doom_eternal
Unterschiede
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Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung | ||
doom_eternal [2022/06/09 10:59] – dschaere | doom_eternal [2022/06/10 10:00] (aktuell) – [Enemies] dschaere | ||
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====== DOOM Eternal ====== | ====== DOOM Eternal ====== | ||
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</ | </ | ||
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===== Music ===== | ===== Music ===== | ||
+ | Here are some music samples from DOOM Eternal, composed by **Mick Gordon**: | ||
+ | <WRAP group> | ||
+ | |||
+ | <WRAP half column> | ||
+ | |||
+ | {{ : | ||
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+ | </ | ||
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+ | <WRAP half column> | ||
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+ | {{ : | ||
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+ | </ | ||
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+ | </ | ||
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+ | In the gaming community, the soundtracks of DOOM Eternal and DOOM (2016) have reached a somewhat legendary status, with DOOM (2016) even being awarded Best Soundtrack at the Game Awards. For DOOM Eternal, Mick Gordon has again combined guitars with synthesizers to create a sound that is unique to DOOM and at the same time hones its heritage, that being the original DOOM soundtrack. | ||
===== Environment ===== | ===== Environment ===== | ||
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<WRAP group> | <WRAP group> | ||
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<WRAP third column> | <WRAP third column> | ||
- | {{ : | + | |
+ | {{ : | ||
</ | </ | ||
<WRAP third column> | <WRAP third column> | ||
- | {{ : | + | |
+ | {{ : | ||
</ | </ | ||
<WRAP third column> | <WRAP third column> | ||
- | {{ : | + | |
- | {{ : | + | {{ : |
- | {{ : | + | |
</ | </ | ||
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</ | </ | ||
- | Let's take a closer look at **Super Gore Nest** (that' | + | Let's take a closer look at **Super Gore Nest** (that' |
- | Firstly, theres a faint sound of wind. Extremely distant howling and thunder create a sense of a big open space. | + | |
- | Closer, you can hear some otherwordly sounds. These paint a picture of a soundstage that is near the listener: A soundstage that reminds of living and breathing flesh, pulsing. You can hear monsters growling, some closer and some further away. | + | |
The sounds of **Urdak** (bottom right) are also quite impressive. Synthesizers are used to gives tones of " | The sounds of **Urdak** (bottom right) are also quite impressive. Synthesizers are used to gives tones of " | ||
+ | |||
+ | The sounds of these environments do not change over time. In DOOM Eternal, there exists no real sense of day- or nighttime: It feels like time has stopped. This also plays into the apocalyptic setting. | ||
A lot of DOOM Eternal' | A lot of DOOM Eternal' | ||
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===== Sound Effects ===== | ===== Sound Effects ===== | ||
+ | |||
==== UI ==== | ==== UI ==== | ||
+ | |||
<WRAP group> | <WRAP group> | ||
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<WRAP half column> | <WRAP half column> | ||
- | {{ : | + | |
+ | {{ : | ||
</ | </ | ||
<WRAP half column> | <WRAP half column> | ||
- | The **Menu Sounds** in the game are kept to minimal clicks. | + | |
+ | The **Menu Sounds** in the game are kept to minimal clicks. | ||
</ | </ | ||
+ | |||
</ | </ | ||
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==== Guns ==== | ==== Guns ==== | ||
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<WRAP group> | <WRAP group> | ||
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<WRAP half column> | <WRAP half column> | ||
- | {{ : | + | |
+ | {{ : | ||
</ | </ | ||
<WRAP half column> | <WRAP half column> | ||
- | The **Shotgun** | + | |
+ | The **Shotgun** | ||
</ | </ | ||
+ | |||
</ | </ | ||
<WRAP group> | <WRAP group> | ||
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<WRAP half column> | <WRAP half column> | ||
- | {{ : | + | |
+ | {{ : | ||
</ | </ | ||
<WRAP half column> | <WRAP half column> | ||
- | The **Heavy Cannon** | + | |
+ | The **Heavy Cannon** | ||
</ | </ | ||
+ | |||
</ | </ | ||
<WRAP group> | <WRAP group> | ||
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<WRAP half column> | <WRAP half column> | ||
- | {{ : | + | |
+ | {{ : | ||
</ | </ | ||
<WRAP half column> | <WRAP half column> | ||
- | The **Plasma Gun** | + | |
+ | The **Plasma Gun** has a bit of a different sound signature than the other guns. The upper and middle frequencies consist of this energetic "laser beam sound" that quickly sweeps from a high to a low pitch. Of course, once you fire full auto, the individual shots combine into a sort of chain. In the lower frequencies there is a fuzzy bass that gets especially prevalent once you stop shooting. After the Plasma Gun has fired enough shots, it can release a burst of energy. This is a bit less bassy, but after the sound starts high-pitched in the middle of the sound stage, it travels outwards and its pitch gets lower. | ||
</ | </ | ||
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</ | </ | ||
<WRAP group> | <WRAP group> | ||
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<WRAP half column> | <WRAP half column> | ||
- | {{ : | + | |
+ | {{ : | ||
</ | </ | ||
<WRAP half column> | <WRAP half column> | ||
- | The **Super Shotgun** | + | |
+ | The **Super Shotgun** | ||
</ | </ | ||
