Game Title
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Dead space 3
|
Ryan Greenhalgh
Vsti
Studio Recording (SR)
Traditional instrument (TI)
Audio field R(AFR)
|
Provide detailed descriptions from
chosen examples of sounds that establish…
|
Clearly state what production
technique(s) you think have been used to create specific soundtrack elements
|
Setting
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The setting of the sounds seems to be a sci-fi warfare or battle/war;
this can be heard through the two gun shots and the sound of squadron code
names being read out on the radio.
The setting seems to change throughout the time of listening to it.
Part 1- a man looking for help when he is walking on snow, trying to
get into contact with his base or anyone.
Part 2- a conversation between 2 men about what they are going to do,
the atmosphere can be heard through the tension and panic in their voices
from this is seems to me that they could be in an office or a meeting but a
gun is fired which shows there is a lot of tension in this meeting and
towards the end there is drums played and other TI to bring tension.
Part 3- a voice coming through a phone or tape recorder to tell
another man that it is over, from the voice of the women it seems she is calm
so this could mean it is a flashback or they are in a different area to where
the fight is.
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Part 1-
AFR-This is used for when the man is walking on the snow to give it a
more natural effect.
VSTI-For when the man is replying through the radio the voice is
mainly static and distorted this can be done by VSTI.
SR- For when the main character is trying to talk his voice is very
clear and nothing is affecting the sound and quality of his dialogue.
Part 2-
SR-For the dialogue of the 2 men in the room that are talking to each
other.
AFR-This is for the Gun shots to give it a more realistic feel to the
gun shots.
TI-this for the end of part two where the TI bring tension to the end
of part 2 with violins and drums.
Part 3-
VSTI- for the females voice
being played through a playback device this is so they can get a
distortion and more of an electric
sound instead of a clean voice.
VSTI- For when objects are thrown off the table by the male when he
hears the playback of the females voice telling him it is over.
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Mood
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The general mood between all parts is panic and tension this can be
heard through the dialogue and the music in the back ground
|
Studio- for the dialogue of the characters
TI- for the music to bring as better atmosphere to the cut scenes
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Game genre
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I think the game genre of this game sounds like an action and a
shooter maybe
A MMO, this can be known through the gun shots and the dialogue of
‘general’
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AFR- gun shots to give it a crisp and clean and a more realistic
sound of shooting
Studio-for the dialogue of the characters to have clean sound with no background
sound
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Narrative
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The narrative changes through the parts
1.
Tense and panic
2.
Stress and panic
3.
Calm and anger
The sense of panic, tense, stress because the sound of war is among
them and they are being attacked
Part 3, calm is in the females voice that comes through a phone,
anger in the makes voice after he hears the news about him and his wife
|
Studio-For the dialogue of the characters to have clean sound with no background
sound
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Game Title
|
Saints Row 4 Re-Elected Game Movie (All
Cutscenes) 1080p HD
12:00-14:10
|
Ryan Greenhalgh
Vsti
Studio
Traditional instru
Audio field R
|
Provide detailed descriptions from
chosen examples of sounds that establish…
|
Clearly state what production
technique(s) you think have been used to create specific soundtrack elements
|
Setting
|
The mood changes throughout there seem to be two atmospheres through
the video.
The first part seems to be a meeting of some kind of high in
government because MI6 is talked about and just before that it says saint of
America which could mean a president.
Next there is a sense of panic when someone else joins in by coming
through something of a brick wall, this is could be the aliens that they was
talking about, because the sound of name zin doesn’t sound human.
|
Vsti- brick wall being broken through to make a dramatic entrance
AFR-this is another way that the sound of broken wall sound can be
made to give it a more realistic feel
SR- The mood changes throughout there seem to be two atmospheres
through the video.
|
Mood
|
The mood changes throughout there seem to be two atmospheres through
the video.
First mood sense of boredom because voices are sluggish but 2 clear
voices who are asking questions
The second sets of voices seem to have a sense of panic in them.
