It’s always about the graphics, isn’t it? Video games are, by their very nature, a visual medium – and we tend to judge technical progress by the number of polygons or pixels being displayed on screen. We analyse in deep detail the lighting, the resolution – heck, the rise of Digital Foundry means that even a release's framerate has become a popular point of conversation. But what we see on screen is only half of the illusion – it would count for little without sound. So why is it so often overlooked?
I was thinking about this while playing Hellblade: Senua’s Sacrifice recently. For those of you who haven’t been following the game closely, maybe check out my video review for some examples – but the game uses binaural microphones (similar to those popularised by ASMR videos on YouTube) to capture the positional data of recorded sounds. Without getting too complicated, it sounds unnervingly like there are people in the room with you.
And the game’s use of 3D audio doesn’t end there. While the “voices” which haunt the dreadlocked heroine compose an enormous part of the plot, they’re also intertwined with the gameplay: they’ll alert you to impending attacks, and sometimes they’ll try to deceive you. Heck, there’s even one level where your vision is totally impaired and you must use sound to navigate a pitch-black room – it’s a mechanic also leveraged in one Black the Fall puzzle.
In fact, Ninja Theory’s got me thinking about sound a helluva lot. I’ve been trying to think of occasions where audio is married to gameplay in titles that aren’t rhythm based, and I’ve honestly been struggling. There are stages in Rayman Legends where the platforming is paired with the soundtrack, and your movements almost feel like they're choreographed to the music, which is a great example. The Witness also builds a handful of line puzzles around the pitch of some sounds.
But beyond that, we never really talk about it, do we? One oft-misunderstood myth pertains to the breakout box that accompanies PlayStation VR; some claim that it adds additional power to the PS4, but that’s not entirely true. Y’see, in addition to being a fancy image splitter, what the virtual reality headset’s stationary box actually does is process 3D audio, so that a sound's position is determined by the direction that you’re looking.
And this is super, super important in games like the London Heist, which is a part of PlayStation VR Worlds. When you’re being interrogated by one of the wannabe Mitchell brothers, the game uses all sorts of sounds to coax you into doing what it wants you to do. For example, the demo needs you to look at the exit door in the grimey underground space you’re being held hostage in order to continue the story, and so it draws your attention by having a train pass overhead, from left to right.
Now I’m not saying that sound is completely ignored. We all have our favourite soundtracks, and we all remember how Austin Wintory’s score in Journey helped shape our mood. But I do wonder if we underappreciate the sound design in some of our favourite games; the way each attack in Tekken 7 is underscored by the metallic clash that accompanies it or the way weapons fizzle and sizz in Star Wars Battlefront.
Next time you sit down to play a game, I’d encourage you to just listen to it. How is the sound design affecting the way you play? Is the audio being used to direct you or reward you? Is the music being leveraged to stimulate a particular emotion? Because for as much as we talk about how good a game looks or how impressive a title’s visuals are, we often forget that the senses entail more than just our eyes – and the ears play an equally major role in our enjoyment.
Why do you think sound is so underappreciated in games? What are some of your favourite examples of great audio design, and why? Open your ears in the comments section below.
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@NintendoFan4Lyf Resident Evil 7 is another amazing example, I can't believe I forgot that. You're absolutely right, the creaks of the house keep you on the edge of your seat constantly.
Good shout!
This is great Sammy! One developer that jumps out to me for stuff like this is always DICE. They are absolute masters of their craft when it comes to sound design. No one captures the spund of war quite like tgem, and for me they've been at forefront of sound design in the industry for at least a decade! The whistle of artillery, cackle of bulletfire, hum of planes, droning of tanks. It's all absolutely flawless!
Edit: Another really good example of sound design is Alan Wake. A lot of enemy spawns aren't shown, so much as heard. A lot of the game takes place deep inside forests, and you hear the wind blow through the trees, and the cracks of twigs signify enemies, and stuff such as that. That game's sound design is great.
