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The Aural Experience

 
 
All Acting Regiment
13:18 / 03.07.05
In the earliest games, we made do with blips and bleeps; now, we have MP3 soundtracks to rival DVDs, and incidental sounds recorded from real life.

How important is this to you? Do you feel that a sound "rewards" you for completing an action in-game (say, for example, shooting a weapon or revving up)? Is it neccesary for suspension of disbeleif?

In terms of music, can a good soundtrack make or break a game? Are there any games where you fought the soundtrack was good in it's own right?
 
 
netbanshee
15:34 / 03.07.05
Sound is by all means an important element to games. I've done a bit of interactive art over the years and there's a big difference in the feel of a project when the appropriate sound is dropped in and mated to the piece. Some things go flat without the right sound either, whether it's for user feedback or a backdrop to the task.

The first games that come to my mind when thinking of excellent use of audio are the Silent Hill series, Ico, Katamari Damacy and Wipeout 3 as well as a decent amount of Megadrive and NES games.

Silent Hill and Ico both have some of the best backdrop audio I've ever heard. In fact, if you get a chance, you can score the OSTs for the games if you do a bit of googling. They give the action meaning and put you into the environment... whether you're running away from dog creatures down a narrow hallway or crossing an old, huge stone bridge over a wide expanse of land.

Katamari and Wipeout's sound is treated more like stage track audio and is a mix of music that's enjoyable and entertaining inside and outside of the game. It goes with the gameplay well, but isn't trying to directly mimic the particular task at hand.

If you're interested in downloading sound libraries to games or want to hear what others have composed with them, I recommend going over to Overclocked Remix and take a look around. Good stuff when it's up...
 
 
All Acting Regiment
20:17 / 03.07.05
Quake was noted for having disturbing sounds when it first came out. All the audio was by NIN (hence the symbol on the nail crates). Indeed, the flying ghosts with their hisses are still unsettling. The music was also well worth a listen.
 
 
invisible_al
20:51 / 03.07.05
Some of the best games I've ever played were made by their use of sound. System Shock for example, on the CD version all of the clues as to whats happening come from people's recordings and in some cases transmissions as you desperately try to get to them and save them. And at the end of the first level when Shodan, the mad AI villian, addresses you directly for the first time it's amazing check it out(realaudio) [from the this archive of all the audio logs in the game].

Another game that comes to mind is the wonderful Little Big Adventure, (which is PC Zone's game classic this month). It was a cute isometric game but the music was properly sweeping and cinematic as well as being perfect world enhancing background music when it needed to be. Listen to some of it here. I still remember a sequence where after you've retrived a magic flute, a mystic rabbit plays it and makes 'flowers bloom in the desert', it was wonderful.
 
 
netbanshee
00:04 / 04.07.05
Wow.. that sample is off the hook.

Thinking of transmissions... that's another wonderful use of sound in the SH series. Static that would wane and grow on your radio gives you an indication of enemies that you're in close proximity to. Combining that with the background audio makes for quite an experience.

Another thing, dance, music and pattern-based games are all based on the use of sound... think of the range of experiences you get between Space Channel 5, Rez, Jet Set Radio, DDRMax and even Donkey Konga.
 
 
Tezcatlipoca
06:43 / 04.07.05
I think that games have now developed to such a level of sophistication that the question in this thread is largely rhetorical.

I'm a strong advocate of the psychology of sound, and use it almost constantly when running tabletop RPGs, and I think game designers have become - if not increasingly relient - certainly increasingly aware of the potential of intelligently used sound(s).

I also think that a big leap forward for game designers has been the introduction of 5.1, 6.1 and 7.1 cards and speaker systems, which have given them the chance to use all sorts of new tricks, as well as using it to give a sense of direction.

As somebody else said earlier, System Shock, and System Shock 2 (which, incidentally, is available for free download in its entirety from here) wouldn't have packed nearly as much punch if the recorded journals hadn't been present.
From the same studio, sadly now no longer, the Thief series also showed us how sound could not only be intelligently used, but in many cases had to be relied upon.

The same goes for sound effects. Standard effects (footsteps, gunfire, etc) aside, AvP would have seen me charging through with a brave heart if it hadn't been for that haunting bleep of the motion sensor, which pretty effectivly caused me to cower in a dark corner with the gamma up searching for incoming xenomorphs.
Another interesting use of sound is when entering BulletTime in the Max Payne series. There's something satisfying about having the sounds slow to half speed (well, alright, so it's a different sound set that's mimicking it, but you get the idea) as you leap sideways, your pistol giving of resonant, bass-filled explosions.

On the music side of things my opinion is a little more varied. On the one hand, especially if the music is minimalist, it helps to build certain cinematic tension. On the other, as in the case of Half Life 2 for example, I simply switched the music off for being too intrusive.
The one game type that's an exception to this is, I've found, my favourite kind of game: the slow empire building, god-game. Here I think music is absolutely necessary, not to really set the scene, but to prevent the player becoming bored during the hours of real-time micro management.
 
 
Axolotl
10:34 / 04.07.05
I have to agree with you Tez, the motion detector in "Aliens Versus Predator" took the fear to a whole new level which in turn made it stand out from other FPS. Definitely an prime example of sound in a game really adding to the experience.
Another example of this is pretty much every Star Wars game ever, once that theme starts up you can't help but get sucked into the game. I especially liked "X-Wing: Rebellion" for its nice use of the soundtrack.
 
 
nedrichards is confused
11:16 / 04.07.05
Sound is as critical in games as it is in film. Not the point of the medium, but a vital cueing and scene setting role. Quake has been justifiable mentioned upthread and I haven't played System Shock (downloading now) but to me Halo has the best sound design of any FPS I've played. Everything, from the banter to the soundtrack and positional sound really adds to the experience. There's just something about those grunts scattering scraming 'he's everywhere' over that overwrought soft rock guitar that really makes you feel like a superhero.

As for Driving Games, GTA has to be mentioned here. Without the radio stations you're just moving around in a load of pixels but the radio and especially the Talk Radio really tie in the over the top parody. Yet still and probably only through repetition of the early branches I still have 'Splash Wave' from Outrun as my ringtone. The lower difficulty of the majority modern games and the widespread rejection of the worst excesses of 'learning by dying' will probably mean that some types of sound are less ingrained into gamers. It was only when I played it on Donkey Konga that I realised how perfectly I knew the Mario Brothers tune for example.
 
 
All Acting Regiment
11:35 / 04.07.05
Definitely agree with Tez, about empire building games requiring a good musical backing. With good music, even watching your villagers chop trees becomes dramatic, and when there's a fight, it's almost like watching a film.

Which reminds me of when I fiddled Age Of Empires so as I could play my own CDs as a soundtrack; lots of free jazz noodling from Soft Machine lent a whole new level of agression to the proceedings.
 
 
Spatula Clarke
15:18 / 04.07.05
Burnout 2 uses its soundtrack in a really clever way. When you're racing the music is quite low down in the mix, audible but not given preference over the engine and ambient noise. When you finally gain and hit your boost, that music opens out and explodes, forcing home the sensation of speed. It works for so many reasons, but mainly because when you can only just hear it, it annoys you. You want to get to the point where you can use your vehicle’s boost and you want to chain those boosts together because the game suddenly becomes that much more enjoyable when the sound quality of the music improves. It’s an effect that was removed for the next game in the series and, as a result, made boosting far less entertaining.

On the subject of sound quality, part of what blew me away when I first played the Saturn version of Virtua Fighter was just how sharp the effects were. Hits cracked and whipped around the screen with a satisfying feeling of solidity, but blocked moves just resulted in a disappointingly dull thud. Again, the sound of success acted like a reward.

