|| The card's front face
|| The card's back face
|Actual radio receivers with relevant emission.
Narrative , Helper Voice , Awareness , Diegetic Music .
May relate to:
Sound Suppressing , Stealth .
Radio devices present disparate solutions to offer audio stimuli inside the game world (i.e., in a diegetic way).
It is fairly common to come across Radios in open-world games. Clearly, the inclusion of these objects in the game world is a sound design decision.
Radios may only convey Diegetic Music but many times they serve the Narrative, or act as Helper Voice by providing information relevant to the gameplay. There are also cases of Radios playing a role during Stealth performance.
Radios are related but different from Recordings. The latter usually presents scattered and anachronical pieces of past testimonies, and serves distinct purposes.
[show less examples...] Commandos BCD:
A radio-like device being used as a Sound Decoy
Dead to Rights: Retribution:
The news contribute with a bit of Narrative
Tomb Raider Legend:
Lara is wearing a communicator (Helper Voice
). The opponent is also using a walkie-talkie (Unaware NPC
Grand Theft Auto IV:
contributes in a naturalist manner with Music
) that completes the Acoustic Ecology
. Cars are also equipped with Radio
and it is possible to change station.
Radio in Silent Hill, Silent Hill Wiki.
In Silent Hill: Homecoming (a newer instalment in the series) the radio is actually a radio transceiver (walkie-talkie) .