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</ | </ | ||
<WRAP group> | <WRAP group> | ||
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<WRAP half column> | <WRAP half column> | ||
- | {{ : | + | |
+ | {{ : | ||
</ | </ | ||
<WRAP half column> | <WRAP half column> | ||
- | The **Chain Gun** | + | |
+ | The **Chain Gun** is a heavy, belt-fed gatling gun. As you start firing, the individual shots start to shift their pitch upwards, until the gun has reached its peak speed. When switching into turret mode, a high click, combined witha mechanical thud confirm that the gun is again ready to fire. In turret mode, there is also a noise that becomes higher pitched over time, indicating the gun heating up. The player is able to use this sound to know when to stop firing so that the gun doesn' | ||
</ | </ | ||
+ | |||
</ | </ | ||
<WRAP group> | <WRAP group> | ||
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<WRAP half column> | <WRAP half column> | ||
- | {{ : | + | |
+ | {{ : | ||
</ | </ | ||
<WRAP half column> | <WRAP half column> | ||
- | The **Rocket Launcher** | + | |
+ | The **Rocket Launcher** | ||
</ | </ | ||
+ | |||
</ | </ | ||
<WRAP group> | <WRAP group> | ||
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<WRAP half column> | <WRAP half column> | ||
- | {{ : | + | |
+ | {{ : | ||
</ | </ | ||
<WRAP half column> | <WRAP half column> | ||
- | The **Crucible** | + | |
+ | The **Crucible** | ||
</ | </ | ||
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</ | </ | ||
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+ | <WRAP group> | ||
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+ | <WRAP half column> | ||
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+ | {{ : | ||
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+ | </ | ||
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+ | <WRAP half column> | ||
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+ | The **Ballista** emits a guitar-riff-like sound when you fire it. In its secondary mode, an electrical buzz tells you when it's fully charged | ||
+ | |||
+ | </ | ||
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+ | </ | ||
+ | |||
+ | === Roundup === | ||
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+ | All of the weapons in DOOM Eternal use sound as a way of describing their power; each and every weapon feels strong and unwieldy. Of course, all of this goes into the power-fantasy that is prevalent in DOOM. Each gun uses a deafening bass to convey the power it posesses and to some extent the power of the DOOM Slayer himself. | ||
+ | |||
+ | In my oppinion, the weapons' | ||
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==== Movement ==== | ==== Movement ==== | ||
- | ==== Other Actions ==== | + | |
+ | <WRAP group> | ||
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+ | <WRAP half column> | ||
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+ | {{ : | ||
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+ | </ | ||
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+ | <WRAP half column> | ||
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+ | The **Walking Sound** is rather bassy, this being a simulation of DOOM Slayers heavy boots and bodyweight. You can also hear a rattle coming from his suit. | ||
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+ | </ | ||
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+ | </ | ||
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+ | <WRAP group> | ||
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+ | <WRAP half column> | ||
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+ | {{ : | ||
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+ | </ | ||
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+ | <WRAP half column> | ||
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+ | The **Jumping Noise** is also a simulation and shows the player that DOOM Slayer isn't lightly clothed but wears a heavy suit that makes noises when moving around. | ||
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+ | </ | ||
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+ | </ | ||
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+ | <WRAP group> | ||
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+ | <WRAP half column> | ||
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+ | {{ : | ||
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+ | </ | ||
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+ | <WRAP half column> | ||
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+ | The **Double Jump** gives the player an audio response when triggering it. On one part, you can hear a high pitched beep, on the other you hear a bass thump. This is also a hint that the DOOM Slayer uses some kind of air burst to propel himself into the air, which would certainly trigger a booming sound. | ||
+ | |||
+ | </ | ||
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+ | </ | ||
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+ | <WRAP group> | ||
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+ | <WRAP half column> | ||
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+ | {{ : | ||
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+ | </ | ||
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+ | <WRAP half column> | ||
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+ | The **Dash** is similar to the double jump: A high pitched noise combined with a soft but bassy boom. Also, there is a feedback sound when the dash can be used again. | ||
+ | |||
+ | </ | ||
