Bloodborne Father Gascoigne analysis

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Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games Game Title Bloodborne – Father Gascoigne cutscene Provide detailed descriptions from chosen examples of sounds that establish… Clearly state what production technique(s) you think have been used to create specific soundtrack elements Setting The setting is hard to place, but it sounds as if it’s in a wide open area with a bit of foliage for the wind to whistle through, and the ringing bell being as loud as it is narrows the location of the scene to a grassy area near a church, and the perfect place for this to make sense is a graveyard. The beast passing away there would also hold a powerful effect since it is dying in a graveyard, which is pretty self- explanatory. Mood The mood of the scene is an eerie horror since the music is the chiming of church bells and drawn out ringing noises, which are only accompanied by the sounds of the wind and the Father cutting apart one of the beasts. The chiming bells from the church echoing around make the sound seems very infected/changed, fitting in with the fact that we can see Father Gascoigne turning in front of us. The wind makes the place feel very cold since it is lingering and whistling as it travels, making it seem as if it carries a cold/heavy weight. The sound of the beast being cut apart by the Father just gives the area a sense of death and ending since something has just passed away that used to be human. The chiming of church bells could have been field recorded or processed with software. The ringing noises would have had to be software generated, as there isn’t really any way to recreate that with real things. The Father cutting apart the beast would most likely have been software generated, though it could have been done with the carcass of an animal in a Foley studio. Game genre The sound is very eerie due to the faint ringing and the wind blowing in the background, alluding to a horror game. The sound of splitting bones and flesh can be heard, along with the whistle of an axe being swung, making the game appear to be combat oriented. The chiming of church bells could have been field recorded or processed with software. The Father cutting apart the beast would most likely have been software generated, though it could have been done with the carcass of an animal in a Foley studio. Narrative The narration is done by Father Gascoigne himself, as that is who you will be fighting The speech would have been done with a voice

Transcript of Bloodborne Father Gascoigne analysis

Page 1: Bloodborne Father Gascoigne analysis

Salford City College Eccles Sixth Form Centre

BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games

Game Title Bloodborne – Father Gascoigne cutscene

Provide detailed descriptions from chosen examples of sounds that establish…

Clearly state what production technique(s) you think have been used to create specific soundtrack elements

Setting

The setting is hard to place, but it sounds as if it’s in a wide open area with a bit of foliage for the wind to whistle through, and the ringing bell being as loud as it is narrows the location of the scene to a grassy area near a church, and the perfect place for this to make sense is a graveyard. The beast passing away there would also hold a powerful effect since it is dying in a graveyard, which is pretty self-explanatory.

Mood

The mood of the scene is an eerie horror since the music is the chiming of church bells and drawn out ringing noises, which are only accompanied by the sounds of the wind and the Father cutting apart one of the beasts. The chiming bells from the church echoing around make the sound seems very infected/changed, fitting in with the fact that we can see Father Gascoigne turning in front of us. The wind makes the place feel very cold since it is lingering and whistling as it travels, making it seem as if it carries a cold/heavy weight. The sound of the beast being cut apart by the Father just gives the area a sense of death and ending since something has just passed away that used to be human.

The chiming of church bells could have been field recorded or processed with software. The ringing noises would have had to be software generated, as there isn’t really any way to recreate that with real things. The Father cutting apart the beast would most likely have been software generated, though it could have been done with the carcass of an animal in a Foley studio.

Game genre

The sound is very eerie due to the faint ringing and the wind blowing in the background, alluding to a horror game. The sound of splitting bones and flesh can be heard, along with the whistle of an axe being swung, making the game appear to be combat oriented.

The chiming of church bells could have been field recorded or processed with software. The Father cutting apart the beast would most likely have been software generated, though it could have been done with the carcass of an animal in a Foley studio.

Narrative The narration is done by Father Gascoigne himself, as that is who you will be fighting The speech would have been done with a voice

Page 2: Bloodborne Father Gascoigne analysis

Salford City College Eccles Sixth Form Centre

BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games

after the scene. He speaks with a raspy voice, overused and worn out. He says “…Beasts all over the shop…” referring to the plague that is destroying the city the game is based in; “…You’ll be one of them, sooner or later…” referring to the fact that even the hunters that were tasked with ending the plague are being infected as well (that means him); he then breathes in a very inhuman way, alluding to him turning into a beast as he speaks as a way of making the player aware of that.

actor, though I believe it would have been very taxing on a person to recreate the sound of the breath, so I believe that was created with software.