《刺客信条》中音乐的时间中断

The Soundtrack Pub Date : 2020-08-01 DOI:10.1386/ts_00005_1
Stephanie Lind
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引用次数: 0

摘要

《刺客信条》系列视频游戏融入了现实世界的历史元素。虽然有些源自历史的音乐元素来源于游戏的时间和地理背景,但在该系列的第一款游戏《刺客信条1》(2007)中,这些历史片段被纳入了强调数字声音的现代音乐背景中。其效果是古代与现代的融合,反映了游戏的情节。这种全新的时间旅行叙事方式给玩家造成了脱节,并通过情节、视觉扭曲和声音/音乐效果等多种方式扰乱了游戏。在音乐上,中断会引起玩家听觉上的不适,这模仿了游戏叙述的某些方面,如主角的身体痛苦。为了更好地理解这些组件之间的相互关系,本文使用图形转录将音乐,视觉和叙事功能分类为小说,界面和超视觉/高超音速组件。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Music as temporal disruption in Assassin’s Creed
The Assassin’s Creed video game series incorporates real-world historical elements. While some historically derived musical elements are referenced from the time period and geographic setting of the game, in the first game of the series, Assassin’s Creed 1 (2007), these historical snippets are subsumed within a modern musical setting emphasizing digital sound. The effect is a bleeding-over of ancient with modern that mirrors the plot of the game. This new spin on the time travel narrative creates a disconnect for the player and invokes disruption in a number of ways: through plots, visual distortions and sound/music effects. Musically, disruptions invoke a sense of aural discomfort in the player, which mimics aspects of the game narrative such as the protagonist’s physical distress. In order to better understand the interrelationship between these components, this article uses graphic transcriptions to categorize the musical, visual and narrative functions into fiction, interface and hypervisual/hypersonic components.
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