Sound Research WIKINDX |
Resource type: Web Article BibTeX citation key: Carr2003 Email resource to friend View all bibliographic details |
Categories: General Keywords: Genre, Illusion, Sonic Narrative Creators: Carr Collection: Game Studies |
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Abstract |
Both Planescape Torment (Interplay 1999) and Silent Hill (Konami 1999) feature zombie assailants, violent confrontation, exploration, peril and death. But Planescape Torment and Silent Hill belong to different genres, and they employ different strategies in their bid to generate generically appropriate affect. Planescape Torment offers its players intersecting worlds, bizarre creatures, amnesia, gore and questing. It's a fantasy roleplaying game (RPG), and its meandering structure enhances its capacity to honour its generic roots. Silent Hill is a 3D survival horror game. The success of the Silent Hill series is a result of its capacity to frighten its users. Each of these games uses a navigational orientation that aids and abets its generic intent; each proposes goals and gameplay that nurtures a particular affect. The avatars, Harry in Silent Hill, and The Nameless One in Planescape Torment, perform differently for their players, and the relationship of each avatar to the worlds they infiltrate on our behalf is another factor to consider in relation to the games' generic intentions. Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard |
Notes |
pp.11
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard |
Quotes |
Quoting Jonathan Ree: "the spatial indeterminancy of sound means that auditory illusion can be even more disconcerting than either optical or visual onces". Added by: Mark Grimshaw-Aagaard |