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What did you think of the sound?


209 réponses à ce sujet

#51
harrier25699

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I agree, the OST I got with the CE edition is awesome and I listen to it on it's own like I would any other album. I noticed that even Clint Mansell was involved on a couple of the tracks! I would be hard pushed to pick a favorite, as they each now tie in emotionally with different parts of the game.

The redone weapons sounds are great, i immediately noticed them in the ME demo and thought they sounded fresh and meaty. I particularly like the detail on things like zooming with the javelin scope and the geth weapons in general. They have that geth flavour to them :)

The reaper growls and 'jericho' horns were very original and addcharacter to the reapers.

Modifié par harrier25699, 24 mars 2012 - 06:27 .


#52
xxskyshadowxx

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Falcon509 wrote...

I have to agree, the musical score, the foley sound work, and the weapons were all amazing. It created a truly immersive experience. I loved almost every second of the game, due in large part to the technical expertise of your team.

I'll give you a cookie if you can figure out what I didn't like though.



Posted Image?

#53
Chuvvy

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Sounded very good. The biotics and guns sounded allot more punchy.

#54
PeterG1

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Thanks for the insight, Rob. Very cool!

How many different scores and themes did you all play with before coming up with the final pieces (both music/themes from previous games and the new stuff composed for ME3)? Was it difficult mixing and matching different cues with the gameplay and story?

Also, any reason why you hired Clint Mansell to write just the one theme for the game? Did you only commission one from him or did he compose multiple and you decided to settle on the one? By the way, that's an excellent theme, really really great.

Thanks again for stopping by.

#55
SolidisusSnake1

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Sound was great, I specifically loved the Reapers sound, it's so loud and scary.


BRRRRRRMMMMMMM!!!!!

#56
XanderCz

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Rob Blake wrote...

Thanks for the kind words everyone, glad you noticed the audio! We put a huge amount of work into making the audio as deep and immerse as possible. I think it was a result of a lot of things, the technology was pretty mature and meant we weren't fighting against it the whole time. We're also pretty familiar with the tech now too, so we weren't learning it anymore... but rather pushing it to it's limits. I also think that we as an audio team have got a lot better at what we do too, we're always learning!

As for the volume being quiet. Yes, this is the case and was a deliberate decision. It's hard to explain without drawing diagrams and playing examples.. but basically most games are loud because they compress and crush the sound to make it really loud. This actually has a negative effect on the audio quality, but when compared side-to-side with a quieter sound people will prefer the loud one. This is why television adverts are always really loud, same for music. As people tend to not play games side to side, I thought it would be safe to make the audio of higher quality without heavy compression and for people to turn the sound up. For more reading, look up 'loudness wars' :)

As for the orchestral recordings of the music. We did a few pick up sessions with individual instruments and voices (for example, the Krogan female pieces) but on the whole the music is not live. We'd planned on recording live but it's so incredibly difficult to fit this into the schedule given the Mass Effect team's 'iterative' working style, the shifting schedules and various other stuff. We'd still love to do live recordings, but we value more the ability to modify music late in the process... and if recorded live this is obviously not an option. Some of the best musical moments in the game were crafted right at the end of production when the game has really taken shape. The DA team have used live recordings and they sound fantastic, but their development methodology is slightly different to ME... you have to do what suits each project.

Thanks again everyone!

R


Nice insight!

Could you tell us more about the process of making music for ME3, if you have any info on that? Specifically, how was it working with Clint Mansell? Did you have to teach him how games work differently than movies?

Thanks

P.S.: The sound was awesome, as many others have said.

#57
wasawsolos

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yeah the sound was fantastic. I especially loved the Reaper sound....that combination of bass and horns caused an eargasm more than once, especially through my surround system.

#58
Falcon509

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xxskyshadowxx wrote...

Falcon509 wrote...

I have to agree, the musical score, the foley sound work, and the weapons were all amazing. It created a truly immersive experience. I loved almost every second of the game, due in large part to the technical expertise of your team.

I'll give you a cookie if you can figure out what I didn't like though.



Posted Image?


Cookies for you! Sorry folks. All the cookies are gone now.

#59
pjotroos

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I loved the music, start to finish. The reaper sound (on the galaxy map) was genuinely frigthening. I don't remember much else of the game, sadly, but those two things stuck in my head.

Modifié par pjotroos, 24 mars 2012 - 06:26 .


#60
Allen Spellwaver

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The voice is a pretty awesome,much better than that piece of crap in Skyrim(I like other parts of the game...).
Some of the new music tracks are great,editing is decent as well. But using ME2 soundtrack repeatedly is kind of made me out of rage...
PS: why didn't they use Suicide Mission?

#61
Feraiin

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Yeah, the sounds were top-notch this time. I kinda preferred the Gun-sounds from ME2, they felt more like the guns really packed a punch, but that's just personal taste.

Reaper-growling has to be the scariest thing I've heard in a while!

#62
SoulDire

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I noticed the music, particularly the scene with Grunt holding off the Rachni, very moving stuff.

#63
Kilshrek

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I played mostly with headphones, because the sound came out way too soft on my laptop speakers. I appreciated the times when loud booms went off, sounded pretty good. I did have an issue with speech being cut off half way though. A slightly annoying issue if you wanted to listen to every conversation.

#64
xxskyshadowxx

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Falcon509 wrote...

xxskyshadowxx wrote...

Falcon509 wrote...

I have to agree, the musical score, the foley sound work, and the weapons were all amazing. It created a truly immersive experience. I loved almost every second of the game, due in large part to the technical expertise of your team.