Part 3 is the entrance of the aliens and the sfx of teleportation,
this adds more panic to the cut scene
|
Vsti-teleportation sound
Vsti- brick wall being broken through to make a dramatic entrance
AFR-this is another way that the sound of broken wall sound can be
made to give it a more realistic feel
SR- The mood changes throughout there seem to be three atmospheres
through the video.
|
Game genre
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The game genre of this seems to be a sci-fi ware fare so a 1st
person shooter maybe
But could also be a 3rd person also if it is one of the
new games that are doing this.
|
SR-for the voices and dialogue of the characters,
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Narrative
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The narrative changes into 3 parts
1-
Boredom and sluggish talking between the
questions being answered and asked.
2-
2 voices talking with a sense of panic about
MI6 and aliens
3-
The aliens enter with a deeper voice, and
talking about only the best will survive only if you follow him
|
SR- The mood changes throughout there seem to be three atmospheres
through the video.
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Game Title
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Mortal Combat X (0:03-3:10) https://www.youtube.com/watch?v=or4qU048Kfo
|
Ryan Greenhalgh
Vsti
Studio
Traditional instru
Audio field R
|
Provide detailed descriptions from
chosen examples of sounds that establish…
|
Clearly state what production
technique(s) you think have been used to create specific soundtrack elements
|
Setting
|
The setting is a war between mortal and gods
This can be heard by the dialogue being described of earth realm and
neather realm and elder gods.
This describes the type of characters that are being described by the
narrator who seems to know what is happening and happened in the past,
He talks about how gods battled in mortal combat to decide what shall
happen but
The enemy of the gods disobeyed and invaded earth realm which I
presume is Earth where human kind live
After the dialogue has finished you begin to hear distant shouting
and distance screams there is a lot of gun shots which provides me to think
it is a war zone.
|
VST- to create the sound of gun shots.
AFR- this could also been used to record gunshots.
AFR -for during the dialogue
there is a distance and quiet sound of crumbling rocks or stones.
SR- for the dialogue of the narrator and the distant screams.
AFR-for the distant screaming and running of men.
|
Mood
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The mood of this piece seems to be panic in part 2 but I part 1 the
narrator seems calm and strong because his voice is bold, through this there
is crumbling rocks
And damped music in the background that add tension to the first part
|
VST-for the rocks crumbling.
AFR – for the rocks crumbling to give it a more. realistic feel to
the atmosphere
VSTI- to create the music that added .
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Game genre
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The game genre from what the narrator says ‘combat’ which means fight
but it could mean weapon or fighting between the earth realm and Shinnok
|
SR-this could be used for the recording of the narrators voice when
he speaks, to give it better crisp and sharp feeling to the voice.
|
Narrative
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The narrative is only in the first part of the video I listened to,
when I was listening to the narrator speak he talked about how he saw of a
war happen between darkness and god/ defenders of earth realm
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SR- this could be used for the recording of the narrators voice when
he speaks, to give it better crisp and sharp feeling to the voice.
|
|
Game Title
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Call of Duty: Advanced Warfare - EXO ZOMBIES "DESCENT" Intro
Cinematic CUTSCENE! (Exo Zombies DLC)
|
|
Ryan Greenhalgh
Vsti
Studio
Traditional instru
Audio field R
|
Provide detailed descriptions from
chosen examples of sounds that establish…
|
Clearly state what production
technique(s) you think have been used to create specific soundtrack elements
|
|
Setting
|
The setting is and sound like a escape plan that had gone wrong, with
a weapon manufacture that had created a biological weapon because of the
words the weapon.
The setting was war and a weapon that had gone wrong
Music is rock
|
Vsti-shooting and explosions
Sr-For the narrative of the characters
AFR-gun shots to be more realistic
|
|
Mood
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The mood seems dark, with the tone of voice being deeper and low it
gives the effect of moody and sadness.
There is a sense of shock when the name Oz I used
|
Ti- rock music to give it a realistic feel to the sound.
|
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Game genre
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The game genre sounds like war because of the use of weapons and
words of weapons, because it talks about a saviour of mankind
|
Sr-for the narrator when he
talks
AFR- shooting of weapons
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Narrative
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The narrative is low tone and very descriptive with what he is
describing, he uses war terms
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Sr- for the voices of the character
and for when they speak
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