Full Body Awareness in FPSs
(The Darkness)![]()
I also love the sounds of the suit in Vanquish, as well. The sound of the jets when you go into and out of a jet-booster slide is one of the coolest things this console generation, as far as I'm concerned.Weapon switching animation in Vanquish.
Tim Rogers said:Perhaps the real star of Inazuma Eleven, however, is the sound of the cursor moving through the menu. Over the years, sound designers have struggled to find the perfect sound. With Inazuma Eleven, we daresay it has been located. Recently, we met Yasunori Mitsuda in person, and when the formalities were out of the way, we asked him about the menu cursor sound in Inazuma Eleven, and he blushed like a little girl: “I didn’t think anyone would ever ask me about that”. If we had to guess, we would say that it is the sound of a pinhead-sized drop of organic boysenberry jam hitting the floor of a hermetically sealed racquetball court after dropping thirty meters. We asked what brand of microphone Mitsuda used to capture this amazing sound, and he said he could not dare divulge his secrets, that he would have to leave something for the sequel.
Shooting the lights out (in many games)
Having just finished Spec Ops: The Line:
- when you run around in the sand and stop you'll still slide a bit further which is a nice touch
- the character's physical appearance gets worse the farther you get into the game. Starts out normal, then you'll get burns, torn clothing, blood etc all over. (see also: Arkham Batman games)
- your character will yell out 'Reloading!' or 'Enemy down!' in the beginning of the game. As the game goes on and the happenings start to wear down his mental and physical health his speech becomes a lot more frayed and hysterical.
- enemies that have random conversations
Can't recommend this game enough. It's pretty cheap now too I think.
Everything changes. Take the barks, for example - the phrases shouted back and forth between characters during combat. Initially these wouldn't sound out of place in any standard by-the-numbers war shooter. They're clean, crisp orders and warnings, stuff like "flash that bunker" and "hostile eliminated."
Pearsey speaks up. "The writing process was mainly iterative. We planned for three full sets of barks for each squad member, each representing a specific phase of a character's arc. Each bark, of course, is intended to provide either feedback or information to the player - the trick is to avoid too much repetition. Variations are written for each bark. Then, they are written. Over and over."
The process behind making this all happen, called "Thin Slices" by the development team, is revolutionary enough to warrant a talk at this year's GDC Europe . An action as benign as healing a wounded teammate starts as an encouragement to get up and work through the pain, moves into desperation at their situation, and ends in screamed orders to get up and keep moving because Walker needs them to keep killing people.
What was once an act of compassion has been rewritten as an act of aggression, triggered by the player. Things that started out as violent - for example, highlighting a target for your squadmates to shoot - are stripped of euphemism, as "Take out that sniper!" becomes "Kill him." Same act. Different words.