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File: 93f82183f395c40⋯.png (429.84 KB, 746x465, 746:465, a.PNG)

7aa2e2  No.16066819

How important is sound design and what games nailed it?

Also, had anyone ripped Old Hunters DLC sound files yet (or at least the Orphans)?

1d695e  No.16066830

Chibi-Robo has some cool sound effects. I can hear them now when I think about the game and I haven't played it in years.


871520  No.16066897

File: 8209c3e2d26c4aa⋯.mp4 (2.08 MB, 640x360, 16:9, Kitchen Nightmares sound e….mp4)

Sound is pretty important, its too bad noone ever focuses on it anymore, stealthgames and horror games used to make great use of sound, and other games had sound change based on the enviroment like if you were underwater, in a small space or in a huge space that could create echos


53994a  No.16066917

YouTube embed. Click thumbnail to play.

Sound design is a valuable source of information in first-person shooters because they let you know what is happening outside your field of vision, whereas third-person shooters can simply let you see more than what your character actually sees

Games like Thief, Rainbow Six Siege and Devil Daggers heavily rely on sound as a means of situational awareness, especially because in those games you're always getting surrounded on your flanks


f309c6  No.16066935

System Shock has uniquely identifiable idle cries for most enemies that help you know what to expect, and the music even changes to indicate the types of threats around.


cfc2c5  No.16066946

File: 1ce4d5b510c307a⋯.jpg (92.31 KB, 500x250, 2:1, 256985190_a6f168402b_z.jpg)

what would the worst sound designed game be like?


53994a  No.16066990

>>16066946

nuDoom

>have enemies spawn all around you, even outside your field of vision

>but then make sure that the cannon fodder enemy type which poses absolutely zero threat lets out a constant piercing shriek which dominates everything else in the sound mix

>make sure the music completely overshadows most of the sound effects in terms of sheer volume

>make sure the whole audio mix sounds like a live metal concert being played underwater

>slap reverb onto fucking everything, make it sound like the Bayformers movies

>provide no audio cues for enemy attacks, especially not for those outside your FoV

the sound design was especially shit in that game because it needed good sound design as you couldn't see all threats at any given moment

olDoom did have technically worse sound design, but there it didn't matter as much because the levels were nice enough to place all enemies inside your FoV instead of behind or around you, so you never had to rely on your ears as much




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