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doom_eternal [2022/06/09 11:54] dschaeredoom_eternal [2022/06/10 10:00] (aktuell) – [Enemies] dschaere
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 ===== Music ===== ===== Music =====
  
 +Here are some music samples from DOOM Eternal, composed by **Mick Gordon**:
 +<WRAP group>
 +
 +<WRAP half column>
 +
 +{{ :doom_eternal:music:bfg_division.mp3 |}}
 +{{ :doom_eternal:music:gladiator.mp3 |}}
 +{{ :doom_eternal:music:hell_on_earth.mp3 |}}
 +
 +</WRAP>
 +
 +<WRAP half column>
 +
 +{{ :doom_eternal:music:meathook.mp3 |}}
 +{{ :doom_eternal:music:the_betrayer.mp3 |}}
 +{{ :doom_eternal:music:the_only_thing.mp3 |}}
 +
 +</WRAP>
 +
 +</WRAP>
 +
 +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 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. They fall a bit into the classic Sci-Fi UI trope, but stay pretty neutral in general.
  
 </WRAP> </WRAP>
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 <WRAP half column> <WRAP half column>
  
-The **Crucible**+The **Crucible** is one of the most powerful weapons in the game, and its sound design really reinforces this fact. Even when you're just holding it, it emits a deep bass and buzzing sound.  
  
 </WRAP> </WRAP>
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 <WRAP half column> <WRAP half column>
  
-The **The Ballista**+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
  
 </WRAP> </WRAP>
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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. 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' sounds are designed really well. They inform the player if the gun is ready to fire and are easily distinguishable.+In my oppinion, the weapons' sounds are designed really well. They inform the player if the gun is ready to fire and are easily distinguishable. Most of the sounds try to simulate the physicality of their respective weapons and that seems to have been the main goal when they were designed.
  
 ==== Movement ==== ==== Movement ====
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 <WRAP half column> <WRAP half column>
  
-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 propell himself into the air, which would certainly trigger a booming sound.+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.
  
 </WRAP> </WRAP>
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-**Dash**+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.
  
 </WRAP> </WRAP>
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 ==== Other Actions/Equipment ==== ==== Other Actions/Equipment ====
  
 +<WRAP group>
 +
 +<WRAP half column>
 +
 +{{ :doom_eternal:flame_belch.mp4 |}}
 +
 +</WRAP>
 +
 +<WRAP half column>
 +
 +**Flame Belch** is suprisingly loud (especially when you press it by mistake). A loud bass boom with a shrill hiss at the end.
 +
 +</WRAP>
 +
 +</WRAP>
 +
 +<WRAP group>
 +
 +<WRAP half column>
 +
 +{{ :doom_eternal:ice_grenade.mp4 |}}
 +
 +</WRAP>
 +
 +<WRAP half column>
 +
 +The **Ice Grenade** also incorporates some sort of ice-cracking sound in the higher frequencies.
 +
 +</WRAP>
 +
 +</WRAP>
 +
 +<WRAP group>
 +
 +<WRAP half column>
 +
 +{{ :doom_eternal:no_target.mp4 |}}
 +
 +</WRAP>
 +
 +<WRAP half column>
 +
 +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.
 +
 +</WRAP>
 +
 +</WRAP>
 +
 +<WRAP group>
 +
 +<WRAP half column>
 +
 +{{ :doom_eternal:refresh.mp4 |}}
 +
 +</WRAP>
 +
 +<WRAP half column>
 +
 +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.
 +
 +</WRAP>
 +
 +</WRAP>
 +
 +<WRAP group>
 +
 +<WRAP half column>
 +
 +{{ :doom_eternal:head_pop.mp4 |}}
 +
 +</WRAP>
 +
 +<WRAP half column>
 +
 +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.
 +
 +</WRAP>
 +
 +</WRAP>
 +
 +==== Enemies ====
 +
 +Here are some samples of enemy sounds.
 +
 +<WRAP group>
 +
 +<WRAP half column>
 +
 +{{ :doom_eternal:enemies:doom_eternal_-_arachnotron_sounds_sfx-_p_.mp3 |}}
 +{{ :doom_eternal:enemies:doom_eternal_-_archvile_sounds_sfx-_p_.mp3 |}}
 +{{ :doom_eternal:enemies:doom_eternal_-_baron_of_hell_sounds_sfx-_p_.mp3 |}}
 +
 +</WRAP>
 +
 +<WRAP half column>
 +
 +{{ :doom_eternal:enemies:doom_eternal_-_cacodemon_sounds_sfx-_p_.mp3 |}}
 +{{ :doom_eternal:enemies:doom_eternal_-_carcass_sounds_sfx-_p_.mp3 |}}
 +{{ :doom_eternal:enemies:doom_eternal_-_maykr_drone_sounds-_p_.mp3 |}}
 +
 +</WRAP>
 +
 +</WRAP>
 +
 +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://wiki.zhdk.ch/gamesoundopedia/doku.php?id=doom#doom_vs_doom_eternal|Here]] will get you to the comparison on DOOMs wiki entry.
/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/doom_eternal.1654768497.txt.gz · Zuletzt geändert: von dschaere