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So...about Footstep sounds in games

Thrakier said:
Am I the only one who is a real "fan" of footstep sounds in a way that I consider them to be very important to the overall experience. It's basically the audible feedback to how heavy your char is, how fast, etc. pp. - without good foodstep sounds everything feels "floaty". For example I really liked the footstep sounds in Gears of War (heavy) or Infamous. Demon's Souls was also awesome with a heavy armor, especially the sound when you are doing a roll. I hated it when you were a ghost and the footstep sounds were gone (at least it had a good reason).

I'm asking because I'm currently playing the UC3 beta and you don't hear any footsteps at all. The weapons are loud as fuck though. The result is that the characters feel very floaty and not like real human beings (that's not the only reason but it's a big part of it). But no one's complaining about it besides me. I made a post in the GAF thread - ignored. I made a post at the beta forums - ignored.

Am I the only one who thinks that audible feedback from your characters movement is very important? For some reason it seems to be less important in FPS, but even there it's better with them.

I fucking love footstep sounds. They're hella soothing and make you feel like you're making progress. I wish there was a number at the bottom of the screen that increased as you took footsteps in games. I'd play that game for fuckin' hours.
 
Yeah, they are very important.

Same for menu sound effects. If I choose something, and there is no sound, or a very underwhelming one, it just feels wrong. Like if I was playing an unfinished game.
 
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Immediately hearing the squishy sound of your feet on the snow did so much to "sell" the place you are in.


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More use of sound to set the tone and sense of place - the "clank" of metal bridges outdoors and the smoother marble "click clacks" indoors


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The stark difference of the sound your feet make when using stalking adds so much to the suspense and the feel of being the hunter.

And of course:

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Nothing made you feel more naked than the squishy footsteps :)


and having the guards being able to spot you based on your footsteps and the surface you are on throughout the series shows just how much thought was put into this aspect.
 
Footsteps are almost always too loud in games. It's something I've always had a problem with.

They should be there, but you shouldn't really be noticing them. At least not your own footsteps anyway. If it's something like a stealth or horror game and it's a high suspense situation, then you should be noticing footsteps, but only because you're actively listening out for them.
 
Yoshichan said:
Everything about that game was perfect. Simply put.
REmake was great but not perfect. It was waaayy too easy. I finished the game with two full inventory screens of first aid sprays and combined herbs, and like three pages of ammo.
Survival horror indeed.

But it did have nice footsteps, walking across the carpet and marble floor in the lobby sounds great.
 
I've always thought that the Metroid Prime trilogy did an amazing job with the detail in the footsteps. Sometimes, it doesn't hurt to turn off the music and get immersed in the isolation. Too bad that then you miss out on the awesome soundtrack!
 
Yes I love them so much!

As has been mentioned, the Resident Evil games have super footstep sounds.

Sounds in general as a means of giving weight and feedback for the character or vehicle you're moving is something that bugs when it's not there or when it just doesn't correspond well to the 'feeling' of the steps/materials or movements on screen.

It's really important in some games, particularly ones where atmosphere is key.

Audio feedback is fantastic and is something that is very important in menus too.

...Now I have to go play some games and listen to the footstep sounds! :D research time lol
 
I think the soundmix in the UC3 beta is a little fudged up. I can't accurately tell by sound where the other team is, not like I can in UC2 anyway.

I agree that footsteps and overall noises characters make is extremely important in multiplayer. It's what I rely on most to know what's around me.
 
They only really matter when they're bad.

Like, I'm a dude walking around a city street but it sounds like I'm a chick walking on a tile floor in heels.
 
MNC said:
I love the sound in Mirror's Edge. Great sounddesign.

Yep.

I think we could discuss jumping sounds as well.
Like those 90s fps jumpsounds, which sound like punching a suitcase with a big piece of meat.
 
Yoshichan said:
This, echolocating people through their footsteps like some boss bat-dolphin hybrid was one of the best things about the game.
Walk key being one of the most important buttons on your keyboard.

Then source came and valve showed they didn't know what they were doing with cs by dampening them to the point where you can't really hear them anymore.

edit: oh man MGS did it wonderfully too.
 
Etrian Oddity said:


exactly. so bad when its too loud.

they annoyed me in Dead Rising 1 also. There could be a thousand zombies, lots of ambient noise, but it still sounds like Frank is walking in an empty auditorium.
 
Witcher 2 footsteps are great. Different audio for each type of environment. Not the same audio clip like most other games.
 
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