Shell-Shock Silence: Difference between revisions

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''[[Saving Private Ryan]]'' is arguably the [[Trope Codifier]].
 
Compare [[Thousand -Yard Stare]], the visual equivalent. See also [[Moment of Silence]].
 
Contrast [[Steel Ear Drums]]. If it happens in a video game, it's an example of an [[Interface Screw]].
{{examples|Examples:}}
 
== [[Film]] ==
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* Happens in the movie ''[[Sherlock Holmes (Film)|Sherlock Holmes]]'' after a warehouse explodes.
* Occurs during the Allied air attack at the beginning of ''Valkyrie''.
* Invoked in the BBC [[Docu Drama]] ''[[Krakatoa]]'', during the moment of the famous [http://en.[wikipedia.org/wiki/1883_eruption_of_Krakatoa:1883 eruption of Krakatoa#Climactic_phaseClimactic phase|loudest noise recorded in historic times]]. In the film, people kilometers away find themselves momentarily deafened with a ringing in their ears that gradually fades. In reality, the blast was heard as far away as Perth, Australia, 3500 km away. [http://www.youtube.com/watch?v=nPqOQVX1pXE Dramatization].
* Epically done in the 1985 Soviet war drama ''Come And See''. After our protagonist gets caught in a bomb raid, everything gets drowned out in a howl of tinnitus; it gets better, but it takes a full half hour for the sound to come back completely.
* Used in the ''[[Lord of the Rings]]: The Return of the King'' when a lightning strikes from the spire of Minas Morgul, everything goes quiet in the middle of the massive crack of thunder that accompanies it, indicating that it's so loud that the characters are briefly deafened by it.
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* Used extensively in the freeware game ''Soldat'', where every close grenade explosion, even if it's not deadly, will mute the sound for a few seconds.
* ''[[Battlefield (Video Game)|Battlefield 2]]'' plays this pretty straight. Being near anything explosive, be it grenades, C4 or even artillery or tanks firing their barrels (plus high-caliber gunfire from attack choppers and jets), players will literally lose game audio and ring for a few seconds (complete with visual dazing).
** A little awkwardly implemented in ''[[Battlefield Bad Company (Video Game)|Battlefield Bad Company]] 2'', at a distance tanks will make the standard bang sound effect that most players are familiar with, but up close it simulates this trope by muting all sounds when the turret gun fires, its a deep bass thump, followed by a ringing sound that fades as sound slowly returns. This is all nice and realistic except for the fact that you can hear the metal scraping of the loading system cycling, and the fact that you hear the initial explosion as the bass thump, as if you were deafened just before the shell is fired. In the PC version before some of the early patches its possible to stand at certain distance from a tank and hear both the [[Shell -Shock Silence]] sound effect and muting as well as the sound effect used at a distance.
* ''[[Metal Gear Solid 3]]'' and ''[[Metal Gear Solid 4]]'' started doing this with flashbangs, which will completely deafen players if they're caught in the blast. Averted with actual explosions, however.
** Much as the [[Call of Duty]] example above, an explosion close to you will make you walk a lot slower and the only thing you will hear is a strong low-key tinnitus briefly overlayed by a high-pitched one.
* In ''[[Resident Evil 5]]'', if you throw down a flash grenade too close to where you're at, Chris will end up stunning himself as well, with a brief moment of [[Shell -Shock Silence]] accompanying it.
* In ''[[Rift]]'', getting stunned will blur your screen and muffle sounds briefly.
* Flashbangs in ''[[Rainbow Six]]'' do this and temporarily blind the player, but not frag grenades, at least in the early games.
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[[Category:Sound FX Tropes]]
[[Category:Shell Shock Silence]]
[[Category:Trope]]