@gbanas92 Agreed! Special mention for how they managed to make Battlefront actually sound identical to the movies.
I don't know many games that incorporate their sound into the gameplay (at least, I can't think of any apart from The Witness!), but I do think that sound and music in general in games is underappreciated.
Recent examples that come to mind are Hyper Light Drifter (absolutely amazing soundtrack that fits the atmosphere of the game really well), and The Witcher 3, that just had an amazing soundtrack in general.
Maybe something like Firewatch? But dialogue isn't really part of the sound/music. I did like the atmospheric sounds though, footsteps, birds, the wind, etc.
The average listener will only notice bad sound, same with TV and movies.
I do pay attention to what I'm hearing when I play games and watch stuff, though. I always get drawn to subtle sound effects. I try not to be poncey about it but bad quality sound drives me absolutely nuts.
A lot of FPS MP games have fantastic audio. In fact companies like Turtle Beach enhance certain parts of the Audio - like footsteps to give a player more awareness of their enemies. You can also use audio to know the direction of gunfire. I use Audio a lot in gaming myself - not just in FPS MP games either. Audio is very useful in a number of games and enables you to hear a 3D space which obviously benefits in games where enemies can come from behind or alert you to the direction of 'something'. I am sure I remember a game that had 'audio' clues to treasure and the direction its in too.
Audio has been used for years now to give players more awareness of their surroundings, which direction something may be. I am looking forward to Atmos in gaming too....
Also, while I would absolutely love to invest in a pair of top of the range headphones for gaming, my girlfriend is really tolerant of my gaming as it is, I think I'd be crossing the line if I spent an evening on the sofa with headphones on as well!
Back in my Counter-Strike days a good pair of headphones was the equivalent of a wall hack. Essential!
Dolba ATMOS could be huge for gaming. I'm always very critical of sound design in games, so I'm pretty interested in Hellblade for the audio alone.
It's not a great example of supreme audio, but sometimes in FFXIV I can't tell if the rain is actually outside or from the game from my 7.2 system.
@get2sammyb I love audio in games! Thanks for this story, Sammy. I wanted to also mention how I was really impressed by the last Uncharted game sounds and from what I can tell from U:LL we in for more of the same. For me, a game needs to have good, visual, audio, and gameplay for me to fall in with love a game.
@get2sammyb the souls games make excellent use of sound.... not to praise those games for everything - but on a real gameplay level I have found that at times Footsteps coming from behind you are the only warning you get.
Should I wait to get the Platinum headset before trying this game
Great article Sammy! Sound in gaming is one of those things that if done well you don't notice but mediocre sounds or soundtracks stick out like a sore thumb. I found Far Cry 4 had quite jarring sound design with radio being too intrusive and sounds sounding orphaned from events.
I thought Bloodborne had amazing sound design, wearing headphones was like going through a terrible nightmare. I second the shout on Hyper Light Drifter, such atmosphere from such a minimal set of sounds and music.
VR does it best and I think that is the future of sound design even if VR doesn't take off. The scurrying of those little spidery gets in Farpoint was very eerie but actually affected gameplay too.
@Octane I've been listening to a lot of video game soundtracks lately. Sometimes it's the music in games that make certain parts so memorable. The opening to Bioshock is amazing, but I can't imagine it without the Welcome to Rapture theme playing. Also, more recently while playing Persona 5...when your character gains his Persona for the first time...I had headphones on and the music kicked in with the guitars and everything and I was just like..."holy s--- this is amazing.."
After purchasing surround sound for my gaming setup last year, it really made me appreciate the sound design in games even more.
I already have good headphones for my PC, but after getting surround sound, I can't go back to using the TV's speakers.
To be honest, they could take all of the (non voice over) audio out of every game I have ever played and replace it all with beeps, bloops, and white noise, and I doubt I would notice, nor would I really care if I did.
I never think about the music in games. The music, good, bad or non existent doesn't really make a difference for me. I feel about music in games the way John Carmack feels about story.
