Task 1 Audio in Games

Audio is an important aspect in gaming it allows the player to be set in a specific mood appropriate to a situation. They can also portray a specific theme within a game. I’ll be looking at two games of different genres and how audio effects the gameplay.

Professor Layton and Pandora’s Box:

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The Professor Layton series has been known for its select few soundtracks that mark different parts of the games. Whether it be signifying parts of the story or gameplay.

Firstly, the music usually consisting of classical as a form of non-diegetic sound played in the game. Usually giving creating a calm or cheerful atmosphere consisting of high-frequency instruments such as violins or flutes or even an accordion.

However, the soundtracks can switch when the events of the story have changed such as when the antagonist, Anton Herzen, appears or the protagonist, Professor Layton, is stuck or lost. Usually, the music reverbing and being of a lower frequency to give a tense vibe as of the odd tone. Some examples of these songs are:

  • PL&P’sB – Dropstone
  • PL&P’sB – Dignity of a Castle

Secondly, another piece of audio would be the sound effects of the game such as various pitches or patterned “bloop” noises when selecting objects or options within a puzzle. An unusual noise yet soft and calm to allow the player to think about the puzzle with ease.

More iconic is the correct sequence. In the game after you’ve chosen an answer to a puzzle, there a sequence of a clock ticking with each tick the protagonist will appear on screen as if they too are thinking if the answer. Depending on your answer, after the sequence, cheerful or sadden music will play to give this sense of victory or failure. This was so Iconic as most players become nervous or excited during the sequence, desperate to know if their answer is correct.

Thirdly, the voice dialogue is a piece of diegetic audio used in the game as due to their playing a lot of reading. To add more impact on the player, they made important dialogue be voiced by various actors as for the player to listen carefully to the story. This also gives the impression that these characters are more than a 2D Sprite onscreen and that the story has more impact on the player due to its mild realism of the character’s attitudes to a situation. Also to note, characters speak in different pitches depending on their design and personality.

For example, The antagonist had lost his fiancee many years ago but had no idea of it. Hearing this character going from bringing enraged at Professor Layton then to sounding heartbroken at the realisation he lost someone dear to him, you tend to sympathise with Anton Herzen.

Amnesia: Dark Descent

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Amnesia: Dark descent’s audio is rather unsettling to keep its players on edge at all times, using both sudden and droning audio as a way to create the unnerving atmosphere.

Firstly, the soundtracks in the game are mostly ambience, 15 tracks of droning instruments such as low-frequency instruments such as basses and drums. The soundtracks also include wind like noise and a disembodied choir of voices.

However, there is some moment is tracks were loud shrieks of violins play, this is most likely due to the high frequency being rather unsettling and making the player anxious while playing. Additionally, this is very fitting to the dark presentation of the game.

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Secondly, the audio of the enemies, also known as “the gatherers”, these enemies make very disturbing noises such as distorted growls and gargles with a lot of reverb which is very fitting to their grotesque and deformed designs. Most of the noises are exaggerated noises created by a voice actor to give the idea of the monsters being somewhat human.

There also an iconic sound of a shriek that plays when an enemy has spotted you, usually become quieter the further you are away from the enemy. This, of course, gives a sense of panic and danger as it can be a very sudden noise to the player.

Thirdly, There is some voiced dialogue when you pick up specific notes, the voice actors are what build the game’s story as you read about Daniel’s (the protagonist) memories on how he ended up at Brennenburg Castle and what is to follow as you progress. Leaving the player with a sense of wonder as they attempt to find out about more of the story. Daniel’s voice actor always sounds slightly distressed as to exaggerate the severity of the situation. They also like to add reverb to his voice as to emphasize the idea that the notes were made in the pasts and that specific parts are important.

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2 thoughts on “Task 1 Audio in Games

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    On Mon, Dec 10, 2018 at 8:06 PM Hollie Hurwood’s Game Design course work wrote:

    > Hollie posted: “Audio is an important aspect in gaming it allows the > player to be set in a specific mood appropriate to a situation. They can > also portray a specific theme within a game. I’ll be looking at two games > of different genres and how audio effects the gameplay.” >

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