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satisfied with the sound effects in SC2? - Page 4

Forum Index > SC2 General
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ocoini
Profile Blog Joined April 2003
648 Posts
February 24 2010 00:43 GMT
#61
The zerg advisor sounds really bad from the streams , pretty annoying I find it
Street Vendor Crack Down Princess-Cop!
LibertyTerran
Profile Joined July 2004
Vietnam711 Posts
February 24 2010 00:48 GMT
#62
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.
if it aint broke, dont fix it
TSL-Lore
Profile Joined January 2009
United States412 Posts
February 24 2010 00:55 GMT
#63
On February 24 2010 09:48 LibertyTerran wrote:
Show nested quote +
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.

Show nested quote +
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.



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.
I want to become stronger. -Shindou Hikaru
Dreamer.T
Profile Joined December 2009
United States3584 Posts
February 24 2010 01:10 GMT
#64
I also think the music sounds a bit too weak. They don't necessarily sound awful, but they aren't as powerful as the old themes. When you listen to protoss themed music in sc1, you would get pumped up by it. I don't get this strong feeling when I listen to any of the new songs.
Forever the best, IMMvp <3
Spawkuring
Profile Joined July 2008
United States755 Posts
February 24 2010 01:12 GMT
#65
The sound is easily the weakest part of SC2 right now. I'm not too worried because a lot of the sounds are so bad that they seem like obvious placeholders, but I'll still give feedback since it's more important than ever to do so.

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.
alexpnd
Profile Blog Joined March 2009
Canada1857 Posts
February 24 2010 01:20 GMT
#66
I agree with the bad sound. I describe it as swishy as compared to SC1 crunch.
www.brainyweb.ca //web stuff!
wtfhi2u
Profile Joined May 2007
United States65 Posts
February 24 2010 04:54 GMT
#67
--- Nuked ---
fOscB.Sulik.SLR
Profile Joined December 2009
Kyrgyzstan59 Posts
February 24 2010 05:14 GMT
#68
yep, the attack sounds are easy to mix up.
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
Survive, succeed and ascend.
Husky
Profile Blog Joined May 2009
United States3362 Posts
February 24 2010 05:17 GMT
#69
To be completely honest, the sounds are very disappointing. The sounds are WAY too ambient. Almost every zerg unit sounds the same.

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.
Commentaries: youtube.com/HuskyStarcraft
thopol
Profile Blog Joined May 2008
Japan4560 Posts
February 24 2010 05:23 GMT
#70
Sounds aren't bad. Aren't good either.

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.
zatic
Profile Blog Joined September 2007
Zurich15365 Posts
February 24 2010 05:36 GMT
#71
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.
ModeratorI know Teamliquid is known as a massive building
ccou
Profile Joined December 2008
United States681 Posts
Last Edited: 2010-02-24 05:52:17
February 24 2010 05:50 GMT
#72
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.
Wake up Mr. B!
Sparkfist
Profile Joined May 2009
United States13 Posts
February 24 2010 06:02 GMT
#73
I definitely miss some of the old sounds for units carried over from SC1 The new sounds just don't have near the punch the old did as most of you guys have been saying.

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*...
Food grow in dirt? Save time - eat dirt.
chicken`
Profile Joined January 2004
Germany3478 Posts
February 24 2010 11:16 GMT
#74
i'm confused every time i click the hotkey buttons in a replay and it does that chat sound beep thingie. i always look for a message that isnt there 8(
jeremy clarkson = god
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
February 24 2010 11:24 GMT
#75
Oh, music is a hard topic.

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?
You want 20 good men, but you need a bad pussy.
gentile
Profile Joined August 2007
Switzerland594 Posts
February 24 2010 12:07 GMT
#76
what i have heard/seen so far from streams is that the background music seems to be great, but the unit sounds, especially the zerg overall voice is terrible..need more minerrrraaallllzzzz,..what shit is this? the terran unit sounds seem to be okay, maybe a bit "muted" compared to effect sounds. but then again it is maybe cause people have music too loud, since at the end most people are going to play without music theme anyways i guess..at least i will. protoss sounds seem to be decent aswell, mothership for example sounds great...i just dislike this pseudo creepy zerg sounds a lot...a reason more to kill every zerg fast then, i guess^^
251
Profile Blog Joined March 2008
United States1401 Posts
Last Edited: 2010-02-24 17:20:05
February 24 2010 17:17 GMT
#77
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.
"If you can chill..........then chill."
Puosu
Profile Blog Joined April 2007
7012 Posts
February 24 2010 17:21 GMT
#78
On February 25 2010 02:17 251 wrote:
Show nested quote +
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.

Aldaris died..
Haemonculus
Profile Blog Joined November 2004
United States6980 Posts
February 24 2010 17:33 GMT
#79
I think tanks, archons, and ultralisks need the biggest sound changes.

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.
I admire your commitment to being *very* oily
son1dow
Profile Joined May 2009
Lithuania322 Posts
February 24 2010 19:24 GMT
#80
One think to consider is that it isn't 1998 anymore, and what they were able to do back then may just sound childish\premature now. I do like the sc1 sounds more, but how do you guys think people (the newschoold crowd) would accept sounds as strong as they were back then? I can't really say without hearing them first, but it's hard to be sure if it's entirely possible to make them sound both high quality and as strong.
Play more Quake.
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