Awesome sound design!

KwisatzHaderachKwisatzHaderach Join Date: 2012-02-06 Member: 143872Members, Reinforced - Shadow, WC 2013 - Supporter
<div class="IPBDescription">And music also!</div>As a late Beta joiner (found everything pre 224 unplayable) I'm still learning the basic ropes and am having a hard time appreciating the finer nuances of this game (metagame strategies and what not). Nevertheless I want to sing my praises about this game, so I'm reverbarated to superficialities; like sound design!
Honestly, this game has some of the most awesome and befitting sounds I've ever heard in any game! The distress beacon, when I hear it it makes me think "oh crap! Prepare for the onslaught...". The equivalent when playing alien is the merciless sound of dual miniguns shredding their way through some poor skulks flesh just around the corner... run!
But the best of all has got to be the powering up of a room. Whuuuuu (powering up), bling, bling... bling (lights being switched on). I just love that sound, it always feels like homecoming when playing marine. And the heavy metal hammer bashing down on that CC/hive when it's low on health! Really makes the adrenalin flow!
Music is spot on as well. Everytime a new round starts, it really eases you into the atmosphere of going into a battle of which you don't know the outcome.

Overall, thanks so much UWE for this AMAZING game (just can't believe such a small team can accomplish this) I hope you are rewarded appropriately (with other words, become millionaires:), and thanks everyone here for being such an awesome community and being so helpfull towards newcomers!

Comments

  • BrainmaggotBrainmaggot Join Date: 2012-09-03 Member: 157535Members
    I really enjoy the soundscape of NS2 as well.
    It truly sets the setting well!

    It's one of the very few games where I don't want to listen to my own music when I play it.
    That's big.
  • VolcanoVolcano Join Date: 2011-07-27 Member: 112496Members, Constellation
    Simon has done a brilliant job with all the sounds and the soundtrack sadly he doesn't get the attention he deserves
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    I agree with the quality of the sound production... however, this thread woke me to a pretty big bug bear I have with the game right now. Why does gunfire sound like it's suddenly behind a 5 foot wide wall of styrofoam when I round a corner a few paces away from the shooter? The sound engine could use some love to get these really nice sound effects hitting harder with their maximum impact.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    I agree with the quality of the sound production... however, this thread woke me to a pretty big bug bear I have with the game right now. Why does gunfire sound like it's suddenly behind a 5 foot wide wall of styrofoam when I round a corner a few paces away from the shooter? The sound engine could use some love to get these really nice sound effects hitting harder with their maximum impact.
  • ReubotReubot Join Date: 2012-10-15 Member: 162374Members
    I agree the soundscape is very... immersive! (sorry) Props to the sound designer!

    <!--quoteo(post=2004221:date=Nov 1 2012, 02:31 PM:name=Swiftspear)--><div class='quotetop'>QUOTE (Swiftspear @ Nov 1 2012, 02:31 PM) <a href="index.php?act=findpost&pid=2004221"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree with the quality of the sound production... however, this thread woke me to a pretty big bug bear I have with the game right now. Why does gunfire sound like it's suddenly behind a 5 foot wide wall of styrofoam when I round a corner a few paces away from the shooter? The sound engine could use some love to get these really nice sound effects hitting harder with their maximum impact.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The game is probably just checking if there's a wall between you and the sound source in addition to the distance. Calculating room reflections (with moving source and "microphone") in real time would bring any computer to it's knees. But I guess some kind of simpler algorithm could be devised which takes into account if the two rooms are connected.

    Not likely to happen though?, and frankly I don't find it bothering.
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