@Chris Sweetman: About The Sound Design


(KAS--Will) #21

Lol… because it simulates being in pain maybe? Maybe you should try playing Call of Duty, the sound doesn’t go out in that.


(EpicStratagem) #22

Rather than working around they’re problems. Why don’t we just have them fix them? Okay?


(blargo) #23

ManGiraffeDog, a horrible marauding godless killing machine, is coming to destroy humanity. I’ve come to warn you to RUN AWAY and save yourselves. Here’s what it looks like so you can be prepared:

I’m super serial.


(tokamak) #24

Indeed, it makes it harder to judge where you’re being shot from and what’s going on around you. It adds tactical depth because sometimes it’s just simply worth shooting someone and messing him without killing him so the rest of your team can get things done.

I predict that if this is removed people will just keep running into each other firing away instead of getting themselves out of harm’s way.


(Petrolbomb_Tom) #25

[QUOTE=tokamak;318977]It’s really simple, if you hate it, DO NOT GET SHOT.

.[/QUOTE]

Tokamak, you really are boring. Every thread I read on this forum you butt in with garbage.

I have no idea who you are trying to impress.

If you love the game as much as you make out then I can’t for the life of me work out why you sit on this forum Trolling.

Get a life.


(Lanz) #26

[quote=tokamak;318977]It’s really simple, if you hate it, DO NOT GET SHOT.
[/quote]

No it’s even simpler than that; If you hate it, DON’T BUY THE GAME. I haven’t so all is well. If they make it optional and release an SDK then that might change though.


(pinion120) #27

I like it. You know how in Quake Live when you hit an enemy you get a “ping” sound? This is the same thing in reverse. It is an INSTANTLY recognizable effect for “oh im getting shot time to evade” - use it in your advantage.


(Cujojr) #28

I only have one particular problem with the sound. The cortex bomb sound bit (the magnified screeching sound of magnetized nails over a chalk board) for operatives actually hurts my ears. I would assume playing pc you could disable said sound without killing the rest of the sound effects, but unfortunately I play 360. Would really appreciate an alternative sound bit, or less treble within the current one.

Long time reader, first time poster.


(Zevron) #29

Errrrrm I think that’s what they are supposed to do…


(Jak Swift) #30

Yet you lurk on the forums.


(Joe999) #31

no, it’s not the same thing. in quake live it’s an indicator, in brink it’s a process. there’s a difference between acoustic / visual hit indication and changing the sound volume of the entire game while you’re still playing. you don’t mess with the sound volume during a game, you just don’t. when you get hit and drop to the floor, then maybe it’s an artistic touch, since you’re out of the game. but definitely not while you’re in a firefight and still playing. :rolleyes:


(SockDog) #32

+1 for wacky sounds. The volume changes may be audible penalties for being shot but I can’t agree they’re great for playability, a game should be fun not annoying. Likewise I find that impact sound when you get shot totally shatters the 4th wall, it just breaks me away from the game everytime. This is from a game that has no hitsounds on enemies!

And Tok. WTF “It’s really simple, if you hate it, DO NOT GET SHOT.” did you eat two tins of troll spinach before posting that?! LOL


(murka) #33

While at first i didn’t notice it, i couldn’t detect footsteps and such distinctive sounds, but now that i’ve played it for a decent amount, i start to hear the details that matter and this sound volume floating was really distracting, i kept losing audible focus on those details and it really pulled me away from gameplay.
I can pretty much call it equal to when you get hit, your screen blurs(as if it’s not blurry enough in the distance making your eyes bleed after hours of gameplay). In the long run, my ears just tire of the constant change and makes me upset. It just doesn’t suit in an arcadish game.

Both the audio floating and the screen blurriness in larger areas causes frustration for me if i play for a lengthier period of time.


(SphereCow) #34

It really is unnecessary, though. : / Dunno why people are getting all over him for it.


(tokamak) #35

I rest my case.

You’re supposed to lose hearing and be less oriented when shot at, that’s your penalty for getting shot at. If you’re under fire and you don’t know where it’s coming from, then you ought to run for cover instead of pinpointing the threat and firing back.

The sound deepens the gameplay this way.


(Inofor) #36

I think it works fine as it is, it makes the element of surprise valuable. It also makes distracting enemies with teamwork much more plausible. It IS a problem though if you’re getting that kind of trouble, you should really try lowering the audio a bit or something.


(tokamak) #37

I think most people don’t understand that this audio mechanic has already saved them numerous times by disorienting their targets enough for them to not fire back at them.


(DarkangelUK) #38

I guess some would then say that brings it on par with the ‘who sees who 1st wins’ CoD mantra they were trying to get away from?


(tokamak) #39

That’s because they still have the ‘fight or die’ mentality. They’re not considering the option of ducking for cover and getting your ass to safety. When you get shot at from an unknown location, the first thing you’re supposed to do is duck and go towards the nearest wall, preferably around a corner if there’s one, then re-asses if you can afford to fire back.


(SockDog) #40

What game are you playing?