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JonnyAugust
Internal Error. Negative-Feedback
226
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Posted - 2013.05.31 12:44:00 -
[1] - Quote
Viewing that original trailer still gives me goosbumps. So the general feeling is CCP switched engines but I don't quite buy that. Switching engines does not mean that you have to make new sounds from scratch, audio files should be one of the few things that would transfer with very little extra effort.
Focus on the sounds in that video, the gritty assault weapon sounds, the tracer whistles, the dropship sound when lifting off gives the impression of weight and power. Even the sounds in this current build are 4 years behind what they had back then. The excuse "we switched to Unreal Engine" does not cut it for me.
Looking closely at the details in that video, the concrete barriers are literally the same we have now. In fact, it looks like the build they showed there is about one year away from the current build if they maintain the same amount of progress as we have seen in the past.
The unreal engine can be beatiful on PS3, I just bought Bioshock infinite and that is a very pretty game with terrific sounds. I can understand sacrificing graphics to fit more players into the game but we are still at about the same capacity as Battlefield3 boasts for ps3 in terms of player counts.
There is simply no excuse for the way this game has progressed in my opinion. New engine or not, something else happened within this company and design of the game that drastically changed what they were capable of. It could very well be as simple as they ran out of money. |
JonnyAugust
Internal Error. Negative-Feedback
226
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Posted - 2013.05.31 12:49:00 -
[2] - Quote
Mobius Wyvern wrote:JonnyAugust wrote:Viewing that original trailer still gives me goosbumps. So the general feeling is CCP switched engines but I don't quite buy that. Switching engines does not mean that you have to make new sounds from scratch, audio files should be one of the few things that would transfer with very little extra effort.
Focus on the sounds in that video, the gritty assault weapon sounds, the tracer whistles, the dropship sound when lifting off gives the impression of weight and power. Even the sounds in this current build are 4 years behind what they had back then. The excuse "we switched to Unreal Engine" does not cut it for me.
Looking closely at the details in that video, the concrete barriers are literally the same we have now. In fact, it looks like the build they showed there is about one year away from the current build if they maintain the same amount of progress as we have seen in the past.
The unreal engine can be beatiful on PS3, I just bought Bioshock infinite and that is a very pretty game with terrific sounds. I can understand sacrificing graphics to fit more players into the game but we are still at about the same capacity as Battlefield3 boasts for ps3 in terms of player counts.
There is simply no excuse for the way this game has progressed in my opinion. New engine or not, something else happened within this company and design of the game that drastically changed was they were capable of. It could very well be as simple as they ran out of money. Did you see my earlier post? "Switching engines" quite literally means writing your game over again from scratch. As I said in my previous post, even migrating the game I used to work on from CryEngine 2.5 to CryEngine 3 would have involved throwing out everything we'd made and starting over. Please don't make grand pronouncements about things you don't understand.
Pre-recorded sounds inside a sound studio and then formatted for a different engine are then rendered useless by the simple switching of a engine?
You're blinded by your own ego and percieved experience. |
JonnyAugust
Internal Error. Negative-Feedback
226
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Posted - 2013.05.31 12:56:00 -
[3] - Quote
[/quote] So you just play an audio file and it sounds right in all situations? You do realize how much the engine sculpts and modifies the audio file to make it suit the environment you're playing in, right? That's been a standard of game design for quite a while, as just varying the sound volume based on distance with no reflection of surroundings kind of went out of style more than a decade ago.
If you want more information, look up the videos Bungie made on their sound design in Halo, and setting up the engine to allow sounds to echo off of some objects and be muffled by others. You don't just code that and have it sound perfect with whatever file you put in, you have to tweak the original file along with the underlying code until they form the proper mix.[/quote]
Apples and Oranges, I'm talking about the actual sounds in that video. I didnt mention reverb or any additional processing, that's a whole seperate topic. No amount of processing is going to make the current AR sound like the one in that video. No Processing is going to make that dropship sound the way it did in that video.
The basic sound quality of everything in DUST514 is below the basic sound quality in that video.
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JonnyAugust
Internal Error. Negative-Feedback
226
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Posted - 2013.05.31 13:10:00 -
[4] - Quote
I don't like the argument that future sounds have to sound wimpy. I could care less if things have bullets or not (mind you nearly every small weapon in this game has a clip)
The lack of punch in any of the sounds to date are an immediate turnoff for anyone starting this game. |
JonnyAugust
Internal Error. Negative-Feedback
226
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Posted - 2013.05.31 13:22:00 -
[5] - Quote
I think we are starting to see where each other are coming from. I just finished a match and listened to the MCC exploding. I wouldn't mind hearing your opinion why the explosion of a ship the size of an outpost sounds like someone yawning. |
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