That said, this is
the kind of sound effect and audio track you expect to find in every medium - quality game of this type and though I'm a fan of the genre, I could honestly go for something new (or some metal) right now as opposed to this very played out soundtrack.
Swords, bottles, planks of wood, and much more, offer an edge when the heavy enemies show up, or when the screen is utterly filled with baddies, with precisely
the kind of sound effects and rumble feedback expected from wielding them.
Not exact matches
It seems like that was
kind of the winner out
of all
of them and
sounds like it would be fairly easy to achieve the
effect.
i really enjoyed this game completed it like 4 times with the DLC i think i liked it more than the previous Mass
Effect's the only bad thing is that in PS3 sometimes the cinematics
kind of freeze and theres only
sound is really weird but other than that great game a must play for previous gen and in my opinion the best game series ever.
A
kind of low - level trickster god
of indie cinema himself, Waititi lets his film go a little crazy: He's outfitted it with garish colors and costumes and set designs, some not - entirely - perfect special
effects, and a synthesized Mark Mothersbaugh score that
sounds like it was lifted from an early period Jean - Claude Van Damme flick.
That's because much
of the «scare factor» comes from the visual imagery and atmospheric
sound effects for the
kind of hair - raising experience
of playing an interactive adventure game, a la «Myst» only a little darker in theme.
The audio track
sounds excellent, with an amazing balance between the surrounds as this film is filled with screams and demonic
effects of all
kinds.
However, on occasion Desplat adds electric guitars and industrial percussion to his ensemble and these produce a screechy, awkward
sound which has exactly the
kind of edgy
effect the composer was clearly trying to generate, but which certainly don't make very attractive listening.
There are many
kinds of audio that are used in e-learning — Narrations, Voice - overs,
Sound effects and even Music.
I think the only way to settle this is some
kind of three - way heavy - duty shootout complete with tumbling tumbleweeds, an Ennio Morricone soundtrack and that one red - tailed hawk
sound effect.
It has all
kinds of features like; a daily word count, type writer
sound effects, even timers and alarms.
You have to wonder then: if bread can have that
kind of effect on humans, do cats and bread really
sound like a good idea?
- a lot
of focus was put on
sound effects in order to immerse players in the world of Hyrule - the development team worked with Sound Racer, a studio specialized in sound effects - this studio also worked on Xenoblade Chronicles X - they recorded more than 10 000 different sounds for the game - the team used a school bag to simulate the sound of rubbing leather - for the sound of «normal» footsteps, they mixed various kinds of sands - for the sounds of equipment, they had to search for various materials and find ways to use them - they used an actual block of ice to recreate the sound of footsteps on ice - with the ice block, it always ended up melting, or getting cracks when the staff had to walk on it - Link's footsteps were made by a woman - depending on Link's actions and the equipment he's using / wearing, the recorded sounds were separated out individually - the volume is changed as needed to make a particular sound stand out - check out sound effect samples
sound effects in order to immerse players in the world
of Hyrule - the development team worked with
Sound Racer, a studio specialized in sound effects - this studio also worked on Xenoblade Chronicles X - they recorded more than 10 000 different sounds for the game - the team used a school bag to simulate the sound of rubbing leather - for the sound of «normal» footsteps, they mixed various kinds of sands - for the sounds of equipment, they had to search for various materials and find ways to use them - they used an actual block of ice to recreate the sound of footsteps on ice - with the ice block, it always ended up melting, or getting cracks when the staff had to walk on it - Link's footsteps were made by a woman - depending on Link's actions and the equipment he's using / wearing, the recorded sounds were separated out individually - the volume is changed as needed to make a particular sound stand out - check out sound effect samples
Sound Racer, a studio specialized in
sound effects - this studio also worked on Xenoblade Chronicles X - they recorded more than 10 000 different sounds for the game - the team used a school bag to simulate the sound of rubbing leather - for the sound of «normal» footsteps, they mixed various kinds of sands - for the sounds of equipment, they had to search for various materials and find ways to use them - they used an actual block of ice to recreate the sound of footsteps on ice - with the ice block, it always ended up melting, or getting cracks when the staff had to walk on it - Link's footsteps were made by a woman - depending on Link's actions and the equipment he's using / wearing, the recorded sounds were separated out individually - the volume is changed as needed to make a particular sound stand out - check out sound effect samples
sound effects - this studio also worked on Xenoblade Chronicles X - they recorded more than 10 000 different
sounds for the game - the team used a school bag to simulate the
sound of rubbing leather - for the sound of «normal» footsteps, they mixed various kinds of sands - for the sounds of equipment, they had to search for various materials and find ways to use them - they used an actual block of ice to recreate the sound of footsteps on ice - with the ice block, it always ended up melting, or getting cracks when the staff had to walk on it - Link's footsteps were made by a woman - depending on Link's actions and the equipment he's using / wearing, the recorded sounds were separated out individually - the volume is changed as needed to make a particular sound stand out - check out sound effect samples
sound of rubbing leather - for the
sound of «normal» footsteps, they mixed various kinds of sands - for the sounds of equipment, they had to search for various materials and find ways to use them - they used an actual block of ice to recreate the sound of footsteps on ice - with the ice block, it always ended up melting, or getting cracks when the staff had to walk on it - Link's footsteps were made by a woman - depending on Link's actions and the equipment he's using / wearing, the recorded sounds were separated out individually - the volume is changed as needed to make a particular sound stand out - check out sound effect samples
sound of «normal» footsteps, they mixed various
kinds of sands - for the
sounds of equipment, they had to search for various materials and find ways to use them - they used an actual block
of ice to recreate the
sound of footsteps on ice - with the ice block, it always ended up melting, or getting cracks when the staff had to walk on it - Link's footsteps were made by a woman - depending on Link's actions and the equipment he's using / wearing, the recorded sounds were separated out individually - the volume is changed as needed to make a particular sound stand out - check out sound effect samples
sound of footsteps on ice - with the ice block, it always ended up melting, or getting cracks when the staff had to walk on it - Link's footsteps were made by a woman - depending on Link's actions and the equipment he's using / wearing, the recorded
sounds were separated out individually - the volume is changed as needed to make a particular
sound stand out - check out sound effect samples
sound stand out - check out
sound effect samples
sound effect samples here
Aqua Panic is incredibly cute and the music and
sound effects offer that light - hearted
kind of feel.
I
kind of went through the NG3 review, and a lot about it
sounds like what should have been the Mass
Effect 3 review.
The
sound effects for the weapons are all pulled from the movies, so they work fine, but the original music and
sound clips are
kind of a bore.
Limited ammo, scary undead creatures with excellent
sound effects makes this game difficult to catch hold off; especially interacting with so many different
kinds of demons, fire spitting ghosts and normal infantry.
Despite being a standard clone, Tronic features a lot
of awesome
sound effects and music, multiple levels
of play, six different
kinds of racket, and a full - featured level editor.
I have only ever heard amazing things about this title, a Blade Runner-esque role - playing game; it
sounds like perfection to me,
kind of like a 16 - bit Mass
Effect.
The
sound of rain falling all around you, an arrow or bullet whizzing by your head, or the panning
effect of a jumbo jet flying over, these are the
kind of head - spinning, duck - for - cover audio experiences that create a more convincing audio experience.
The
kind of complexity hidden within a «simple» correlation can not normally be communicated or understood in simple
sound bites about cause and
effect.