Quantcast
Destructoid Japanator Tomopop Flixist
Dtoid Forums now support TapATalk and ForumRunner on your iOS/Android devices. Whoot.

Safe House director thinks games need immersive sound photo

Videogame developers and filmmakers have always had sort of an odd relationship, with some developers like David Cage pretending they're actually filmmakers and some filmmakers like Stephen Spielberg trying their hands at game development and production. When it comes to honest, useful dialogue about what the mediums can take from each other, however, there's not a lot of it. There are exceptions, though, such as Daniel Espinosa, the director of the just-released action film Safe House. At a press event for games bloggers following a screening of his film, he told the group where he thinks videogames should be heading: 

I think [it’s] the sound and how things get destroyed. I think that’s always something that draws me, you know? I thought I could use the sound also [in Safe House], because then you can put a hole close to the camera, and you can hear as a duct tears apart and goes over you. That gives depth into the image, so you have the character here and then the sound is very close. It’s something that they don’t use so much in videogames, which they should. Have that close impact on the side. You hear them go by, but if something ripped over you and heard it splinter and it covered the frame, that would be a cool experience.  I got some Swedish friends who did Battlefield at DICE, and they’ve been working a lot towards that too. You can have opinions about it, it’s not perfect, but I think that’s the path that we’re going down.

I absolutely agree with him. Sound design is about much more than just soundtrack, and the true creation of 3D sound would do a lot to help create a sense of immersion in games. Unfortunately, it requires engines that can create the destruction to fuel the sounds, and there aren't a lot of those out there. However, companies like DICE, Crytek, Epic, and Volition need to get their asses into gear and show the world why sound is so important and what it can do to really give gamers a heightened sense of their environment.








More gaming stories around the web. Got news? Submit yours to tips@destructoid.com



Post a comment! You can also post a photo below:

Comment with Facebook





Click connect and comment instantly!

Comment with Dtoid





New? SIGN UP - it takes 5 seconds

19 comments | showing # 1 to 19
prev next

Hugh G Rection's Avatar - Comment posted on 02/10/2012 12:03
Hugh G Rection
Absolutely agree. Sounds was one of the things that made DeadSpace such a great game.
SoundsLike's Avatar - Comment posted on 02/10/2012 12:03
SoundsLike
You don't need a destruction system for immersive sound. COD games could see so many improvements if they had ANY interest at all in improving the games sound. They've used the same explosion for multiple types of explosives for like 5 games in a row now...
Allistair Pinsof's Avatar - Comment posted on 02/10/2012 12:10
Allistair Pinsof
Audio is half the experience yet games, more often than not, completely overlook this. BF3 was the experience it was because of its audio as much as its visuals.
dj-anon's Avatar - Comment posted on 02/10/2012 12:10
dj-anon
Maybe kind of unrelated, but before they really get into great sound design, the gaming industry should first learn about standards, reference levels and calibration.
VitaminShoe's Avatar - Comment posted on 02/10/2012 12:23
VitaminShoe
Dead Space - that is all
Yougiedeggs's Avatar - Comment posted on 02/10/2012 12:26
Yougiedeggs
I was about to call him Captain Obvious, but then I read the part about destruction sounds and can't help but think he's missed the point
Scissors's Avatar - Comment posted on 02/10/2012 12:38
Scissors
I agree that sound is very important(my favorite part about game design actually), but better sounding explosions isn't really the first thing that came to mind.
mix's Avatar - Comment posted on 02/10/2012 12:39
mix
That is why I love Battlefield, 5.1 just rips. Dead Space, as noted, was also soooo good.
BoomingEchoes's Avatar - Comment posted on 02/10/2012 13:02
BoomingEchoes
He's completely right, but its also -I hate to say- a completely "no shit Sherlock" thing to say.

People really hate to equate this industry to the movie industry, but when you're dealing with visual storytelling, specially over a similar medium (the TV) the same rules are pretty much made universal across the board. Movies, TV, Games, all need immersive sound to be truly effective.

