arias said:So Metal Gear Solid is an adventure game?
No..
You're forced to kill enemies in Metal Gear Solid.
It's an action/adventure game.
Or if you want to get more specific, Stealth/Action
arias said:So Metal Gear Solid is an adventure game?
Speevy said:No..
You're forced to kill enemies in Metal Gear Solid.
It's an action/adventure game.
Or if you want to get more specific, Stealth/Action
Speevy said:Action/Adventure
You could even call them Fighting/Action or Fighting/Adventure because you're not simply killing enemies because they're after you. You kill them because they exist, and you kill them with style.
Ha, but in MGS you are not in fact forced to kill anyone! You can finish the whole 2nd and 3rd game just by hiding and running away. Even bosses, you can just put them to sleep Also, in games like HS and GoW, you don't kill enemies just because they exist, you kill them because they would otherwise kill you, and sometimes you kill them as a part of the puzzle even. It's hard to peg down what an "adventure game" really is, but I think your definition is pretty close to what I feel about the whole thing.Speevy said:No..
You're forced to kill enemies in Metal Gear Solid.
It's an action/adventure game.
Or if you want to get more specific, Stealth/Action
Ninja Theory and SCEE discuss the audio production of a PS3 epic
By John Broomhall
In our monthly look behind the scenes on the audio production of a recently released or upcoming game, John Broomhall speaks to Ninja Theory's Tom Colvin and SCEE's Garry Taylor about the making of music and sound FX in Heavenly Sword
HEAVENLY SWORD
Format: PlayStation 3
Developer: Ninja Theory
Publisher: SCEE
Audio Team:
For Ninja Theory: Tom Colvin (lead audio); Nitin Sawhney (original music score); Dave Sullivan (senior sound designer); Play It By Ear (foley and cut scene sound design); Harvey Cotton (audio programming)
For SCEE Cambridge: Garry Taylor (audio management and cut scene mixing); Lee Banyard, Jeremy Taylor, Andrew Riley (additional sound design); Ed Colyer, Shepperton Studios (additional foley); Dan Bardino, John Broomhall, Kenneth Young, Dave Ranyard (additional audio production); Chip Bell (audio programming)
The Numbers:
10 GB of sound FX, approximately three and a half hours of music, 4,500 lines of dialogue
With an epic story, epic game and an epic audio production, Heavenly Sword oozes high production values. Even before audio lead Tom Colvins personal two and a half year labour of love began, a belief in the power of sound had already been demonstrated by the teams calling for potential signature sound designers to pitch a practice more commonly associated with composers.
Colvin explains: Al Zaleskis demo work (at audio team Play It By Ear) stood head and shoulders above the others and his movie pedigree speaks for itself. To top that, he was great to work with. Im really happy with the foley and combat sounds all vitally important for a game so focused on graceful, agile, martial arts-style sword fighting.
For me, sound is very immediate to the player. Music has a well-established cultural language; sound is much less clearly delineated but you can get straight to someones emotional responses with it theres little time for the brain to analyse. Sound is key in making this awesome weapon the Heavenly Sword come to life so you can sense its brooding power and almost hear it feeding off each kill.
The game features a strong narrative exploring the interplay between heroine Nariko, her father, their clan subjugated by an evil king, and their guardianship of the Heavenly Sword, an historical weapon with the power to change their fate. Cut scenes play a vital role but with visual finessing continuing late into the project, the sheer scope of work was a challenge.
SCEEs Garry Taylor elaborates: Theres an hour and a halfs worth of cut scenes in eleven languages, so mixing alone was a massive undertaking. Thats why we in-sourced all the dialogue mixing to our colleagues in Foster City, USA whilst I focused on the music and effects mix at our new Cambridge-based recording studio. I kept a close eye on continuity issues to avoid any jarring between in-game and cut scene sound whether ambiences or relative levels or even matching FMODs surround positioning. Some cut scenes are very small segments replayed within complex branching structures so we ended up using three-frame audio overhangs at the top and tail to cross-fade on it works a treat.
According to Colvin respected music artist Nitin Sawhney was a clear choice as composer: We wanted someone with a genuine grounding in Eastern culture who was equally at home with contemporary or classical forms, as well as being completely comfortable with the projects technological setting. With his eclectic talents, Nitin was perfect and enjoyed the opportunity to create for a wide-ranging and diverse set of requirements.
In-game, we work a lot with his mix stems (e.g. perc, strings, woodwind) bringing them together in response to game events and status. Several factors (e.g. threat level) are weighted and combined to determine the exact music replay but it isnt just a universal cross-fade, catch-all approach. We make the engine observe the music forms to allow (say) long emotionally-charged vocal phrases to play out properly, rather than being faded out just because the game states changed. This allows the music flow to be maintained it keeps the connection to the action, without compromising musical sense.
Taylor and Colvin undertook an overall mixing phase during the developments final stages, again deploying SCEEs studio as the objective listening environment and using Ninjas powerful run-time mixing tools. Explains Colvin: We have the virtual equivalent of a flying faders film mixing console with extensive hierarchical grouping and scene snapshots. Live editing of audio at this stage is absolutely essential not just volumes, but proximities, frequency fall-off even the listener position
Taylor continues: and also not being afraid to strip things back if necessary. Sometimes when you stand back and take in the overall sound picture, you think - does that really need to be there? Never distract the players focus! The machines so powerful now capable of handling so much audio, which is great but as we all know when youre mixing, sometimes less is more.
djtortilla said:id rather take 10GB of gameplay versus sound FX
djtortilla said:id rather take 10GB of gameplay versus sound FX
djtortilla said:id rather take 10GB of gameplay versus sound FX
djtortilla said:id rather take 10GB of gameplay versus sound FX
Thunderbear said:What an incredibly weak troll.
djtortilla said:I would rather like to hear something like "10GB of textures or level data" was included for the game rather than 10GB of audio, assuming its easy to get that amount of audio by using an uncompressed soundtrack
But then someone else would complain that it's impossible they have 10GB of textures or level data and that they must be lazy and not compressing those textures! :loldjtortilla said:I would rather like to hear something like "10GB of textures or level data" was included for the game rather than 10GB of audio, assuming its easy to get that amount of audio by using an uncompressed soundtrack
djtortilla said:im hardly trolling.
im looking forward to this game like every other ps3 owner.
I would rather like to hear something like "10GB of textures or level data" was included for the game rather than 10GB of audio, assuming its easy to get that amount of audio by using an uncompressed soundtrack
AAK said:Maybe he was telling the truth after all: