--
Importance of game audio- Killzone uses the whole range of game audio setting the game in a more believable universe and making it a much more immersive experience than it would be without the sounds it uses. The game takes place in the future, but not so far in the future so it still uses physical guns rather than things like laser blasters and what not. Killzone is also based on war themes, and there is a certain... aura/atmosphere to war... Killzone presents both these things nearly perfectly.
Game audio formats- Killzone is exclusively for the PS2 that came out in 2004. As such, it does not face the limitations of earlier games from the 80’s and the like- no frequency modulation synthesis or module music. However, KZ still made use of beeps, occasionally, however these beeps were used in navigating menus/selecting menu buttons. Still, the PS2, according to Joris de Man, KZ’s composer, the PS2 doesn’t have much memory, so he had to make/use small sounds that still worked well. Killzone features Dolby Pro Logic II technology.
--
“de Man: Dolby was very helpful to us and once we got the SDK (Software Developers Kit) we had it implemented in days. I couldn't believe the difference it made. They'd also sent us a surround setup so we could try it out straight away. A decision was made shortly after that we were going to support it all the way—not just in-game but also in the cutscenes and music mixes.
Dolby: What has been your favorite game in terms of the audio you've created?
de Man: Again, Killzone. It has really been a dream project come true. The game has a very strong visual design that is futuristic yet not sci-fi, very gritty and hard-edged. During the game I really wanted to immerse the player in sounds of a battlefield, with bullets whizzing past his or her head, screams in the distance, explosions, etc. Dolby® Pro Logic® II is perfect for delivering that. We encoded premixed ambiences which were mixed in Quad to Pro Logic II as background ambience, while the game sound effects themselves are real time, panned by the Dolby SDK. The combination of those two makes for a very immersive experience.
Dolby: Could you describe how audio is so important in Killzone?
de Man: The audio functions as aural cues for the player, so they know who is shooting at them from where, which would have been much more difficult without surround sound. Apart from that, I had the opportunity to work with two live orchestras for the soundtrack, which was amazing and very satisfying. With one I recorded the main titles (a few years earlier, which we used in the pitch for Sony) and the other for all the cutscene music earlier this year.
I'm very pleased with the way the game sounds. It features a lot of weapons with very detailed reloading animations and I spent a lot of time making them sound real and beefy. I also created "headwhizzes," which are little bullet trail sounds, which work beautifully in surround. Each time a bullet flies past the player close to his head you'll hear it whizzing past. This also serves as a signal to the player that the enemy is getting too close!”
--
Sound effects- the things that basically put you ~into~ the game. They can make a world of difference in a game when used well compared to when not used well or at all. One of the main aspects of the sound effects was their use in weaponry. Every gun has its own sound- for shooting and reloading. There are also the sounds of stomping… the rushing of feet, it could be your own, or it could be an enemy’s! This would provide some warning so that you could prepare yourself to end the foe while minimizing the damage you would take.
When playing a game, its hard to know what is behind the audio other than what you hear, so I did some research on this and apparently, the biggest innovation in game audio is the stapler, according to de Man at least. I have an odd, tiny black bump on my arm. It’s been there awhile. De Man goes onto talk about the stapler more and foley:
“In a search for objects to use for foleying, I came across this office stapler that had some nice mechanical sounds. People at Guerrilla often see me wandering about the building tapping or hitting things to see if they could be useful somehow soundwise.
Anyway, the stapler sounds ended up being used for the reloading of the grenade launcher. Holland has strict weapon laws, which meant I would never get close to recording a real one.
A few game magazines got hold of that story and since have reported that all the weapon sounds in the game are made with various staplers!”
Voiceovers- There is only a handful of characters in Killzone who get dialogue, and only a few of them get any sort of real speaker-time. The dialogue consists of the four main characters, 2 human generals, and 2 Helghans, with the occasional peon getting a line or two in the cut scenes. During game play, there is also voice acting, with people on both lines throwing out one liners once in awhile. My favorite one-liner is from Hakha, who will occasionally say after a particularly cruel or gory kill, “nasty! But effective!” This would often be heard when sneaking up on someone and cutting their throat with a knife.. or some other knife related kill. Regular soldiers on both the human and helghast sides also talk it up, and the composer, de Man, revealed that “We also used an intern for helping us edit the myriad of in-game voices.” The audio department on the game was very small, essentially consisting of de Man by himself for the majority of the project, and eventually a colleague, along with that one intern.