Problem happens to be when any one of those 3 industries makes the mistake of assuming everyones got a sound system hooked to their TV set. Immervise sound doesn't need 72.1 surround to be great. It helps, sure, but it hurts the experience for a major chunk of the audience when studios in any of these mediums decide that they're only going to cater to those with the most toys. Sound calibration starts at the stereo level, not the THX level, and always should.
Konnery's Avatar - Comment posted on 02/10/2012 13:07
Konnery
can't wait to do this for a living either
Grandmas Boy's Avatar - Comment posted on 02/10/2012 13:08
Grandmas Boy
I did notice some new sound effects in MW3 ( firing a weapon inside one of the concrete tubes on Hardhat comes to mind), but I gotta give it to Battlefield 3 for my sound-whore fix. That game with my Turtle Beaches is pure audio bliss.
jetpacksheep's Avatar - Comment posted on 02/10/2012 14:06
jetpacksheep
DICE make incredible sounding games, the last few battlefield games have proved that. For me the sound makes the game.
garethxxgod's Avatar - Comment posted on 02/10/2012 14:24
garethxxgod
I didn't rebuy it for this purpose but when I bought MW2 for my new PS3 and put on
my PS3 stereo headset it was fucking amazing. The destruction and mayhem from the sound alone made the game more exciting than it'd ever been.
Gorescream's Avatar - Comment posted on 02/10/2012 14:38
Gorescream
I'm a VGM guy, and I'm a real sucker for sound effects that are excellent, so yes, sound makes or breaks the game, in my case. cod guns (not trying to start a flame war but it's just a fact) sound nothing like a gun, it sounds like a piece of paper being hit on by a flyswatter or something.

Sound design is generally overwatched today and it's a goddamned shame.
tekbunny's Avatar - Comment posted on 02/10/2012 18:20
tekbunny
Sigh, I wanna play bf3 :-(
Im The Singer in Symphony X's Avatar - Comment posted on 02/10/2012 18:35
Im The Singer in Symphony X
He must not play a lot of games, almost every AAA game this gen has outrageous sound, theres no "they should try doing that". It almost sounds like hes sugar-coating that he thinks games are inferior when they do sound better almost by default because the player sits in the enviornment how they please unlike a film.

Or something
Blake Stone's Avatar - Comment posted on 02/10/2012 20:50
Blake Stone
Sound can do amazing things. Go play System Shock 2 with headphones in the dark. Even looking like it does today, you'll still shit your pants.
TrevHead's Avatar - Comment posted on 02/10/2012 23:22
TrevHead
^true just adding a little bit of voice acting to the zombies make SS2 something more akin to a horror movie, same with the other monsters, that you can hear but you dont know where they are.

sound design is one of the worst aspects of many modern games since devs are fine with just putting in comms chatter and a loud machine gun (if its melee its groans) that drowns everything else out.
Glitchmaster8's Avatar - Comment posted on 02/11/2012 11:52
Glitchmaster8
Next time you go play a game, turn the music off. Just listen to the sounds of your character running around with only ambiance to surround him. Skyrim gets thrice as awesome and many other games are also really awesome. Soundtracks are nice but nothing beats hearing the thud of a hammer connecting with a dude's head in a game.

Many people refer to Dead Space as a good example but I think it is the opposite. The sounds were repetitive after a short while and then they were no longer scary at all. If I hear a clank of a pipe or something in the background, it better be because something causing it otherwise you have just another "ghost" sound in a game. To me, a sound without a cause is like a light without a source in a game. Distracting, then annoying, then ugly. The sounds had no connection to the next attack from the zombies and because of that, I stopped paying attention to the sounds.

Skyrim isn't perfect but at least if you hear a sound you can use it to your advantage. A clink on the ground might mean someone has just shot an arrow at you and missed or it might mean kicked over a valuable potion. It might also mean you have just set off a trap and should dodge accordingly. Dead Space had none of this. Just a whole lot of bark and no bite. Well, the zombies bit but the sound didn't do much at all. I liked the game a lot and I even beat it with a smile but I could never look at the game as an example of good sound design.
prev next

Comment with Facebook





Click connect and comment instantly!

Comment with Dtoid





New? SIGN UP - it takes 5 seconds

Comments policy

Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?

Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!