transistor
Unterschiede
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Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung | ||
transistor [2024/06/13 09:31] – 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 RPG. You play as Red, a former singer carrying the Transistor, a sword-like device. You make your way through the city of Cloudbank, fighting waves of enemies called "the Process" | + | {{youtube> |
- | The gameplay revolves around the Transistor and its powers : the Transistor can perform up to four actions, which can all be customized by the player using chips. The Transistor also allows Red to enter TURN() mode, a state in which time is frozen and the player can plan out a certain amount of actions that will be rapidly performed afterwards. TURN() has a cooldown that last longer the more actions you performed during whilst in it. | + | |
- | The Process is comprised of a large variety of enemies, each having their own quirks and stats that work together to create puzzle-like encounters. | + | ==== 1.3 Gameplay ==== |
- | As the game progresses, the player will find more chips they can mix and combine to increase their power or switch up their strategy. | + | |
+ | Transistor is a top-down, action-strategy RPG. You play as Red, a former singer carrying the Transistor, a sword-like device. You make your way through the city of Cloudbank, fighting waves of enemies called "the Process" | ||
===== 2. SOUNDS INTEGRATION ===== | ===== 2. SOUNDS INTEGRATION ===== | ||
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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. Finally, Transistor features an extended collection of sfx that convey important gameplay information : 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 quieter and an extra humming melody starts playing. Transistor also features evolving boss music, amping up tension until the very end of hard encounters. | ||
+ | |||
+ | ==== 2.4 Sound Bank ==== | ||
+ | |||
+ | | Chip SFX 1 | {{ :: | ||
+ | | Chip SFX 2 | {{ :: | ||
+ | | Chip SFX 3 | {{ :: | ||
+ | | Chip SFX 4 | {{ :: | ||
+ | |||
- | 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. | ||
- | === 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 starts playing. | ||
- | Transistor also features evolving boss music, amping up tension until the very end of hard encounters. | ||
===== 3. SUBJECTIVE EXPERIENCE ===== | ===== 3. SUBJECTIVE EXPERIENCE ===== | ||
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==== 3.1 Sound as a Guide ==== | ==== 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. | + | 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. |
- | 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 ==== | ==== 3.2 Sound as a Reward ==== | ||
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===== 4. COMPARAISON with The Binding of Isaac ===== | ===== 4. COMPARAISON with The Binding of Isaac ===== | ||
+ | |||
+ | [[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. | ||
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