News
and Press from 2002
December 18,
2002
New sound effects from forthcoming "The Recordist SFX
Library" added: Beoing 757 Jet pass by during landing, Rocket
away, Ice cracking, Rock falls, Thunder special effects, Matchbook
flame burst, Vault door slam and a Trolley pass by. [More] * Added
12/2002
December 10,
2002
New Metroid Prime audio reviews added. A sampling:
Gamers.com: "The new Metroid stands with
the very best of modern games in almost every important respect.
Well, except sound and graphics, where Prime surpasses them all." [More]
Tech TV: "Metroid Prime is an aural delight." [More]
November 25,
2002
Metroid Prime Reviews are coming in.
IGN.com: "Fantastically designed sound
effects compliment the mood with Dolby Pro Logic II support.
It should come as no surprise that Metroid Prime is home to the
best sound design yet on GameCube." [More]
Gamespot.com: "There's no speech whatsoever,
but a large variety of sound effects accompany all the various
weapons, creatures, and environments that you'll see. Some of
the creatures sound really menacing, and the weapons shriek with
the sort of intensity you'd hope for." [More]
October
1, 2002
Metroid Prime sound design work is done! I traveled to Retro Studios in Austin
Texas to assist in final sound effects design with Audio Director Clark Wen.
Metroid Prime: Take aim at adventure gaming and sci-fi shoot-'em-up
thrills as bounty hunter Samus Aran rockets her way to Nintendo GameCube and
planet Tallon IV. The venerable Metroid series starring Samus exploded onto
the scene in 1986, and two sequels later, fans still haven't gotten enough.
Doing justice to the original, the developers at Retro Studios charge full-speed
ahead with a brand-new ballistic adventure that comes heavily armed with
high-caliber gameplay, including first-person adventuring as seen through
Samus's combat, scan and other high-tech visors. Loaded with classic weapons
from the previous Metroid games and an arsenal of all-new weapons, Metroid
Prime is an adrenaline-charged alien-blasting adventure that's worth setting
your sights on.
September
1, 2002
Completed weapon and various other sound effects
for Unreal Tournament 2003. Unreal Tournament
2003 is a lightning-fast, no-holds-barred sport
of the future, where warriors face off like the Gladiators
of ancient Rome to determine the ultimate combatant.
Super human reflexes, awesome weapons and the skill
to use them effectively are what separate the good
from the bad, the living from the dead, the victor
from vanquished.
July 1, 2002
Latest Game audio reviews
Gamespy.com (Neverwinter
Nights)
"Sound, however, is the typical superlative BioWare production. Jeremy Soule
has come up with yet another outstanding score. The voice acting is also among
the best in the business. The overall sound design parallels the single-player
game in that it's more of the excellent stuff BioWare consistently churns out."
From: http://www.gamespy.com/reviews/june02/neverwinter/
Gamescore.com (Dungeon Siege)
"Throughout the game you will experience superb sound effects, everything
from the clanging and whooshing of your weapon through the air to doors slamming
shut and creaking open have been recorded and sound authentic and realistic.
The voice acting when do talk to some of the friendlier folk is well done and
the accents add diversity and can be fun to listen to. The music is again great
and sets the almost continually combat ready mood of the game. Sound: 10 / 10"
From: http://www.gamescore.com/dungeonsiege.html
PC Gamer Magazine,
June 2002 (in print) (Dungeon Siege)
"Wherever you wander, you'll bask in absolutely superb sound, especially
when EAX is enabled via a Sound Blaser Live! or Audigy card. Final verdict: amazing
sound." [Web Site]
May 1, 2002
Sound Ideas "The General 6000 Extension III" released:
The Series
6000 Extension III offers an extensive variety of contemporary sounds -
full CDs of all terrain vehicles, automobiles and guns, plus spectacular selections
of weapons, battles, horror, crashes, smashes, crowds, doors, explosions, hits,
vehicles, swishes, whooshes ... and a whole lot more. Again, The Recordist
contributed many of the new sound effects in this collection.
April 10, 2002
The Frank Bry Interview on XGR Radio
Frank Bry is the Sound Designer for most of the Total Annihilation titles,
Dungeon Siege, and the upcoming Unreal Technology game from Epic (we all know
it's called Unreal Warfare but not officially, right?). Check out the interview.
I had a chance to sit down with Frank for a chat - here are some of the topics
we covered:
How he got started doing sound effects
Past titles he has worked on
Dungeon Siege
Different genres including a small bit on upcoming Unreal game
Much, much more
April 2, 2002
Gamers Depot Dungeon Siege Review
The in-game audio sound effects and music also play a part in helping to shape
the atmosphere and are done very nicely. Creative Labs Environmental
Audio Extensions are used to great detail and will especially reward gamers
on a 4.1 surround system. Caverns and dungeons have an uncanny realistic echo
to them, whereas outdoor areas have a more open sound. Without question, the
sound engineers did a great job by creating some of the best sound effects
to be heard in any game to date. Full
Review
March 29, 2002
Creative Labs EAX Q&A on Dungeon Siege
Microsoft's
Dungeon Siege site has posted a question
and answer session between Gas Powered Games and Creative Labs. The Q&A
covers Creative's EAX technology and how it was implemented in Dungeon Siege.
Information regarding the creation of sounds, music, and moods are also included.
Creative: There are many distinctive and unique
sounds in Dungeon Siege, how did you source the samples for the
game?
Gas Powered Games: We contracted with Frank
Bry of Creative Sound Design. Using source material from CD Libraries
and custom sounds that he has recorded and designed over the
years, Frank created the Sound Effects. A majority of the creature
voice sounds were created from scratch using human and animal
sources.
Sounds like spells, backgrounds and monster
dies were layered and manipulated in Digidesign Pro-Tools 24/Mix
and an Emulator IIIx Digital Sampling Keyboard (E-mu Systems,
Owned by Creative). Up to 24 individual tracks/sounds were used
to create the complex and larger than life monsters, underground
ambiences, and machinery.
March 1, 2002
Kirkland, Washington - Audio production is complete on Dungeon Siege.
Here are some reports from the press who received the Limited Content Preview...
"To compliment the awesome art, the team has put together some incredible
sound effects and music. You'll hear tiny creatures skittering across stone dungeon
floors, and while walking through the forest you'll hear the leaves rustle with
movement through the underbrush." From: Gamespy.com
"Audio effects look to be good as well. My speakers don't do the game justice,
as there are many different sounds they weren't capable of transmitting optimally.
Enemy noises, in game music - all were excellent and not too overpowering." From: Gamezilla.com
"As with everything else with Dungeon Siege, the sound is shaping up to
be great. There was nothing that I heard that feels out of place. All the sound
effects, music, and character interactions really provide the appropriate atmosphere
for the game." From: Gameraiders.com
Check the Downloads section
for any available sound effects from these news items.
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