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The biggest upgrade between SS1 and SS2 was the sound imo. SS1 was a silent movie with bleeps and bloops interspersed. You could still clearly hear it's relation to early arcade games.
The biggest upgrade between SS1 and SS2 was the sound imo. SS1 was a silent movie with bleeps and bloops interspersed. You could still clearly hear it's relation to early arcade games. Whereas SS2 really put you into that ship through excellent sound design.Of course the graphics were closely related to that feeling, moving from garishly coloured piles of greebles to a sophisticated flat design.
Yeah, I know that it wasn't possible. I'm just talking about the little differences? I mean, they got the same shit in SS2 that we got in SS1, but it's just ... SS2's a little different.And I'm wondering how you would translate that SS1 feeling into a modern game. I mean obviously you won't go without at least some ambience sounds. But what does Citadel sound like? There's no precedence in the original. And you don't want to just open a can of generic scifi warble and drown the game in that shit, now do you? So I was thinking what kind of effect this absence of sound has on you, when you play the game. And I don't know what it does to you, but to me? It feels dead. Lifeless, like a fucking cemetery. But that's not all! SS1 had some funky ass music playing along with it. And it sounded like someone was playing Beethoven on a steel guitar. Or a techno track in MIDI. It's the right music on the wrong instrument. Now that's a disturbing mixture. So what do you do with that in a modern game? How do you create the same kind of feeling using ambience sounds and hifi music? At this point I point at the first Alice game which had music by Nine Inch Nails' Chris Vrenna. And he played that music on children's toys of the era. Of the real Alice Pleasance Liddle's era that is. The right music on wrong instruments can be so disturbing.
The main goal in my opinion is to translate rather than replicate SS1's design. Citadel still feeling deserted and creepy is much more important than recreating that exact "industrial techno music with negative space sound design" or whatever you want to call it.
Putting some machine sounds into the reactor level sounds reasonable at first, but the effect would be very different.
https://www.youtube.com/watch?v=vfjIpc_LbjkIt's like night and day.
Quote by CyberPAs I said elsewhere: soundtracks should establish & enhance the atmosphere, aid in telling the story, and also be fitting to the setting & gameplay. Not be merely ambient noise that barely makes itself known (unless it's fitting to do so). Bonus points for notable variety in genres & style whilst following these rules, much like System Shock 2 or Deus Ex. I'm fine with ambient in moderation, but a pure ambient focus is underwhelming for me. There's only one game with an ambient-only soundtrack with composition that I am fond of and that is Arx Fatalis'. I don't know why that is, the sounds just resonate with me I guess, or other games that focus on ambiance do it wrong. My thoughts exactly. What i liked about SS2's music especially is not only how good they were, but also how well they fitted with the current situation. It felt exciting when needed, desperate when needed, tense when it needed, and encouraging when it needed. SS1 did have awesome music, but did not fit the environment to this level in most cases. Yes, it was awesome to enjoy such good music you wanted to jam to it but this just doesn't help immersion. Luckily, SS1 did not need music to feel immersed. At some points it used simple ambience and it simply worked so much better (people who recognise this soundtrack will know what i'm talking about): https://www.youtube.com/watch?v=ICfIe7HjROQ.Both kinds of music made the game feel awesome in it's unique, charming way. But i honestly wanted to hear more ambience in the sense of how you hear it in the audio logs in SS1. They were different on every level, but you usually couldn't listen to them to their full potential because the music was kind of in the way. Have a listen: https://www.youtube.com/watch?v=3E61uqe4EDU
As I said elsewhere: soundtracks should establish & enhance the atmosphere, aid in telling the story, and also be fitting to the setting & gameplay. Not be merely ambient noise that barely makes itself known (unless it's fitting to do so). Bonus points for notable variety in genres & style whilst following these rules, much like System Shock 2 or Deus Ex. I'm fine with ambient in moderation, but a pure ambient focus is underwhelming for me. There's only one game with an ambient-only soundtrack with composition that I am fond of and that is Arx Fatalis'. I don't know why that is, the sounds just resonate with me I guess, or other games that focus on ambiance do it wrong.
How was I supposed to get immersed at the beginning with that thing playing in the background?
SS's not the kind of game that should play music all the time.