I've been
doing game audio all my professional life and can't imagine doing anything else.
31 % of people reported earning between 25 % and 75 % of their income from game audio; 11 % reported earning 75 % or more of their income from non audio sources (a «day job») whom we (arbitrarily) designate as «people who
do game audio part time.»
Not exact matches
Viewing this as a launch year
game, it is harsh to dwell on the
games shortcomings (the
audio for gunfire is just awful, character models lack the shine as
do certain parts of the
game, slow down occurs when things get too hectic and it can be difficult to get into a
game online) when it is the first
game of the series, the first
game by the developer, and the first FPS
game for the Vita.
It features an interesting storyline that provides a great backdrop for a video
game, as well as some well -
done cutscenes and
audio.
* Commentary â $ cents Feature - length
audio commentary with Directors David Bowers and Sam Fell) * Featurettes o From Clay to CG: A Technical Journey o Jammy Dodger Fly - Thru o The Music of Flushed Away o Meet the Cast * Gallery o Animator's Gallery o Behind the Scenes Interactive Tour (Name TBD) * DVD - Rom o Learn to Draw Roddy o DWA Jukebox o Flushed Away Juke Box o Build - A-Slug o Set Top Games: A Maze of Pipes o Flushed Away Underground Adventure DVD - ROM
Game o Printables DVD - ROM Feature o 2 Animated Slug Songs («Pump It», and «I Don't Feel Like Dancing».)
Yes, the hide - and - seek multiplayer gameplay is alluring and incredibly immersive thanks to the graphics and well -
done audio presentation, but the amount of effort put into detailing the
game's back story and the «briefing» for each level makes me feel a plot - driven singleplayer component would have been well justified.
The extraordinary work that was
done in the different
game departments such as story telling,
audio, gameplay and graphics will keep me from sleeping at night and remembering it as a great experience.
While the
audio and visual design is solid, the
game does have an indie vibe to it (animation and enemy pathing aren't spectacular, and the 3D models are fairly basic).
In Ninja Castle, players use the controller to «swipe» throwing stars at ninjas, and when they
do, the GamePad uttered a «swiping» sound, while the TV had the regular
game audio.
Much like the rest of the
game, it's so simple and perfectly integrated that you almost don't notice it which is a prime example of why this
game so greatly designed in every aspect, especially in the
audio department.
The
game has an interesting soundtrack that probably doesn't quite fit the
game too well and it literally has not
audio dialogue so there's very little in the way of sound to review, you get the generic 2D crafting sound effects which are amusing however and
do contribute to the
game's humour a little, the gameplay itself is immersive enough that you can sink hours into the
game without realising it, though the menus can be a little tiresome to navigate as you have to open a close them to remove a misplaced item or constantly scroll through all the many different items and topics you can choose from.
From a technical standpoint, Tesla Vs. Lovecraft is a well - made
game that doesn't have any visual,
audio, or gameplay flaws.
Yes, Dolby Atmos for Headphones rendering will provide more accurate positional
audio to all 5.1 and 7.1
games and movies than
did earlier generations of headphones with Dolby technologies.
They remade the
game frame by frame with a new graphics engine to greatly increase the graphical quality of the
game like they
did with OOT3D but they aren't new
games, they didn't have to come up with a new story / gameplay / art style or even create a
game from scratch so in essence it is a port with enhanced graphics and
audio as well as 3D.
Nice to see this
game will likely have dual
audio for those of us who like to hear the
games native language, I don't buy
games like this if it's only available in English, not after the likes pandoras tower, arc rise fantasia, the last story etc, the voices in those
games was make or break for me, I really appreciated Platinum giving us the option in the Wonderful 101, and they'll most likely
do it with Bayonetta 2 as well, I don't know why Japanese
game developers or publishers (whoever makes the decision) can't just leave them in there as an option, it's not like they lose anything by
doing so, fyi, this
game looks AMAZING.
Deaf & Hard of Hearing
Gamers: The
game doesn't have any
audio cues of note.
While some glitches
did appear during gameplay — such as clipping into the side of a mountain, occasional and annoying
audio popping, and one complete
game crash about four hours into my adventure, no issues were so substantial that my experience was seriously hindered.
You also get some other extras like a complete
game guide,
audio commentaries and so on however these aren't anything a brief internet search couldn't provide so, whilst they're nice to have, I don't think they're essential.
Deaf & Hard of Hearing: While the
game features no important
audio cues that don't have visual accompaniment, it is a largely music - themed
game.
