
satisfied with the sound effects in SC2? - Page 4
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ocoini
648 Posts
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LibertyTerran
Vietnam711 Posts
On February 21 2010 18:34 Vedic wrote: It's still beta, and I'm sure many of the sounds aren't done or final. On February 23 2010 06:37 Zexion wrote: It's beta... I'm sick of these people. Prior to the beta release, every time someone whined, these ``beta polices" showed up in no time and bashed the crap out of them. Now beta is out, they're still posting shits like this. | ||
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TSL-Lore
United States412 Posts
On February 24 2010 09:48 LibertyTerran wrote: I'm sick of these people. Prior to the beta release, every time someone whined, these ``beta polices" showed up in no time and bashed the crap out of them. Now beta is out, they're still posting shits like this. This is very true. So many people just respond with "it's beta" ... but what is the point of a beta anyways? For players to discover and point out what they don't like about the game so that when the game is released, it will be polished. Anyways, this beta is one of the most complete and playable betas ever released, and Blizzard boasts this. Thus, talking about these finer aspects, such as sound, is totally valid. But actually, I'm concerned because sound effects are tremendously important to whether a game will live through the test of time (ie: starcraft 1, X-Com UFO defense) or die out soon after its release (X-Com Apocalypse, lol). I'm sure all of us here want SC2 to live through the test of time. | ||
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Dreamer.T
United States3584 Posts
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Spawkuring
United States755 Posts
The most common complaints, and ones that I agree with, are a lot of the attacking sounds. The main thing that SC1 had was that every unit attacking sound was completely distinct. The difference between a Dark Templar swipe and a Zealot swipe was clear as night and day. Both sounds were very loud with a nice "booming" quality, whereas in SC2 the sounds are still distinct, but are much more softer than before. In fact pretty much every unit sounds a lot more subdued than they were in SC1. SC1 siege tanks had much more impressive explosion sounds than the new one does, and while the zealot attack sound made no sense whatsoever, I certainly prefer their *CLASH CLASH* sound compared to the SC2 zealot's *foom foom* sound. I think BluzMan's post explained quite well what SC2 is missing in the sound department. Too much bass, too few trebles. Everything sounds somewhat 'muted' and every single sound blends into the other one. That's not really a coincidence, the game doesn't utilize even half of the sound spectrum. Some sounds are just plain bad - compared to SC1, marine death in SC2 is just laughable. Yeah, I kinda agree that everything is very soft - in fact, the secret of SC sounds was that every single one had an 'impact' point percussive sound at high frequency, be it ling attack, zealot blade swipe or a tank blast. SC2 lacks that, sound are there, but they don't have distinct impact points and thus blend into a cacophony. | ||
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alexpnd
Canada1857 Posts
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wtfhi2u
United States65 Posts
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fOscB.Sulik.SLR
Kyrgyzstan59 Posts
no matter how long you will 'get in touch' with SC2 - its sound is just not that easy-to-dstinguish like it was in SC:BW | ||
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Husky
United States3362 Posts
The reaction time for sounds is also a lot wider than in sc1. What I mean by that is in SC1 units made their sound AS SOON as they possibly could after already making the sound previously. In sc2 there is a huge silent gap between the sounds they make and it is driving me crazy. I really hope they revamp the sounds and give all the units distinct sounds again, because seriously they all sound alike, especially zerg. | ||
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thopol
Japan4560 Posts
The music is great though. I love the Terran music especially. Since the beta came out I've been rewatching firefly because of that music. | ||
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zatic
Zurich15365 Posts
On February 24 2010 01:50 Tef wrote: And I don't remember which one, but one terran unit in SC2 sounds like Arnold Swarchenegger. The Thor of course. It's hilarious. When I made them the first time I just walked around to hear Arnold talk. | ||
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ccou
United States681 Posts
On February 21 2010 18:39 So no fek wrote: I really dislike the Terran music thus far. ![]() O man, I hope they make the sounds better. I really hope that after the actual release, someone makes a mod to use sc1 sounds for most units/music. | ||
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Sparkfist
United States13 Posts
One example that irritates me is, say you drop a good number of zealots / stalkers on someones base with a few dark templar. It may take you a second to see the blur of a cloaked dark templar among all the zealots as that distinct loud swipe is no longer present. Not saying you can't get accustomed to the new quick swoosh sound they make but it just sounds off to me *shrug*... | ||
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chicken`
Germany3478 Posts
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BluzMan
Russian Federation4235 Posts
Terran theme 1 was really first showcased on some ancient Blizzcon where they first showed us the single-player content. Some kind of mission with an artifact recovery where Browder ended up cheating. Since then, it has been remastered with the addition of more overdriven guitar in the beginning, I don't think it was a good choice, I liked the old one with it's focus on violins and acoustics better. But the worse problem is that terran music is indeed, too gentle. SC is about people dying all over the place, and the music almost sounds like country. Yeah, it fits terran in one of their aspects, but I'm somewhat disappointed that all themes without exception are 'space cowboy'. You could leave 1 or 2 of them and nothing would change. Needs more drive and more militaristic themes, perhaps some techno as well. Protoss music is not done, not much to speak about here, we've got only one theme and it's 'okay' (will probably be remastered since for now it's just a mix of loops without any coherent mindset). Zerg is meh. Really meh. I see it as a huge mix of outworldish sounds, but it grossly lacks identity. Should be okay in game, but not even close to the music of the original. It also lacks any drive. For fuck's sake, zerg is the fastest race in the game, why the hell doesn't their music even have a distinct beat? Not at a single moment? | ||
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gentile
Switzerland594 Posts
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251
United States1401 Posts
On February 24 2010 09:41 prodiG wrote: when I hear the protoss guy say YOU REQUIRE ADDITIONAL PYLONS i'm think to myself 'psh you sound like some 18 year old kid who somehow landed a supervisor job' when i hear aldaris say it i think 'FUCK! FINE!' What? It IS Aldaris now - if anything, the Protoss multiplayer commander from SC1 wasn't, he didn't sound the same as Aldaris in single player. I always thought it was kinda off, maybe a slightly different effect. Aldaris is voiced by Paul Eiding, known for a myriad of voicework (including Colonel Campbell from MGS series), but now it is clearly him in SC2, its pretty distinct. | ||
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Puosu
7012 Posts
On February 25 2010 02:17 251 wrote: What? It IS Aldaris now - if anything, the Protoss multiplayer commander from SC1 wasn't, he didn't sound the same as Aldaris in single player. I always thought it was kinda off, maybe a slightly different effect. Aldaris is voiced by Paul Eiding, known for a myriad of voicework (including Colonel Campbell from MGS series), but now it is clearly him in SC2, its pretty distinct. Aldaris died.. | ||
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Haemonculus
United States6980 Posts
Tanks in siege mode just don't sound all that threatening. They need a much larger BOOM. Archons attack with a really quiet "poof". What happened to the awesome fear-inspiring WHOOSH from the first game? Ultralisks attack with a high pitched squeak. Doesn't really fit their role as giant death machines. | ||
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son1dow
Lithuania322 Posts
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