People talk a lot about wanting to see improved atmosphere in the next game through better lighting, textures, layout and so on... and I agree. But I think another vital component that could really stand to see some improvement is the overall atmospheric sound.
You could walk around in the middle of the market in Kirkwall, and it'd be quiet as a tomb. Where you'd expect a general din from a crowded street you just see people gesturing to one another in silence. On the Wounded Coast there is this... noise which doesn't really relate to anything in nature. In the Hanged Man there is this echo that doesn't match up with the architecture. And on and so forth.
Sound can really help pull you into a scene and is often undervalued. Companion voices should match up to where you are - a windswept mountaintop is different from a cavern which is different from a small office which is different from a crowded marketplace.
Atmosphere in DA3 - particularly sound
Débuté par
Hrungr
, avril 10 2012 03:53
#1
Posté 10 avril 2012 - 03:53
#2
Posté 10 avril 2012 - 04:44
Agreed- the sound in better could be a lot better in so many regards.
Like you mentioned, they need better ambient environmental sounds that'll match up with what you're actually seeing. It doesn't make sense to hear a bustling market yet only see a handful of people. I think Baldur's Gate 2 did atmospheric sounds the best- Athkatla generally felt very alive due to not only having the varied sounds but also lots of people going about. And then you had the ambient sounds change depending on what district you were in.
I think DA could also use some more ambient music too, not just the stuff we've mostly gotten so far thats more theme heavy and then gets recycled over and over. I still have the Orzammar theme stuck in my head from Origins. Music that can complement the environment without being overpowering necessarily. Skyrim and Jeremy Soule's music does this very well.
And just having music that perfectly complements what you're seeing on screen- case in point, Sovngarde. The combination of the story, music and visuals at that point is just perfect, IMO.
And just having relative silence at times can be great too. Just look at the STALKER games- there is nothing quite as atmospheric as quietly walking around at night only to hear freaky screams in the distance and then see some lightning and get caught in a rainstorm.
Personally, I thought one of the big problems sound wise with DA2 was that you often had too much banter and comments from the companions, such that they wouldn't just shut up and let me try to enjoy and take in what I was seeing. It was always some banal comment on something or other which could often break any building tension or atmosphere being created by the environments.
Like you mentioned, they need better ambient environmental sounds that'll match up with what you're actually seeing. It doesn't make sense to hear a bustling market yet only see a handful of people. I think Baldur's Gate 2 did atmospheric sounds the best- Athkatla generally felt very alive due to not only having the varied sounds but also lots of people going about. And then you had the ambient sounds change depending on what district you were in.
I think DA could also use some more ambient music too, not just the stuff we've mostly gotten so far thats more theme heavy and then gets recycled over and over. I still have the Orzammar theme stuck in my head from Origins. Music that can complement the environment without being overpowering necessarily. Skyrim and Jeremy Soule's music does this very well.
And just having music that perfectly complements what you're seeing on screen- case in point, Sovngarde. The combination of the story, music and visuals at that point is just perfect, IMO.
And just having relative silence at times can be great too. Just look at the STALKER games- there is nothing quite as atmospheric as quietly walking around at night only to hear freaky screams in the distance and then see some lightning and get caught in a rainstorm.
Personally, I thought one of the big problems sound wise with DA2 was that you often had too much banter and comments from the companions, such that they wouldn't just shut up and let me try to enjoy and take in what I was seeing. It was always some banal comment on something or other which could often break any building tension or atmosphere being created by the environments.
Modifié par Brockololly, 10 avril 2012 - 04:54 .
#3
Posté 10 avril 2012 - 09:47
I could not agree more.
Music and background noice need to give us a better sense of the atmosphere. Maybe if more of the banter also was about the environment? Like - they could say it smelled like puke or something; or that they accidentally stepped on a rat; or that this place was nothing like home, because of this and that.
And what was up with all the echo in Kirkwall?
Music and background noice need to give us a better sense of the atmosphere. Maybe if more of the banter also was about the environment? Like - they could say it smelled like puke or something; or that they accidentally stepped on a rat; or that this place was nothing like home, because of this and that.
And what was up with all the echo in Kirkwall?
#4
Posté 10 avril 2012 - 01:32
I like the idea of sounds that can help lead you to finding what you're looking for. Being able to hear the growing din of the market as you're wandering the streets to find it. Hearing the Chant from the Grand Cathedral blocks away.
Agree that it'd be nice to see more triggered banter being tailored to the area you're in, especially if it's distinct. If you're in that crowded marketplace, the tone of the companion voices should rise accordingly to be heard above the din. When sneaking around in Darkspawn infested tunnels, triggered conversations might be on the down-low.
"Creepy-quiet" area is another good example. Another moment that always stuck with me in Skyrim is running to the north as the snow began to fall and there was this magic moment where it's just you running uninterrupted through the forest in this... perfect snowfall. So peaceful, yet at the same time expect something to leap out at you from the blizzard at any moment. I stopped in the middle of it just to take it all in...
Agree that it'd be nice to see more triggered banter being tailored to the area you're in, especially if it's distinct. If you're in that crowded marketplace, the tone of the companion voices should rise accordingly to be heard above the din. When sneaking around in Darkspawn infested tunnels, triggered conversations might be on the down-low.
"Creepy-quiet" area is another good example. Another moment that always stuck with me in Skyrim is running to the north as the snow began to fall and there was this magic moment where it's just you running uninterrupted through the forest in this... perfect snowfall. So peaceful, yet at the same time expect something to leap out at you from the blizzard at any moment. I stopped in the middle of it just to take it all in...
Modifié par Hrungr, 10 avril 2012 - 01:33 .
#5
Posté 10 avril 2012 - 01:40
Was the marketplace really crowded in DA2? It was not and to be honest, It did feel like a tomb.
I agree with you and think sound is one of the most important part of a game but first they need to lively(?) the place up.
I agree with you and think sound is one of the most important part of a game but first they need to lively(?) the place up.
Modifié par ohmaaan, 10 avril 2012 - 01:43 .
#6
Posté 10 avril 2012 - 02:55
They could contact DICE, their soundwork in BF3 is amazing.
#7
Posté 10 avril 2012 - 04:46
Background ambience is definitely an important thing for the overall atmosphere of a game.
It would be amazing if, for example: your pc 'n' co pass by the docks one evening and you can hear the lapping of the waves against the stone walls, the creaking of wooden boats on the water and the occasion bird song, then as you slowly approach the town you start to hear the sounds of people celebrating in the streets echoing in the distance, gradually getting louder the closer you get until you're smack bang in the middle of the festivities (this would work particularly well in a setting like Orlais.) It would also serve as a good way to show distinct differences within various locations in game, ranging from the more quiet secluded areas, to the bustling cities and towns we visit.
It's those sorts of sensory based things in game that make me want to stop for a few minutes and take in my surroundings.
It would be amazing if, for example: your pc 'n' co pass by the docks one evening and you can hear the lapping of the waves against the stone walls, the creaking of wooden boats on the water and the occasion bird song, then as you slowly approach the town you start to hear the sounds of people celebrating in the streets echoing in the distance, gradually getting louder the closer you get until you're smack bang in the middle of the festivities (this would work particularly well in a setting like Orlais.) It would also serve as a good way to show distinct differences within various locations in game, ranging from the more quiet secluded areas, to the bustling cities and towns we visit.
It's those sorts of sensory based things in game that make me want to stop for a few minutes and take in my surroundings.





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