Games in Analysis

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List of Games from which examples were collect

We found and included in the patterns' examples at least one sound design exploration from the following games:
Afrika, Angry Birds, Aquaria, Assassin's Creed, Assassin's Creed 2, Beat Hazard, BioShock, Bit Trip Beat, Braid, Buzz!: Brain of the World, Call of Duty: World at War, Chime, Commandos: Beyond the Call of Duty, Crysis, Cut the Rope, Dead to Rights, Deadly Premonition, Demon's Souls, Devil's Tuning Fork, Disney Sing It: Family Hits, Ecco the Dolphin, Edge, Everyday Shooter, Fable III, Far Cry 2, flOw, Flower, Grand Theft Auto IV, Guitar Hero 5, Guitar Hero World Tour, Half-Life 2, Halo: Reach, Heavy Rain, I Love Katamari, Ice Age 3, Ico, iGadget, inFamous, Katamari Forever, Killzone 2, Lego Star Wars III: The Clone Wars, Limbo, LittleBigPlanet, LocoRoco, Max Payne, Metal Gear Solid 4: Guns of the Patriots, Mini Ninjas, Mirror's Edge, Need For Speed: Undercover, Pac-Man, Papa Sangre, Patapon, Peggle, Penumbra: Overture, pOnd, Portal, Red Dead Redemption, Rez HD, Rhythm Paradise, Rhythm Zone, Sam & Max 301: The Penal Zone, Shadow of the Colossus, Silent Hill, Silent Hill 2, Silent Hill Homecoming, SingStar Queen, SingStar Vol. 3, Sonic the Hedgehog, Spore, Spore Origins, Tap Tap Revenge 3, Tetris, The Binding of Isaac, The Elder Scrolls IV: Oblivion, The Graveyard, The Legend of Zelda: Ocarina of Time, The Misadventures of PB Winterbottom, The Path, Thief II: The Metal Age, Thief III: Deadly Shadows, Tom Clancy's EndWar, Tom Clancy's Splinter Cell Chaos Theory, Tomb Raider Legend, Tomb Raider Underworld, Uncharted 2: Among Thieves, Uncharted: Drake's Fortune, Wolfenstein 3D

For disparate reasons we did not yet produce the videos for the examples identified in these games:
Amnesia: The Dark Descent, Aquanaut's Holiday, Crysis 2, Dune 2000, Endless Ocean, Enemy Zero, Fear Effect, Gnilley, Journey, Mortal Kombat: Deception, Otocky, Super Mario, Super Mario 2, Zekkyo Senshi Sakebrain

Games fully presented

Amongst the games analyzed, we choose three to present in full extent: Half-Life 2, Papa Sangre, and Patapon. The exercise aims to expose – in the scope of each single game – the sound design patterns we had identified.

This selection is fairly diverse (though incomplete) in genre and platform:

  • Half-Life 2 is a first-person shooter, released for PC (MS Windows) (2004), Xbox (2005)/Xbox 360 (2007), PS3 (2007), Mac OS X (2010).
  • Papa Sangre is an audio first-person thriller, for iOS (iPhone/iPad) (2010).
  • Patapon mixes features of rhythm games and god games, for the PSP (2007).

Eventually this exercise may extend to other games we analyzed and/or to groups of games according to some criteria (e.g., genre).