doom
Unterschiede
Hier werden die Unterschiede zwischen zwei Versionen angezeigt.
| Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung | ||
| doom [2022/06/09 16:06] – mstaub | doom [2022/06/09 21:05] (aktuell) – dschaere | ||
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| Zeile 113: | Zeile 113: | ||
| ===== __DOOM VS DOOM ETERNAL__ ===== | ===== __DOOM VS DOOM ETERNAL__ ===== | ||
| + | {{doom: | ||
| 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. | 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. | ||
| Zeile 135: | Zeile 136: | ||
| ===== Environment ===== | ===== 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 27 years in the industry when comparing both titles. | + | 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 | | Teleporter | ||
| - | //DE EXAMPLE HERE FOR PLAYER SOUNDS// | + | {{doom: |
| ===== Player ===== | ===== Player ===== | ||
| - | TEXT HERE | + | |
| + | 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 | | DE93 | Sample | ||
| Zeile 152: | Zeile 154: | ||
| | Fall | {{doom: | | Fall | {{doom: | ||
| - | //DE EXAMPLE HERE FOR PLAYER SOUNDS// | + | | DE | Sample |
| + | | Low Health | ||
| + | | Death | {{ : | ||
| ===== Enemies ===== | ===== Enemies ===== | ||
| - | TEXT HERE | + | |
| + | 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 | | DE93 | Sample | ||
| Zeile 168: | Zeile 172: | ||
| | Death 3 | {{doom:imp death 3.wav}} | | Death 3 | {{doom:imp death 3.wav}} | ||
| - | //DE EXAMPLE HERE FOR PLAYER SOUNDS// | + | | DE | Sample |
| + | | Arachnotron | ||
| + | | Baron of Hell | {{ : | ||
| + | | Imp | {{ : | ||
| + | | Pinky | {{ : | ||
| ===== Guns ===== | ===== 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. | + | 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 | | Shotgun Firing | ||
| Zeile 178: | Zeile 186: | ||
| | Shotgun Reloading | | Shotgun Reloading | ||
| | Shotgun Closing | | Shotgun Closing | ||
| - | | - | - | | ||
| - | | Pistol Firing | ||
| - | //DE EXAMPLE HERE FOR PLAYER SOUNDS// | + | {{doom:DE Shotgun.mp4}} |
| Zeile 189: | Zeile 195: | ||
| 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, | 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, | ||
| - | //DE EXAMPLE HERE FOR PLAYER SOUNDS// | + | {{doom: |
| ===== UI ===== | ===== UI ===== | ||
| Zeile 197: | Zeile 203: | ||
| {{doom: | {{doom: | ||
| - | //DE EXAMPLE HERE FOR PLAYER SOUNDS// | + | {{doom: |
| + | |||
| + | ===== 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. | ||
| </ | </ | ||
/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/doom.1654783575.txt.gz · Zuletzt geändert: von mstaub