A
game's
audio should reflect the goal of the product; in this case, the battlefield sounds should dominate and that's precisely what they
do.
Looks basically like you
do all the work of editing / cover, then you campaign for votes, and maybe you'll win $ 1500 and they get to
do anything they want with it for two years, including ignoring it, or selling off all the foreign and
audio and movie / TV / video
game rights.
Other notable features include the addition of multiple profiles to get a custom experience depending on the person using the device, whispersync for
games and
audio books so you don't lose your progress between devices and more.
As an avid Kindle reader, who wants an e-reader that is light in weight (and always uses a leather cover when reading), who doesn't feel the need to take notes, make annotations and play
games on the Kindle, who prefers to read rather than listen to
audio text and who searches and downloads books from the web, then the Kindle 4 sounds absolutely perfect for me.
There are many interesting experiments going on with direct and social selling (I love Aer.io), new subscription models for libraries and individuals (particularly digital
audio), so I don't think the
game's over yet.
It handily runs the board
game apps that I prefer, gives me a great portable platform for
audio books and video, and will give me a good alternative for browsing the inter-webs when I don't care to lug my laptop around.
The
audio files carry some emotion but don't quite reach the heights of the
audio files found in
games like Gone Home.
Even while in the park, aside from the cutouts, the
games audio remains top - notch and
does not fail to deliver.
I see most people here don't get the idea of having both the original language and the dubbed
audio, but I suppose that is because there isn't anything foreign for you to watch besides Japanese Anime or Japanese
games, and even those are dubbed.
Sadly the rest of the
game's
audio doesn't hold up; the music barely manages to
do what it should, but you're not going to be humming it while making your breakfast the morning after finishing the
game, and the sound effects don't really
do the
game justice, either.
All the people saying that Nintendo is not with the times because they don't offer dual
audio... And I'm here wondering which
games DO offer i
DO offer it.
Obviously since this is a Ghost Recon headset it
did get considerable testing using Future Soldier, which is luckily a
game with great
audio, but it also got put through its paces with F1 2011, Battlefield 3, DiRT 3 and many more.
Of course, the
games themselves have a lot to
do with this as no headset can counteract poor
audio design and mixing.
Graphics are important, yet they
do constantly overshadow another aspect of
game design that holds arguably just as much power over your enjoyment of a good adventure; the
audio.
Considering how much time
does need to be spent on the gameplay above else, perhaps demanding such high standards of the
audio is stupid, especially when
gamers place far more emphasis on the graphics than the sound.
I don't think
game streaming will replace locally installed
games until the video /
audio quality and input lag are equal to locally installed
games.
The
games graphics don't quite manage to match up to the
audio (voice acting withstanding) quality of the
game.
As I mentioned when talking about the
game audio, sound is very important in Amy and that helps add a nice element to sneaking around as you don't just have to watch the enemy, but where you're putting your feet as well.
What
do you think it takes to be an
audio professional for video
games?
While we don't want to spoil the full track listing — it's best experienced in the context of the
game — the team thought it would be interesting to highlight their favorite tracks for the PlayStation community and give a little sample of the
audio fun awaiting in Hotline Miami 2: Wrong Number.
The
audio was an afterthought in this
game and really
do nt merit any rating.
Rarely
do you see
audio used in such a compelling way in
games.
Maybe on the next
game I'll try to spread the
audio work out rather, than
doing it in one swoop.»
The Load Times are a little strange because the
audio for the
game loads before the actual
game does on - screen, but otherwise, the Loading Sequences never take more than 10 - 20 seconds when you load a save or die and have to retry an area.
One can only
do so much to improve a
game's original visuals without completely redoing them though, which is easier and part of the approach Square Enix took with the
game's
audio.
I didn't mind these at first as they allowed players to keep playing while still experiencing the story, but they soon became annoying as the tapes overpower the
game audio, making it near impossible to hear what's going on around you, killing any real chance at a stealth run.
From an
audio perspective, Neil Davidge has
done decent job and while the musical direction is different from previous Halo
games, it's to be expected.
Aside from that and some decent 3D
audio, the
game doesn't really
do much with VR or motion controls.
Aside from that little quirk, the
audio part of the
game is top - notch and
does a great job of putting you in the action.
Aaron doesn't necessarily seek to champion one tier of
game audio work versus another, but he appreciates the nature of his current workflow.
Combining the
audio with the beautiful art - style of the
game does help to create a world that doesn't feel to distant from our own and one that you don't mind seeing over and over again as, depending on how often you die, you repeat each scene.