transistor
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Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung | ||
transistor [2024/06/13 09:40] – cgaspoz | transistor [2024/06/13 10:19] (aktuell) – cgaspoz | ||
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{{youtube> | {{youtube> | ||
- | ==== 1.3 Gameplay | + | ==== 1.3 Gameplay ==== |
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" | 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" | ||
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==== 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 environment : synths and heavy sound modulation are used in the vast majority of the game's sfx and music. Natural, unaltered sounds do exist and are made more important due to their rarity. The most prominent example being Red's singing, humming and various grunts. | 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, unaltered sounds do exist and are made more important due to their 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 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. | 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. | ||
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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. | 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. | ||
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+ | ==== 2.4 Sound Bank ==== | ||
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+ | | Chip SFX 1 | {{ :: | ||
+ | | Chip SFX 2 | {{ :: | ||
+ | | Chip SFX 3 | {{ :: | ||
+ | | Chip SFX 4 | {{ :: | ||
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===== 3. SUBJECTIVE EXPERIENCE ===== | ===== 3. SUBJECTIVE EXPERIENCE ===== | ||
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===== 4. COMPARAISON with The Binding of Isaac ===== | ===== 4. COMPARAISON with The Binding of Isaac ===== | ||
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+ | [[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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