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+ | </ | ||
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+ | ==== Other Actions/ | ||
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+ | <WRAP group> | ||
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+ | <WRAP half column> | ||
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+ | {{ : | ||
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+ | </ | ||
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+ | <WRAP half column> | ||
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+ | **Flame Belch** is suprisingly loud (especially when you press it by mistake). A loud bass boom with a shrill hiss at the end. | ||
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+ | </ | ||
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+ | </ | ||
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+ | <WRAP group> | ||
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+ | <WRAP half column> | ||
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+ | {{ : | ||
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+ | </ | ||
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+ | <WRAP half column> | ||
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+ | The **Ice Grenade** also incorporates some sort of ice-cracking sound in the higher frequencies. | ||
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+ | </ | ||
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+ | </ | ||
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+ | <WRAP group> | ||
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+ | <WRAP half column> | ||
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+ | {{ : | ||
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+ | </ | ||
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+ | <WRAP half column> | ||
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+ | If you try to execute an action, but have **No Target**, the game gives you feedback. An unpleasant sound in a crooked tone, resembling an alarm gets played. | ||
+ | |||
+ | </ | ||
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+ | </ | ||
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+ | <WRAP group> | ||
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+ | <WRAP half column> | ||
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+ | {{ : | ||
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+ | </ | ||
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+ | <WRAP half column> | ||
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+ | On **Equipment Refresh**, the player hears a sound that goes from low to high pitch, confirming that the equipment is ready to be used again. | ||
+ | |||
+ | </ | ||
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+ | </ | ||
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+ | <WRAP group> | ||
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+ | <WRAP half column> | ||
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+ | {{ : | ||
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+ | </ | ||
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+ | <WRAP half column> | ||
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+ | The **Head Pop** sound is one of my favourites. While certainly being comical in a way, it rewards the player with a satisfying popping sound if he manages to kill a low-level demon with a headshot. | ||
+ | |||
+ | </ | ||
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+ | </ | ||
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+ | ==== Enemies ==== | ||
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+ | Here are some samples of enemy sounds. | ||
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+ | <WRAP group> | ||
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+ | <WRAP half column> | ||
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+ | {{ : | ||
+ | {{ : | ||
+ | {{ : | ||
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+ | </ | ||
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+ | <WRAP half column> | ||
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+ | {{ : | ||
+ | {{ : | ||
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+ | </ | ||
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+ | </ | ||
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+ | What is clear is the effort that went into making these. Each single enemy has a whole library of different sounds it cycles through. It also reacts to its circumstances (for example if it is hit). Every enemy sounds real. Every sound is layered, each scream consists of high screeches and guttural growls. This ends up making each enemy scary and creepy. Most of the time, you will be hearing a combination of screams from each enemy, but only when you face a single one in a more quiet setting does it really become spine-chilling. | ||
+ | |||
+ | ===== Summary ===== | ||
+ | |||
+ | Surely, sound design has come a long way. With Mick Gordon leading the way for the music, Id Softwares team has done an exceptional job in giving this sequel of a cult classic a fantastic sound. Every single sound points towards and reinforces what this game is about: Power, violence, bloodlust. Of course, the game is in a way self-ironic about its hyperviolent presentation and this is reflected in the sound as well; it can be a bit over the top. But for a game like DOOM Eternal, its exactly fitting. | ||
+ | |||
+ | ===== Comparison between DOOM Eternal and DOOM ===== | ||
+ | The link [[https:// |
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