@get2sammyb
Dude Ost of games is one of the best aspects of the game i always listen to them the best are Imo.
BloodBorne/Persona Franchise/Mass Effect i liked Dragon Age origins it had an awesome soundtrack.
I think multiplayer games have effected to sound of game as most people are usually is a party or hurting abuse over the headset, although I do enjoy the music on dark souls boss fights, makes it more epic
No one has mentioned the use of sound in dead space yet? Peerless imo. I spent my whole playthrough of the first game walking with plasma cutter drawn because the sounds made me feel that literally any moment could see a necromorph jump out at me. It was absolutely incredible
Not played it yet, but I have high hopes for the sound design in alien isolation
I guess it is so easy to underappreciate sound in games because it is so easy to take for granted. And because it isn't in your face like sparkly graphics you tend to forget about it. But I would suggest that effective use of sound is so much more important than graphics in this day and age because we seem to have reached a ceiling in graphical capability.
After playing this game with good headphones, I don't think I would ever play it without them on.
I still have a huge soft spot for the audio work that was done with Dead Space.
@Rob_230 gah, beat me to it.
Lots of games, if not most make good use of sound these days, some more 'in your face' than others. I can see why you made this article due to Hellblade being the more 'in your face' type which makes you rely on sound however its something we've came to expect as the norm and its only titles like this which make you realise how important it is. Its not to say developers ignore it or even have a lack of effort though.
From hearing directional footsteps/gunshots in COD/BF, horror games heightening the tension with sound, racing games with pitch perfect engine sounds which make changing gear more natural and hell, even Fifa and other sports games incorporate real chants from most big teams to make the experience all that more authentic.
These things have been fairly common place since atleast the PS3 era. We've been so used to in general good sound work overall that we've probably became desensitised to it.. and only really notice when its either essential to the game mechanics like Hellblade or is really poor.
@AhabSpampurse great minds think alike glad to see someone else praising the work visceral did on dead space
@Rob_230 Yup dead space had some amazing sounding environments. I had lots of fun with killzone 2 and other games on the ps3 in terms of sound.
@get2sammyb It's not immersive to many gamers because many gamers are not equipped to enjoy sound in an immersive way, plus sound is subjective. You have to be passionate about the results heard from imaginative sound mixing and design in the first place to truly appreciate it. My first trip to the cinema got me hooked on surround sound. One of the major reasons sound design is under appreciated is the dynamic range in audio tracks, explosions and gunshots are loud and ambient sounds like wind, insects and birds ect... are always on the lower end of the dynamic range, those sounds are important for creating mood and atmosphere in environments but don't really get a chance to shine fully because most people have the volume turned way down because of the loud explosions and gunfire.
The other is proper system setup and calibration of room acoustics to make sure you are getting the best sound in your room just as you would calibrate your tv to make sure you are getting a good accurate picture, and you need a good sound system to begin with. A stereo system and even a soundbar won't give you an immersive experience like an Atmos, DTS X or Auro 3D Home Cinema sound system which are all compatible with headphones btw. I don't mean one of those flimsy all-in-one ''home cinema'' packages i'm talking about a proper cinema sound system built from quality separate, dedicated components. The kind of stuff that puts the wife/gf in a bad mood and makes your neighbours hate you lol
Binaural audio is nothing new it's been around for a while and in hellblade caters to a specific group of gamers, those that wear headphones. It can not be enjoyed as intended on a 5.1, 7.1 or 11.1 system. Which is why I'm more in favor of the newer, better and more flexible alternatives which caters to everyone, everyone is a winner whether you like using headphones or an AVR. Atmos, DTS X and Auro 3D can all scale up and down to any system configuration. I personally prefer not to use headphones, I like to feel the low bass frequencies in the room and kicking me in the chest and just the raw power of a well calibrated system. Here is a good 30 minute podcast discussion about it, the focus was VR but it applies to none VR content as well in terms of creative possibilities. http://voicesofvr.com/398-audio-objects-for-narrative-360-vr-with-dolby-atmos/
I don't know how many people do this but our ears are more sensitive to sound in the dark, it's one of the reasons why when you go to see a movie at the cinema the room is dark, the main reason of course is so the projector can show the best image. So when at home whether you are watching a movie or playing a game you can enhance the audio experience by playing in a dark or low light room. You will hear allot more details in the sounds around you. Same as how a blind person has increased hearing sensitivity. It also helps you to focus on the screen and block out everything else, in short every little helps to improve the immersion.