Music- In the Dolby- Joris de Man interview about audio, there was a small bit that perfectly described and revealed the nature and use of music in KZ:
Dolby: The music in Killzone is played by a real orchestra, so you obviously put a lot of love into it. Still, in many instances of the game the music is conspicuous for its absence and the audio world is populated only by beautifully crafted soundscapes that communicate the mood of the game extremely well. What made you decide whether to use full-on music or only soundscapes in Killzone?
de Man: It was a technical decision; during the game we wanted the player to rely on aural cues of the environment, and be immersed in the battle ambiences. In order for those to be high quality we had to stream them from disc. Each level in Killzone has four different ambiences which were all mixed in Pro Logic II. However, since the game is also streaming level data at the same time this meant there was no room for music.
Instead, I decided to employ the music during the storytelling, which is the cutscenes, and the menus. In general I think it is better to not have too much music during game play anyway, as it can distract the player too much, especially if he or she needs to rely on aural cues.
At the end of the day I'd rather have people say "lovely music, wish there was more" than flip through the audio options to turn it the hell off!
----
It is pretty clear that the music in KZ was designed to warn the player, pump them up and heighten the thrill. Their resources were not wasted, and besides, as an FPS, the player would eventually tune any music-music out and focus on what they were doing, being careful not to get spotted, expose themselves or do some other stupid move that could get them killed in a music beat.
Looping music and Adaptive music- For relevance to Killzone, these two areas are best explained by de Man in the segment of interview directly before this. – The game does not use much song-music, but rather focuses on aural / atmosphere music that adapts to in game conditions to tell the player what is going on and set the feel for the situation.
Game vs. Film scoring-
Once again, a segment of Dolby – de Man interview can sum up how KZ and its music/composer relate to game audio..:
“Dolby: What sort of problems have you faced when laying down tracks and mixing for games?
de Man: ~~The biggest issue with game sound is that it is a non-linear format. You can't predict exactly what is going to happen, so the game in effect mixes itself during play, and you have to be more careful with the individual sounds.~~ Our biggest problem on Killzone was memory—the PlayStation® 2 just doesn't have that much of it—so the trick is to make small sounds that still work well.
Dolby: Do you think audio is taken seriously enough in the gaming community?
de Man: These days, certainly. I think people are finally realizing that the days of "bleep bleep" are long gone and that you can have near movie-like quality audio in-game. Surround only reinforces that.
Dolby: How do you envisage audio changing and developing—do you think it will go down the track of background music and soundtracks like films, or become an integral part of game play (for example, invisible enemies only identifiable by sound)? Or both?
de Man: I think both. I think we've barely scratched the surface of what is possible with, for instance, interactive music in games. The hardware is getting better and better as well, supporting all sorts of surround formats from the get-go.
Knowing what we are working on ourselves, I think what you'll find is that a lot more processes that would normally happen off-line in a mix (reverb, effects such as flanging/chorus, voice processing) will be feasible in real time on the next-gen. platforms.
…
Dolby: Where would you personally like to go from here—what sort of audio do you want to create for games?
de Man: I'm a big fan of movies and really like the production values that Hollywood productions have. That's the kind of quality I'd like to create for games, both music and soundwise—that larger-than-life sound.
Naturally, surround is a big part of that sound, and I'm looking forward to doing more in that format.”
--
Some content of today’s post provided by
http://www.dolby.com/consumer/games/interview_04.html
(Interview with Joris de Man, Sound Designer for Guerrilla, the Developer of Killzone)
My laptop is still not up to speed…
I have come across this link to a trailer… for Duke Nukem. I thought it thoroughly illustrated what fail is - in all aspects, including sound, but particularly video/image.
http://kotaku.com/5026127/duke-nukem-trilogy-trailer-takes-the-cake