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doom [2022/06/09 15:10] mstaubdoom [2022/06/09 21:05] (aktuell) dschaere
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 {{doom:doomgameplay.mp4}} {{doom:doomgameplay.mp4}}
  
-===== Muisc =====+===== Music =====
  
  
Zeile 112: Zeile 112:
  
  
-===== DOOM VS DOOM ETERNAL =====+===== __DOOM VS DOOM ETERNAL__ ===== 
 +{{doom:dvde.jpg}}
    
 +Doom Eternal came out 27 years after the original Doom. In those years, quite a lot has happened to the game industry, which is also clear in the sound design of both titles.
 +
 +===== Music =====
 + 
 +Overall, it’s clear what changed between both soundtracks. Quality wise, the original Doom sounds like wet noodles compared to Doom Eternal Soundtrack. Interesting though is that both titles go into a similar direction when it comes to mood. Both give you sick guitar riffs and recognizable melodies, which help you to get into the flow of ripping demons apart. 
 +
 +While the original Doom used Metal as its inspiration, Doom Eternal also mixes it with hard electronic sound. The mix between hard industrial electric sound and metal brings the old soundtrack into current time.
 +
 +When it comes to ambient music, they both try to go into the same direction as well. An eerie atmosphere is key here, mixed with a good amount of a hellish mood.
 +
 +It's obvious the technical difference both have, but it's also clear where both titles are similar. Both games also get a lot of their atmosphere from their soundtrack.
 +
 +| D93 At Doom`s Gate    | {{doom:doom_at_dooms_gate.mp3 }}  |
 +| DE BFG Devision   | {{doom:DE_Track 1.mp3}}  |
 +| D93 Dark Halls | {{doom:doom_dark_halls.mp3 }}    |
 +| DE The Betrayer   | {{doom:DE_Track 2.mp3}}   |
 +
 +
 +
 +===== Environment =====
 +
 +The original Doom basically has no environmental sound except some teleporter effects etc. Doom Eternal has a crisp and thought-out mix of environmental sounds that help to define each level. It's quite clear what happened in the last 30 years in the industry when comparing both titles.
 +
 +| Teleporter  | {{doom:teleporter.wav}}  |
 +
 +{{doom:DE_Enviroment.mp4}}
 +
 +===== Player =====
 +
 +Id Software have moved away from giving DOOM Guy a voice. While there are plenty of voice samples in DOOM, DOOM Eternal just uses sound effects to notify when the player is injured.
 +
 +| DE93  | Sample  |
 +| Death 1  | {{doom:death_1.wav}}  |
 +| Death 2  | {{doom:death_2.wav}}  |
 +| Death 3  | {{doom:death_3.wav}}  |
 +| Injured  | {{doom:injured.wav}}  |
 +| Wall     | {{doom:wall.wav}}     |
 +| Fall     | {{doom:fall.wav}}     |
 +
 +| DE  | Sample  |
 +| Low Health   | {{ :doom_eternal:low_health.mp4 |}}   |
 +| Death   | {{ :doom_eternal:death.mp4 |}}   |
 +===== Enemies =====
 +
 +Enemy sounds have come a long way. Each enemy has its own sound signature. From DOOM to DOOM Eternal, this is definitely a major improvement point.
 +
 +| DE93  | Sample  |
 +| Sight 1   | {{doom:imp Sight 1.wav}}   |
 +| Sight 2   | {{doom:imp Sight 2.wav}}   |
 +| Nearby    | {{doom:imp nearby.wav}}    |
 +| Atk near  | {{doom:imp atk near.wav}}  |
 +| Atk far   | {{doom:imp atk far.wav}}   |
 +| Injured   | {{doom:imp injured.wav}}   |
 +| Death 1   | {{doom:imp death 1.wav}}   |
 +| Death 2   | {{doom:imp death 2.wav}}   |
 +| Death 3   | {{doom:imp death 3.wav}}   |
 +
 +| DE  | Sample  |
 +| Arachnotron   | {{ :doom_eternal:enemies:doom_eternal_-_arachnotron_sounds_sfx-_p_.mp3 |}}   |
 +| Baron of Hell   | {{ :doom_eternal:enemies:doom_eternal_-_baron_of_hell_sounds_sfx-_p_.mp3 |}}   |
 +| Imp    | {{ :doom_eternal:enemies:doom_eternal_-_imp_sounds_sfx-_p_.mp3 |}}    |
 +| Pinky  | {{ :doom_eternal:enemies:doom_eternal_-_pinky_sounds_sfx-_p_.mp3 |}}  |
 +
 +===== Guns =====
 +
 +The guns are also a nice example of how the sound evolved in games. Gone is the repetitive sound of the old Doom. Weapon sounds also got more complex and intricate. They have different effects depending on their status. The impact is more visceral and brutal as well.
 +
 +| Shotgun Firing     | {{doom:shotgun1.wav}}  |
 +| Shotgun Opening    | {{doom:shotgun2.wav}}  |
 +| Shotgun Reloading  | {{doom:shotgun3.wav}}  |
 +| Shotgun Closing    | {{doom:shotgun4.wav}}  |
 +
 +{{doom:DE Shotgun.mp4}}
 +
 +
 +===== Movement =====
 +
 +
 +Fairly quickly compared. The original Doom doesn’t use any sound effects for movement. Doom Eternal on the other hand uses a mix of different sounds to indicate not only the current way the Doom Slayer moves, but also how his armor suit sounds while doing it. It's heavy and clearly understandable, but not annoyingly loud or repetitive.
 +
 +{{doom:DE_walk.mp4}}
 +
 +===== UI =====
 +
 +When it comes to the UI, it's quite interesting what changed. The original Doom used gunshots of the basic Pistol as a sound Que for the UI. This made the menu quite obnoxious to use. Doom Eternal goes a bit heavier into the Sci fit theme and uses a more subtle sound design in its menu. That not only makes it more barrable to use, but also makes it feel more responsive and smoother.
 +
 +{{doom:doomgameplay.mp4}}
 +
 +{{doom:DE_UI.mp4}}
 +
 +===== Summary =====
 +
 +The sound design of Doom and Doom Eternal are a great example of how the sounds of video games have evolved in the last 30 years. Besides the higher quality, the complexity of the sounds also evolved. Guns for example don’t consist of a single sound bit anymore, instead they consist of an entire sound library with repeating sounds with slight variations to make them less repetitive. Ambient sound also got more detailed and important for a believable and immersive world. Player feedback is also clearer with well-placed sounds for every interaction. Each interaction also getting its distinctive sound so that it's always clear what is happening.
 +
 +Music still holds somewhat the same value as back in the day. It's important for building atmosphere and setting a mood. It can also still mask off the lack of sound design in other places, but not quite as well as back in the 90ies.
  
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