Celeste is a indie developed platformer.
The story talks about Madeline a young girl that
has decided she wants to climb the mount Celeste.
Little she knows the mountain hide some secrets and obstacles
that will change her forever. The player will proceed in the game by
climbing and jumping from platform to platform. The world is divided
in rooms, if the player dies he will be respawned at the start of
the room he was in.
All skills and movements are already given to the player at the start,
the challenge stays then in using them in new ways to surpass
more and more difficult obstacles.
Sound description
Celeste is a game that relies heavily on the anxiety and other emotions of the main character and this is mainly represented by the music that surrounds the gameplay.
We then have the sound effects and the environmental sounds that then help the gameplay and immersion in the game world.
The game is divided by chapters and so is the soundtrack, for each chapter there is one or more soundtrack that will guide the player though the gameplay.
Soundtrack
Prologue
Prologue
1. Forsaken City
First Steps
2. Old Site
Resurrection
Awake
3. Celestial Resort
Chacking In
Spirit Of Hospitality
Scattered And Lost
4. Golden Ridge
Golden
Anxiety
5. Mirror Temple
Quiet And Falling
In The Mirror
6. Reflection
Madeline And Theo
Starjump
Reflection
Confronting Myself
Little Goth
7. The Summit
Reach For The Summit
8. Core
Exhale
9. Farewell
Heart Of The Mountain
Music Loop Changing
Some soundtracks are composed by different loops that variates between themselves on depending on what is happening during the chapter.
Chapter 2: Old Site, Resurrection Loops Analysis
Chapter beginning
The music is calm introduces the player to the new environment.
Deeper in the chapter
The music become more present, but remains calm.
After the mirror
After a scene where a dark figure appears in the mirror the music becomes a bit distorted with a synth accent.
Just before the encounter
Just before the encounter with the figure the music fades out, this increase suspense and anticipate the following. The player knows that something is going to happen.
Dialogue
The music reappears but remains calm, more distorted, gives a feeling of danger and unknown.
Chaise
Here the music changes paste (highest bpm), it becomes faster and distorted.
End of the chapter
The music fades out leaving only a long distorted sound, the danger seems not imminent but still present. The final notes enfatises the drama of Madeline getting eaten by a monster and leaves only silence.
Character movement and feedback
Movement
Sound
Sound Variations
Walk
Jump
Dash
Climb
Death
Respawn
The respawn sound is the death sound played in reverse and faster.
Ambient sounds examples
Wind
Fire
Ambient sounds are barely noticeable and is possible to hear them practically only when the music stops or is really low. This helps the player feel the silence when the music fades out and the lack of it emphasizes the sounds that surround the player and his actions.
The feeling that is created is really of silence even without complete silence.
Interactable objects sounds examples
Moving Dash Platform
Gear Platform
Jump Pad
All objects that are intractable or moving makes really different and distinguible sounds.
The sound often plays only when the object moves or comes in contact with the player.
Collectibles
Touching the collectible
Touching a second collectible before collecting the first one
The sound is the same as the first one but the pitch higher.
Collecting
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