Sound – Task 1

 

First of all i will be analysing sound from 2 different games, the first game being call of duty black ops 3 and the second game being need for need for speed payback.

I will be talking about how both games implement different types of sound and how they use it to further enhance there game , this may include aspects such as Diegetic sounds, Non- diegetic sounds , use of EQ, use of Reverb , Balance of higher and lower frequency sounds alongside balance of higher and lower amplitude sounds,

Before i start i would like to give a brief explanation on these terms, starting off with Diegetic sounds.

Diegetic sounds are from the game itself or the story, examples may include, a sound made from an instrument within the game, or the voices of the characters within the game, Non-diegetic sounds are sounds that come externally aside from the storyline such as the narrator’s voice, and music.

Use of Eq is if the sounds has been changed to fit the theme or storyline of the game or film or whatever it may be, the sounds can be changed via programmes in order to change the pitch or overall amplification of the sound, e.g. a voice may be altered to suit a youth instead of an adult.

Reverb is the sound that the brain has naturally tuned out, the sound is amplified more in larger rooms , an example may include an echo in a cave.

Balance of higher and lower frequencies means the pitch of the sound, high pitch can represent a happy type feel or a sharp high pitch slice of a sword, lower pitch can give out a more of a dark and less happy theme.

Higher amplitude means the sounds volume and how it effects the game, say high volume maybe trying to show the dramatic scene and lower volume could be a way to build tension and keep us glued to the screen.


Call of Duty Black ops 3

Call of duty black ops 3 is a major first person shooter franchise, it uses a lot of the above methods of sound and implements it within its game. Today we will be looking at the trailer and analysing what method of sound it uses to further enhance and change the games tempo and overall feel.

We can see and hear a clear sense of Diegetic Sounds with in this trailer, examples include when the player jumps it releases a jetpack sound and the sound of ignition, this tells the viewers that the jetpack is active and can be used, it also gives the players a chance to feel what they cant in their day to to lives as jetpacks are non-existent.

There is also a numerous amount of Non-Diegetic sounds within this trailer, such as the soundtracks being used, which only the player base can hear and not the actors within the game. The soundtrack being used can sway the mood of the audience and the tempo, I.e. if the soundtrack was fast paced it would add more tension and if it was slow it would be less tense and more relaxed, in this case its quite a fast based sound track which keeps the audience on there toes.

Here we have a soundtrack of black ops 3 which uses high volume ( high amplitude ) sounds in order to make it more dramatic and more serious, the sound track has deep tone which also signifies a dark theme.

This second Soundtrack is a lot more fast paced and hasa balanced degree of higher and lower frequency sounds which give it a more welcoming theme and less dark and unsafe. It gives you a more high tech feel with the sounds aswell, much more electronic.


Need for speed payback

Need for speed is one of the leading racing car game franchise which invokes high speed racing and a tense campaign with amazing multiplayer, today I will be talking about the sound methods they use to change up the games feel.

In this reveal trailer we can see a lot of Diegetic sounds implanted such as the speaking of the actors and sounds of the in game objects that can be heard such as the skidding of the tires, these diegetic sounds really help make you feel as though you within the game.

The Non diegetic sounds we can see and hear in this trailer are the sound tracks and the external sounds you hear when you pick up a nitrous or a speed boost, and generally sounds that only us the audience can hear. In this case we have a slow tempo sound track which slowly builds more tension and adds onto the tempo, this really keeps us glued to the screen.

In this soundtrack we have quite a relaxed theme, this can help set the mood when playing and helps the player to ease into the game. We can see that this soundtrack uses high frequency sounds to show a happy mood and balances it with a bit of lower frequency sounds in order to make it have a more serious tone to it at the same time. It also has an element of lower amplitude sounds which can again make it seem more happy and less tense, helps give a relaxed vibe.

Comparison between the two games

First of all call of duty tends to be more serious and violent thus having higher amplitude and lower frequency sounds, this helps aid the games genre and theme, its not really aimed at a younger audience as its a 18+ game, the music helps reinforce this even more. They balance the reverb and frequency sounds quite well as well, helps give it that dynamic effect and feel. On the other hand Need for speed uses more higher frequency sounds and lower amplitude sounds as well, this in a way compared to call of duty gives it a less violence orientated theme or dark theme and gives it a more safe and happy feel, this gives way to a younger audience tuning into this game.

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