I'll give you a cookie if you can figure out what I didn't like though.



Posted Image?


Cookies for you! Sorry folks. All the cookies are gone now.


*Runs and grabs a big 'ol glass of milk*

#65
Guest_Christoffee_*

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Esoretal wrote...

Sound was fantastic, music was fantastic.

Only complaint I would have is that the Reaper sound is SO LOUD when they come into the system while you're scanning. Scares the crap out of me, but I guess that's the point. XD



I know what you're saying. That first Reaper in Vancover nearly deafened me. And that loud explosion when the soldier's reporting from UK headquarters blew my ear off. The sound was immense. Loved it.

#66
DSDdirect

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Sound effects, soundtrack, and overall audio quality was superb! Especially the soundtrack, the piano bits during the scene with Grunt and when the Normandy left earth were perfect!

#67
Tiercel24

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Audio was awesome. Soundtrack is brilliant. Also loved the sound effects for the weapons. Especially the asari shotgun, the Disciple I believe. The biotics were awesome as well. First thing I noticed when I played, how much more visceral they sounded.

Modifié par Tiercel24, 24 mars 2012 - 06:36 .


#68
Dusty Arne

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Rob Blake wrote...

Thanks for the kind words everyone, glad you noticed the audio! We put a huge amount of work into making the audio as deep and immerse as possible. I think it was a result of a lot of things, the technology was pretty mature and meant we weren't fighting against it the whole time. We're also pretty familiar with the tech now too, so we weren't learning it anymore... but rather pushing it to it's limits. I also think that we as an audio team have got a lot better at what we do too, we're always learning!

As for the volume being quiet. Yes, this is the case and was a deliberate decision. It's hard to explain without drawing diagrams and playing examples.. but basically most games are loud because they compress and crush the sound to make it really loud. This actually has a negative effect on the audio quality, but when compared side-to-side with a quieter sound people will prefer the loud one. This is why television adverts are always really loud, same for music. As people tend to not play games side to side, I thought it would be safe to make the audio of higher quality without heavy compression and for people to turn the sound up. For more reading, look up 'loudness wars' :)

As for the orchestral recordings of the music. We did a few pick up sessions with individual instruments and voices (for example, the Krogan female pieces) but on the whole the music is not live. We'd planned on recording live but it's so incredibly difficult to fit this into the schedule given the Mass Effect team's 'iterative' working style, the shifting schedules and various other stuff. We'd still love to do live recordings, but we value more the ability to modify music late in the process... and if recorded live this is obviously not an option. Some of the best musical moments in the game were crafted right at the end of production when the game has really taken shape. The DA team have used live recordings and they sound fantastic, but their development methodology is slightly different to ME... you have to do what suits each project.

Thanks again everyone!

R



Wasnt DICE involved in the sound technique?

I thought i did read it somewhere serveral months ago..


And yes, i totally love the sound in ME3.. a very good improvement..

Modifié par Dusty Arne, 24 mars 2012 - 06:28 .


#69
FataliTensei

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ME1's score was by the far best, ME2 after that and this game coming in last with a decent but ultimately forgettable score.

#70
jspiess

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wasawsolos wrote...

yeah the sound was fantastic. I especially loved the Reaper sound....that combination of bass and horns caused an eargasm more than once, especially through my surround system.


Easily the most rewarding thing to hear through my surround system as well. Second is shooting a tank in Battlefield 3

#71
Nyctyris

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Rob Blake wrote...

Thanks for the kind words everyone, glad you noticed the audio! We put a huge amount of work into making the audio as deep and immerse as possible. I think it was a result of a lot of things, the technology was pretty mature and meant we weren't fighting against it the whole time. We're also pretty familiar with the tech now too, so we weren't learning it anymore... but rather pushing it to it's limits. I also think that we as an audio team have got a lot better at what we do too, we're always learning!

As for the volume being quiet. Yes, this is the case and was a deliberate decision. It's hard to explain without drawing diagrams and playing examples.. but basically most games are loud because they compress and crush the sound to make it really loud. This actually has a negative effect on the audio quality, but when compared side-to-side with a quieter sound people will prefer the loud one. This is why television adverts are always really loud, same for music. As people tend to not play games side to side, I thought it would be safe to make the audio of higher quality without heavy compression and for people to turn the sound up. For more reading, look up 'loudness wars' :)

As for the orchestral recordings of the music. We did a few pick up sessions with individual instruments and voices (for example, the Krogan female pieces) but on the whole the music is not live. We'd planned on recording live but it's so incredibly difficult to fit this into the schedule given the Mass Effect team's 'iterative' working style, the shifting schedules and various other stuff. We'd still love to do live recordings, but we value more the ability to modify music late in the process... and if recorded live this is obviously not an option. Some of the best musical moments in the game were crafted right at the end of production when the game has really taken shape. The DA team have used live recordings and they sound fantastic, but their development methodology is slightly different to ME... you have to do what suits each project.

Thanks again everyone!

R



The sound really was amazing. Can't express enough how much I love the score for ME3. Leaving Earth is one of the most move pieces of music I've heard out of a game. I mean, I loved the music in DAO, but that was very definitely fantasy themed if you see what I mean... it's nice to have some beautiful game music which is more scifi themed!

#72
sadako

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Kudos to you Rob Blake. Audio was good.

#73
Tony208

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The ending and credits music was good.

#74
shnellegaming

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It Rocked!!!! 

Both music and sound design.

Modifié par shnellegaming, 24 mars 2012 - 06:31 .


#75
Verit

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I certainly have no complaints over the game regarding the sound, music and voice acting. It was very well done.