Games and Sound

Bio-Shock

I have become a huge console gamer. This could be a response to the demand of upgrades on a PC to keep in the game, or could have to do with the fact that I spend enough time on my PC already; I don't need to be on it for leisure as well. Anyways ? I own a 360, and bought it with the sole purpose of playing BioShock. It looked creepy and the behind the game seemed very interesting. I thought gWhy Not', paid my $60 of student loan money, and got playing straight away.

The game was intense, really good graphics and art (I suspect the concept art might have actually induced nightmares for some people), design elements were awesome, game play was pretty smooth and rarely was I left thinking - "WTF am I supposed to do (I'll get to afro samurai later)"? The icing on the cake was the amazing sound design. Just about everything in the game sounded fresh, real, and alive all at the same time. The NPC's had lots of dialog to ramble about, madly in the halls while sniffing me out from wherever I was hiding. Further I enjoyed how the game actually used sound. The tape recorders found throughout the game did a superb job of creeping me out, partially because of the processing, partly because of the content in the recordings - but generally as a whole - this sound element added to the game in a very smooth way. If anyone would like to share with me for a minute, the recording from the mad plastic surgeon trying to operate GOD into his unsuspecting patientsc eek. This happening while standing in his laboratory, just after experiencing his intro, the fight etc, standing above a cadaver, hearing that patients experience before her demise. This experience would not have been the same if all these elements didn't come together. Good job BioShock. This is one of many examples of how the game used sound.

 

Unfortunately it was not all cake and crumpets. While the sound design was awesome - especially the many sounds of water, which never got repetitive or boring, the implementation was less then savory. A few elements were okay - the "charge" aspect of guns (how the sound changed from normal, to charging, to firing, recoil etc) was all right, as was the sound implementation of the hacking segments. Unfortunately, in my opinion, the mixer sucked, or was at least drunk on the job. I don't know how many times in the game I was low on ammo, health, and balls - and was convinced there was 2/3 baddies on the other of a door - I could hear them nattering away, talking about me, taunting me. I finally gather the courage, and decide to bust in dirty harry style, to find that the room is empty. What we have here is shite implementation. The mixer was either confused or decided to mess with me, one of the two - either way, personally, I found myself again inspired to go have a smoke, water my plants etc.

 

Finally, lets get on to something a little more recent:

 

 

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