Papa Sangre

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List of identified patterns

Achievement , Acoustic Ecology , Aesthetics , Ambiance , Anticipation , Awareness , Beacon Locator , Breath , Character Soundprint , Consequent Sound , Cutscenes , Death , Dialogue , Directionality , Emotional Script , Engagement , Foley , Footsteps , Grunts , Helper Voice , In-game Feedback , Menus , Music , Narrative , Narrator , No Can Do , Radio , R-A-E-D Iterations , Seeking for PC , Shout and Yell , Signature , Sound Decoys , Sound Effects , Stealth , Unaware NPC , Variety .


Anticipation: Papa Sangre takes profit of the fact that players are not in full control of their abilities to force risk behaviour and to deal with the uncertainty of the respective consequence.
Beacon Locator: Beacon Locators are consistently explored in this game's gameplay.
Breath: Breath helps to characterize the pace (running, instead of walking) and provides one more element to give existence to a character who the player never sees.
Character Soundprint: In a game where there is no visual perception of the characters, their soundprints are crucial to establish their existence and to grasp their actions and attitudes at any particular instant. That applies to both the NPC and the PC.
Death: The tension maintained during the gameplay and the embodied violence of the attack make Death an emotionally intense experience.
Directionality: Practicing the skill of facing a particular direction (only through sound), which is crucial for the gameplay.
Footsteps: The sound of the Footsteps is in the core of the gameplay in Papa Sangre. The player needs to avoid that the opponents detect the PC's Footsteps. The sound of the Footsteps put yet another challenge to the player: hearing the environment while walking/running (specially when stopping is not an option).
Grunts: A Grunt (accompanied by a subtle Sound Effect of Failure) reveals that the PC tripped.
Helper Voice: In the beginning of the game, "a fluttery watery thing" presents itself as someone the player cannot see but who is there to help.
R-A-E-D Iterations: A three-phase sequence is perceptible. What is more, if we opt to interpret that there is never exactly an Engagement – in this game the actual Engagement is equal to Death – but instead a possible second degree of Anticipation (of getting caught, once spotted and if not able to outrun the pursuer), then the sequence is more like: "... → Relaxation → Anticipation → Decay → Relaxation → Anticipation → Decay → Relaxation → ...".
Sound Decoys: In this particular level, noisy chicken may be released to divert the opponents from the PC's position and Footstep sounds. In other levels the PC's own Footsteps can be used to lure an opponent away from a position that needs to be visited (as the Helper Voice suggests).
Sound Effects: Notice the explanation: "That sparkle sound is the sound of the light".