoz