Friday 8 August 2008

AA2 - Semester 4 - Week 2

Game Sound Analysis: Need for Speed; High Stakes (1999).


This racing game is based on the idea of running away from the police[1] listening to heavy metal music; hence the sounds of sirens, police helicopters, etc (which were new to the series of NFS games).

Much attention is paid to the detailed sounds and noises of the cars including their engine, their breaks, other parts of car bodies, etc.. Other cars also sound with respect to their position (left, right and in surround systems in front and back) in relation to the players(’) car(s). Most of the sounds can be categorised as hyper-real.

Another aspect of the sound in this game is its theme music; like many other themes in this time period (and beyond), there would be no pause in the music if the player paused the game; there are (even more than) two separated layers of sound going on at the same time. However, when the game completely changes the scene (eg. from “playing” to “choosing a car”) the music changes as well as all other effects, indicating the entrance to a new environment.

Not much narration in this game, except for policemen talking on their walkie-talkies.

(Video reference: seconds 6 to 51)



[1] It’s much more pleasant to me than kill-kill-kill games highly regarded as the sources of development in the game industry.


References:
- Christian Haines. "Audio Arts: Semester 4, Weeks 2." Lecture presented at the EMU, University of Adelaide, South Australia, 05/08/2008.



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