doom_eternal
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Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung | ||
doom_eternal [2022/06/09 12:02] – dschaere | doom_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**: | ||
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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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- | 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. |
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- | The **Crucible** | + | The **Crucible** |
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- | The **The Ballista** | + | The **Ballista** |
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- | **Flame Belch** | + | **Flame Belch** |
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- | **Ice Grenade** | + | The **Ice Grenade** |
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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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+ | 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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+ | 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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+ | ==== Enemies ==== | ||
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+ | Here are some samples of enemy sounds. | ||
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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. | ||
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+ | ===== Summary ===== | ||
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+ | 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. | ||
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+ | ===== Comparison between DOOM Eternal and DOOM ===== | ||
+ | The link [[https:// |
/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/doom_eternal.1654768952.txt.gz · Zuletzt geändert: von dschaere