Saturday, 30 November 2013

Analysing Sound and Music in Games

Aspects of Sound
Creating Atmosphere
- This may set the overall theme, sound is core to making a space a place.
Assigning Meaning to an Event
- Making sounds that sound how they should, and assign importance to the act. Reloading etc.
Appeal to a Certain Market
- DJ Hero Vs Guitar Hero. Making things fit into the game. Who are you making the game for?
Providing Rhythm for Gameplay
- Bit.Trip Runner. [FLOW STATE, LOOK UP]
- Polynomial
Cueing Gameplay Events
- 5.1 sound noises coming from certain directions in stealth games, dialogue, also in FPS’s.
Linked to a Broader Set of Concepts
- Sounds and music may have a deeper contextual relevance to individuals.
TASK 1
Individually look at your list of games from the previous week, pick two and apply the categories to those games, establish what is happening at those moments in game and what sounds you are hearing.
TASK 2
Look at one of your favourite films and apply the same categories to it.
TASK 1
Game 1 – Far Cry Blood Dragon
Creating Atmosphere
Soundtrack by Power Glove, all in 80’s electronic style reminiscent of classic 80’s action movies such as The Terminator, Robocop, Predator et cetera. This instantly allows the player to know what to expect from the game in terms of style and sound.
Assigning Meaning to the Event
This is represented by the sound of footsteps on the ground, a gun being holstered or drawn, leaves being pushed aside, and cyber hearts being removed forcibly. It can also be seen from the sound of the zooming cyber eye being equipped, producing a mechanical sound. It can also be seen when guards are alerted to your presence, with the soundtrack becoming more tense and dramatic until danger has passed.
Appealing to a Certain Market
Fans of 80’s movies predominantly, through the use of the soundtrack, or through the cheesy action movie dialogue that sounds like it was ripped straight from Predator.

Providing Rhythm for Gameplay
Intensification of music when the player is noticed, this helps to add to the drama of the event.

Cueing Gameplay Events
Guards commenting on dead bodies, or saying that they’re going to carry on on their patrol.

Linked to a Broader Set of Concepts
Long Tall Sally by Little Richard plays in the opening mission, as you fly past an enemy base in a helicopter, mowing down legions of cyborg enemies. This is a clear reference to the famous helicopter scene from Predator, showing that the creators had a clear knowledge of the film and wanted to pay homage to it in this way.
Game 2 – Resident Evil
Creating Atmosphere
The sounds of echoing footsteps off the hard marble floor create a feeling of solitude and and separation, subtly giving the impressing of isolation and in doing so, also fear of the unknown. The ominous music used while characters search for survivors also helps to add to the fear factor as well.

Assigning Meaning to an Event
The noticeable sound of doors in the game gradually creaking open and closed, as well as giving a sense of foreboding also makes the sound instantly associated with the action of progressing to another area. Likewise, the bleeping sound from when a player picks up an item or uses their inventory could be seen to do the same thing.

Appeal to a Certain Market
The use of cheesy, poorly acted dialogue from the voice actors could be seen as a conscious effort to appeal to fans of shlocky horror movies which are fraught with this particular trope.

Providing Rhythm for Gameplay
When zombies are interacted with in the game there is an unmistakable sound of them moaning and also the soundtrack becomes more exciting and tense.

Cueing Gameplay Events
The sound of gunshots off screen, while prompting the player to head in a specific direction, also helps cue the game's first dramatic action scene in the players first confrontation with a zombie.

Linked to a Broader Set of Concepts
The sound of a single ticking clock echoing in an empty room is a familiar aspect in horror movies, particularly those such as House on Haunted Hill and other similar films, and helps to remind players of the terror of these atmospheres. The zombies, and the wet chomping noises it makes when eating people, is unmistakably reminiscent of other zombie movies, as are their desperate, mournful moans.
TASK 2
The Brothers Bloom
Creating Atmosphere
The use of a jaunty, almost fairytale-esque soundtrack running through the opening imply the film will be lighthearted in nature with a playful, childlike attitude to the events that occur in it.

Assigning Meaning to an Event
The use of a rhyming narrative throughout the opening of the film help to inform the audience of the events of, what is actually a rather bad upbringing, while at the same time implying that the two children walked to the beat of their own drum.

Appeal to a Certain Market
The mature, old-fashioned, almost noir like dialogue from the cast in general help sell the idea of two children growing up on crime novels of daring thieves and grifters, helping the viewer to ascertain the general themes and understand if the film is for them or not.

Providing Rhythm for Gameplay
The theme of Bloom asking for an "unwritten life" comes up a lot, and becomes a focal point for the plot.

Cueing Gameplay Events
Whenever you hear the theme tune of the film kick in you understand that something is happening to do with Stephen planning a new con, be it an aspect of his plan coming into play, or adapting the plan in an emergency.

Linked to a Broader Set of Concepts
The catchy Jazz theme of the jazz intro to the film ties into the idea of it being a vibrant, exciting film that will feature a lot of improvisation and elements that you may not catch if you're not paying attention, much like Jazz in itself.

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