The best use of sound in any recent game, imo, is in Otogi 2. The music isn’t music so much as it’s abstract whistles, drums and bells. Helps to create a haunting, mythical, feudal Japan perfectly. Better than the music, though, is the original Japanese voice track. Compared to the English language option, it’s masterful. The English version features bog-standard booming demons and echo-treated ghosts. The Japanese vocal track doesn’t go for such obvious tricks. The voices of ghouls sound like eggs cracking. Demons are the opposite of what you’d expect – all the bass removed and the treble increased, with effects laid over the top that sound like paper sheets being torn. There’s one section of the story where a character gets taken over by a demon and, to illustrate it, they have that character’s voice slow down for a split second, like an audio tape getting chewed up in the machine. Just really imaginative little touches that add to the otherness. The sort of thing that you got in Spirited Away.

Equally, though, poor voice acting can lead to a game becoming less involving than it should be. Thief: Deadly Shadows continues the series’ tradition of great ambient sound, but the abysmal vocal work very nearly undoes all it all.

Legba: Which reminds me of when I fiddled Age Of Empires so as I could play my own CDs as a soundtrack; lots of free jazz noodling from Soft Machine lent a whole new level of agression to the proceedings.

I remember first hearing about how the Xbox was going to support custom soundtracks – games allowing you to select music that you’d ripped to the console’s hard drive – and worrying that it would lead to any easy way out for publishers. Instead of having to worry about getting somebody in to write and record the music for a game, they could just stick any old tat in, safe in the knowledge that the player would be replacing it with something of their own choosing anyway. Combine it with the increase in licensed soundtracks and prospects started to look even worse. That has come to pass in some cases – when it came to selecting the songs that’d make up the soundtrack to Burnout 3, it seems that EA used the old ‘names from a hat’ method, resulting in a bunch of tracks that were totally unsuitable – but, thankfully, hasn’t yet become the standard. Amped also went the licensed tracks route, but used the extra capacity offered by DVD to cover a huge number of musical bases and provided music that had obviously been hand-picked. Dead or Alive Volleyball had some of the most ridiculously upbeat, sugary pop around – including normally asinine nonsense from the likes of B*Witched, for Christ’s sake – and it worked to enhance the summery, holiday atmosphere fantastically. Alright, so in both cases I’ve moved on to playing them with my own selection of music – abstract, ambient stuff for Amped, random tracks ripped from those cheapo Trojan box sets for DoAXBV – but the point is that the official soundtracks work just as well. And every racing game around is improved immeasurably by having music from the Ridge Racer series as accompaniment.

Another thing, dance, music and pattern-based games are all based on the use of sound... think of the range of experiences you get between Space Channel 5, Rez, Jet Set Radio, DDRMax and even Donkey Konga.

There’s an entire thread to be had out of bemani games. I’ve been thinking of starting it for a while, but if you want to, then please do.
 
 
Tom Coates
10:07 / 06.07.05
I think one of the possibilities of audio in games is to give you an ambient sense of your surroundings that we take for granted in real life but is really hard to represent when you're accessing a world through a small, restricted screen.

That is to say, that we hear people creeping up behind us (or feel their presence in some way), or we turn to avoid a car that we've heard etc. Getting surround sound with games can really enhance the reality of the experience.
 
 
Spatula Clarke
00:06 / 07.07.05
Simple stereo sound can work wonders. I only just realised how much I rely on sound when I'm playing big team games online in Halo 2 - when you tend to stay on defence, being able to tell where the enemy are coming from and what weapons they're equipped with is a requirement, and as you're stuck inside and can't see them, all you've got to go on is the sound.
 
 
netbanshee
00:33 / 07.07.05
I was talking to a friend yesterday about this topic and he brought up the use of sound in the military sim, Battlefield 2. I was somewhat aware of the use of headsets in combat fps titles, but it never occurred to me how multi-tiered and deep the strategy can get in some multiplayer games.

Depending on your rank, you have the ability to communicate with different people in the unit. Commanding officers place squads in certain places by communicating positions to the squad leaders. Squad leaders relay the orders to men in their squad, keep communication open to the c.o.'s, and can order artillery strikes at targets in the match. Men in the squads can communicate with each other and speak to their squad leaders.

Sounds interesting enough for me to reconsider my general disinterest in fps and simulator titles.
 
  
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