Volleyball is a team game which has six players that play on either side of the net. A set of rules decide the score that each team is able to make against the other team. The game begins with a player from one team throwing the ball using hand or arm over the net so that the opposite team can receive it on their court.
Figure 12a shows the player-character, Claire, exploring a hallway in the opening sequences of the game.
There are no enemies, so non-diegetic music is silent. The next scene initiates an encounter with zombies Figure 12band enacts the standard danger state accompaniment of rhythmically intense music in a diminished or minor key.
In other words, the silence has replaced the safe state music, and the danger music is more intense than similar music in, say, Ocarina of Time. As is the case with horror films, the silence of the first scene puts the player on edge rather than reassuring him that there is no danger in the immediate environment, increasing the expectation that danger will soon appear.
The appearance of the danger is, therefore, heightened in intensity by way of its sudden intrusion into silence.
Silence versus "danger music" in Resident Evil: A Silent exploration B Dramatic zombie attack. These moments from the opening sequences of Resident Evil: The introductory full motion video FMV of Silent Hill provides the set-up for the story, which has to do with Harry Mason taking his daughter, Cheryl, on a vacation to the resort town of Silent Hill.
After a mysterious accident en route, Harry awakens to find himself alone in a mysteriously foggy and strangely abandoned Silent Hill with no sign of Cheryl.
The music is faint, atmospheric ambience barely above the clarity of white noise that matches the foggy streets with a "swooshing" sound or a low throb. Harry hears footsteps, and, in one of the eeriest sequences in any game, the player must follow a shadowy figure — who may or may not be Cheryl — who always stays just at the edge of vision.
The figure eventually leads Harry into an alley, which enacts the sequence of images and sound clips in Figures 13 to Further down the alley. Organ sound seems to trigger when Harry steps over puddle of blood. End of the alley.
Final sound clip from alley sequence. The grunting or wheezing sounds in the clip are produced by the child-like zombie-creatures. Finally, after passing by a few ominous hospital implements and discovering what appears to be a flayed and crucified human corpse, Harry is trapped inside a room with a pair of child-like, knife-wielding zombies.
The player has control over Harry, but since Harry has no weapons, he is powerless to fight back and can only run away from the creatures in a tight space. In a horrifying moment, the creatures attack and appear to chew on Harry, and the player must watch helplessly.
The anxiety of this moment is heightened by the gruesome visuals, the sound track and by the standard videogame trope of player-character death. The consequence or punishment in an adventure game for allowing the player-character to die is being forced to repeat material that has already been explored, and since the overarching, eponymous goal of survival horror is to survive, actual character death may only occur a handful of times throughout playing Silent Hill as opposed to the thousands of deaths that Mario or Link must endure to conquer their respective kingdoms.
The music that drives the growing terror of this alley sequence leads to an apparent death i. Harry is eventually equipped with weapons to fight against the various creatures that he will encounter as he proceeds through his quest to locate his daughter, but his most important tool is a "broken" radio that emits sound of a signature frequency whenever a monster is near.
The claustrophobic player perspective and ubiquitous fog or darkness make hearing this radio more important to successful game play than seeing. Since most of the enemies will approach from above or behind Harry, a player may not ever see certain enemies, and since the sounds appear gradually and swell to a crescendo as the monster gets nearer, the effect works on the same principle as the alley sequence in the opening of the game.
By combining conventions of both videogame and horror film, the designers of Silent Hill create an experience that is driven musically by the grotesque exaggeration of musical functions familiar from earlier videogames. Overall, the music in Silent Hill drives home the unique game play aspects that drive home its status as a classic Survival Horror title.
Conclusion In this essay, I have sought to explore various functions of videogame music in specific videogames, but these observations are aimed at only a few of potentially dozens of genres of games.
The use of music to characterize fictional spaces in game environments is obviously more relevant in games revolving around quest narratives and not as applicable for, say, Tetris The Sims. It may not be necessary to apply this framework, but understanding a game as a narrativised sequence of interactions lends itself to a cognitive model.
Identifying discrete functions of game music and sound as complimenting two distinct aspects of game play allows for an association of these functions with other approaches to game studies. Studying the reception of musical cues in relation to animation and tactile input demonstrates that — though videogames borrow from and adapt filmic musical practices — games rely on important cognitive associations between types of music and interpretations of causality, physicality and character.
Furthermore, the problems of identifying diegetic and non-diegetic music in videogames demonstrates the complexity of videogame space and its importance to the play experience and the involvement of the avatar and the player.
With these tools and the observations of Bowen, Paul Weir and others as a starting point, the study of music in videogames is off to a good start.a: a spherical or ovoid body used in a game or sport.
a tennis ball — used figuratively in phrases like the ball is in your court to indicate who has the responsibility or opportunity for further action.
I've been working with the materials of the Salem Witch Trials of for so long as an academic historian, it's not surprising when people ask me if I've seen the play or film The Crucible, and what I think of mtb15.com created works of art, inspired by actual events, for his own artistic/political intentions.
Definition of play written for English Language Learners from the Merriam-Webster Learner's Dictionary with audio pronunciations, usage examples, and count/noncount noun labels. Jan 08, · Buying a Powerball ticket isn't really about obtaining a tiny chance to win a huge amount of money.
Instead, it is a license to dream, says George Loewenstein. Introduction Basketball is a athletic sport, usually played on an indoor court in which two competing teams of five layers each attempt to score by throwing an inflated ball so that it descends through one of two baskets suspended, at each end of the court, above their heads.
Here is your short paragraph on My Favorite Game (Football)! Football is my favorite game because it is quite challenging and interesting game. I began to play football while I was 6 years old. Advertisements: Since then it has become my passion. It is also called “king sport” and is the most famous sport [ ].