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IDProjectCategoryLast Update
0006954Valley 1SuggestionApr 3, 2012 9:42 am
ReporterBluddy Assigned ToPVega8  
Status consideringResolutionopen 
Product Version0.922 
Summary0006954: Improving audio experience
DescriptionThe game's great. Seriously. But I feel the audio could use some work. This has been mentioned in the forums already -- having creatures only emit sounds when they hit you is a little strange. But I think it's more than that -- it takes away from the immediacy of the environment. I'm totally ok with the game world being music dominated, mostly since the music's awesome. But there are creatures that really need ambient sounds.

BTW I'm not saying this should be done 1.0. I'm just bringing it to your attention.

Consider the lightning esper. Since it makes a lightning sound every time it shoots at you, it already has real 'presence'. You know it's there when it's just out of your sight, and it sounds like you're next to a lightning-infused being. It could maybe use some electrostatic crackle when you get really close, but it's still good. Now consider the rhino. He's running at you at full speed, but you don't even know he's there. He doesn't feel like the hulking beast he's supposed to be. He grunts when he hits you, and that's it. What should he sound like? How about the 'clomp clomp' of heavy feet racing towards you, getting stronger and stronger, informing you of the mass that's approaching you? Or the huffing and puffing of a big animal that's racing at full speed? I think that's part of the reason I don't like the charging foes -- you can't hear their presence. The eagle also should squawk before it reaches you, or just once in a while. And how about those silent skelebots? Shouldn't they sound something like the classic terminator/generic robot sound of motors moving punctuated by metal landing on ground? 'tshhhhh - thump, tshhhhh - thump'. It's especially egregious when the huge skelebot boss makes almost no sound, giving off no audio cue regarding his might. Even the clockwork probe could... sound like a clock? All these audio cues give you clues about your surroundings and enemies out of your sight. They already exist indirectly for some enemies -- specifically those that make sounds when they fire projectiles at you. But every enemy should have its presence felt this way IMO.

PC Damage sounds could stay as they are, but male/female/robot versions of grunts would be just as good, and would also make you more aware that you're taking damage. I keep having to remind myself that when I hear a sound, it means I'm taking damage. It's an unclear association.
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Internal WeightFeature Suggestion

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Issue History

Date Modified Username Field Change
Mar 30, 2012 2:13 pm Bluddy New Issue
Mar 30, 2012 2:25 pm tigersfan Internal Weight => Feature Suggestion
Mar 30, 2012 2:25 pm tigersfan Status new => considering
Apr 3, 2012 9:42 am tigersfan Assigned To => PVega8
Apr 14, 2014 9:28 am Chris_McElligottPark Category Suggestion - General Idea => Suggestion - General
Apr 14, 2014 9:30 am Chris_McElligottPark Category Suggestion - General => Suggestion