Star Wars: Battlefront II (2005)
grenade! take cover
I get it, it’s supposed to sound creepy and cursed, but there is a very fine line between fittingly cursed and just ugly. Rhythmically, it’s boring. Harmonically, it’s bland. The …
First of all, the instrumentation as well as the voicing of pretty much every harmony in here is absolutely perfect for capturing that lonely, desperate atmosphere. But especially with the …
This sound makes sure that you are in a good mood before you spend too much of your hard earned money on overpriced Nintendo Games.
This sound plays on loop when you are at low health. It does the job but becomes extremely annoying when you cannot find any items to heal yourself.
The sound effects in Ultrakill have always felt super satisfying to me, and even here in this speedrun where it gets incredibly chaotic you can still tell each sound apart …
In general, this game sounds INCREDIBLE. But I have a few pet peeves. The slinger is a tool the player will use frequently, and often in succession. Yet for some …
Very immersive and impressive audio. The significance and danger of the incoming ship is really made apparent by the audio.
I really like this loading screen and the sound it makes. Very iconic sound that brings back memories.
Most of it is actually quite decent for the time, the music is also sick. The tire screeches in the sharp corners sound really weird though!!!
I LOVE the atmosphere of this game and think the audio plays a big part in that. The music is really cool and blends in very well with the the …
One of my favorite games as a kid, but the bus engine sounds synthesized, a bit unresponsive and just doesn’t feel like I’m driving a big heavy bus to me! …
Slechte spaciale awareness van voetstappen, ook geen duidelijke indicatie van op welk oppervlakte ze lopen
Het gaat vooral om Snowbelle City (aan het eind van de video). Het geeft vooral een mooie ervaring samen met de sfeer, is erg complementair aan het beeld en maakt …
The music adds to the epic feel you get from the fight. The sound design does its job perfectly when it comes to gore and hitting attacks. The sound of …
It’s a huge mess of sound. The sound also does not represent a bomb in my opinion. The sound is clipping. Furthermore, I don’t find it elegant that you hear …
The location of the players is represented very accurately. From far away you can locate players just by listening to footsteps. Also knifing sounds very juicy.
The voice acting is hilarious. When the player dies you hear moans instead of screams. When jumping in the cave there is little to no reverb on the voice, but …
Audio helpt je echt met het navigeren in de game, omdat je aan de sounds van de enemies exact kunt horen waar ze staan/spawnen en welke enemy het is. Ook …
(Loudness warning) Voice acting is slecht en FX zijn repetatief. De video spreekt vrijwel voor zichzelf.
[heavy breathing intensifies] Spartans are supposed to be genetically, mentally, and technologically enhanced warriors with the stamina of a racehorse and suits of armour that offer more protection than real-world …
https://www.youtube.com/watch?v=h92OCdyyWuI. one of the most immersive games in the way of audio in my opinion. the music is very minimalistic most of the time you play the game only picking …
The sounds themself are fine, if you can here them at all… Approaching enemies are often inaudible because eighter: footstep sounds that keep cutting out, enemy gunfire makes little to …
all the grind sounds sound off in this game. stone grinding obstacles sounds like hollow wooden boxes. every metal grind sounds like a knife or something. and most of the …
De muziek is understated maar zet een duidelijke toon neer, de geluidseffecten zijn iets aan de luide kant maar zijn tegelijkertijd goed te herkennen en zijn een groot deel van …
Een heel goed voorbeeld van geluid dat aaneembaar is maar niet echt bestaat. Voor mij klinkt het als een soort echolocatie in een grote ruimte wat op zich logisch is …
Goed en komisch voorbeeld met wat er gebeurd als je te ingewikkelde geluiden gebruikt voor een simpele game.
Slenderman is natuurlijk een klassieker, en heeft zeker veel nostalgische waarde. Toch vind ik, als ik er nu op terug kijk, dat de onderliggende muziek erg goedkoop klinkt. Mogelijk ging …
Very realistic and immersive sound. The clip-clopping sound of your horse changes when walking on different materials. The voice acting is sorta good, it sounds good but I don’t find …
Fantastic game, but it sounds like they haven’t put much attention to the sound design. The rocket engines sound like they’re clipping, and when there are multiple rockets running you …
I love these sounds because they feel very nostalgic to me, but they are so ugly. There are only a small amount of sounds and everything is very fake. The …
These car sounds are one of the first things I noticed that I loved about the game. The way it actually feels like you are changing gears and it responding …
These car sounds are one of the first things I noticed that I loved about the game. The way it actually feels like you are changing gears and it responding …
Stem loopt niet gelijk met spraak-animatie en daarbij zijn het ook slordige en komische spraakclips.
Heerlijk diep geluid, waarbij de rest van de game-audio wordt in opgeslokt voor impact.
Geweldige underground theme van Mario. Perfecte en originele representatie van het donkere gevoel.
Geweldige underground theme van Mario. Perfecte en originele representatie van het donkere gevoel.
In The Last of Us Part 2 so much of the story is told through the audio. They can do that because they have well-thought-out audio systems that are immersive …
Nearly all games in the Ace Attorney series use the same text appearing sounds. Since these games revolve around the text you hear the sound almost constantly. And sometimes after …
Slenderman is natuurlijk een klassieker, en heeft zeker veel nostalgische waarde. Toch vind ik, als ik er nu op terug kijk, dat de onderliggende muziek erg goedkoop klinkt. Mogelijk ging …
The impact of the song from the beginning till the end is very heavy and fits the situation that it’s played in very, very well.
Doesn’t fit the theme of an atmospheric horror game nor did it fit the area.
elk deel van de map had zijn eigen sound, zijn eigen ambiance, wat de beleving voor de speler heel mooi maakte. hele dynamische sounds, en het in-game tijdstip had ook …
Hydra (straaljager) geluid in San Andreas is niet echt fijn om te horen. Elke keer als ik de game speel en in een straaljager wil/moet vliegen gaat het geluid van …
Hydra (straaljager) geluid in San Andreas is niet echt fijn om te horen. Elke keer als ik de game speel en in een straaljager wil/moet vliegen gaat het geluid van …
Hydra (straaljager) geluid in San Andreas is niet echt fijn om te horen. Elke keer als ik de game speel en in een straaljager wil/moet vliegen gaat het geluid van …
This is a very bally game. “Me gusta la parte donde el Oi! dice Oi!”
(watch until 1:30) The first time you hear the boss battle music in Ori and the Blind Forest, it sounds beautiful and epic but after dying and retrying multiple times, …
The soundscape of Battlefield 1(a AAA game made by DICE in 2016) has an incredible amount of detail. The spatialisation is also very convincing with real-time binaural positioning.
Nu klopt het, dat ik tweemaal dezelfde spel aanhoud om iets te zeggen over de gamesounds. Alhoewel ik in mijn andere post mijn mening heb gegeven over de klanken van …
Ik heb 2 pokemon filmpjes gekozen om iets te zeggen over de sound. Voor deze links vraag ik om aandacht voor de sound design van de pokmon(diertjes?) zelf. Hierbij hoor …
Specifically bringing attention to the sound of the AK around 9.14, but what I want to bring to light are the replacement of all gun sounds throughout the game. This …
This is an intro scene from Quake IV. The sounds of the protagonist are really repetitive and there’s a really weird hallway/bathroom reverb on it, even though scenery and rooms …
This is an intro scene from Quake IV. The sounds of the protagonist are really repetitive and there’s a really weird hallway/bathroom reverb on it, even though scenery and rooms …
This is an intro scene from Quake IV. The sounds of the protagonist are really repetitive and there’s a really weird hallway/bathroom reverb on it, even though scenery and rooms …
This is an intro scene from Quake IV. The sounds of the protagonist are really repetitive and there’s a really weird hallway/bathroom reverb on it, even though scenery and rooms …
This is an intro scene from Quake IV. The sounds of the protagonist are really repetitive and there’s a really weird hallway/bathroom reverb on it, even though scenery and rooms …
This is an intro scene from Quake IV. The sounds of the protagonist are really repetitive and there’s a really weird hallway/bathroom reverb on it, even though scenery and rooms …
This is an intro scene from Quake IV. The sounds of the protagonist are really repetitive and there’s a really weird hallway/bathroom reverb on it, even though scenery and rooms …
This is an intro scene from Quake IV. The sounds of the protagonist are really repetitive and there’s a really weird hallway/bathroom reverb on it, even though scenery and rooms …
This is an intro scene from Quake IV. The sounds of the protagonist are really repetitive and there’s a really weird hallway/bathroom reverb on it, even though scenery and rooms …
Hollow Knight has an orchestral soundtrack that’s heavily based on motifs. In this final boss fight, the main motif that gets introduced in the beginning of the game gets played …
Two NPCs with the same voice and voice lines talking to each other. They even greet each other AGAIN just after talking to one another a second ago. It’s a …
An example of good adaptive music. The music fits what you are doing perfectly. If the visuals display heavy action, the music will adapt. If you are exploring, the music …