@Nesstark88 Great posts, thanks for sharing.
@BAMozzy I enjoy those benefits but what I really like is the immersive side to it as well when you can hear all the fine details of the environment around you that just transports you to that place, the wind, rain, chatter from people, insects, birds and other animals ect... when done right you can really get lost in those places and be instantly transported acoustically.
I bought good b&w speaker and receiver before I bought ps4, but after a couple of month I'm beginning to think it's a waste since all of my games sound average (compared to movie), the first game that make me think my speaker is worth it for games is ps4 tomb raider 2013, I can hear the individual water droplet when lara is in the cave.
Games with good sound (technically) is a rarity, every games can make a loud sound, some games has good soundtrack, but it's really rare that games has good sound technically.
@wiiware True that! They mix as though they are mixing for big rooms they forget that most of us game in small rooms and have no need for huge dynamic ranges and only a few games allow you to adjust these settings, Uncharted and the last of us comes to mind, great audio settings menu.
Unfortunately I'm one of those that ignores sound for the most part. When I play a game I always have subtitles enabled, because I have my laptop sitting next to me playing something (paused during cutscenes).
The only exceptions are when I'm playing a game that has such a good soundtrack it filters through all the noise and makes me listen i.e. The Last Guardian, Hellblade, NieR... & when i'm using PSVR.
I should really try to listen more.
Great article!
I recently bought the new Bose wireless surround sound system and it's made the absolute world of difference. I struggle when I visit peoples houses now to understand their tv's especially if they are using inbuilt speakers. Never go back that's for sure!! Horizon with the volume on high with the base was amazing
@NintendoFan4Lyf I want to save the best for last, still playing splatoon 2 single player and blaster master zero
@Nesstark88 Usually it's a remaster that has great sound, maybe because the hard work (like graphics, story and old sound) is already done.
I've never seen sound design as underappreciated in games. Sound as a gameplay mechanic maybe, but sound is a pretty big thing for me.
I could talk about my favorite soundtracks all day, but the little things, like how noise matches with action, is really crucial. The article mentions Tekken. Part of my enjoyment in Tekken (or any fighting game, really) is when you hear that satisfying crunch when you land a big hit. Crash Bandicoot has the bullet ricochet when you spin an enemy. I'm currently playing Life Is Strange, where Max's time rewind sounds trippy and I love it.
Little things like that make games just that bit more enjoyable.
It's for this reason that, when upgrading my TV a few months ago, I splashed out on a really good speaker system, too. The sound is just as important as the graphics, in my opinion. Great post, @get2sammyb.
@Nesstark88 I just picked what I thought would be the most common use of Audio and has been for years - long before Hellblade came along. Even if you were not aware of other uses that Audio plays a significant part in, you must be aware o CoD and sound-whoring to gain an advantage. Something that is only possible if you have a 'decent' surround sound in game.
The next gen Audio isn't far away. In fact MS has Atmos support and it will be interesting to see how well the Atmos Headsets work , how well they simulate height for example.
I can still hear the trees crackle in the wind in Witcher
Good article.
I am not sure that sound is under appreciated by gamers, it's certainly something I am keenly aware of and I know my colleagues at work are the same whenever we are discussing games.
While it's definitely under represented in reviews I think this is partly as a result of the difficulty in demonstrating or describing the audio quality. Short of stating how good the audio is in a review there is little else you can do to demonstrate this to your audience whereas, with the visuals, you can graphically represent this characteristic to your audience, it is more tangible as you can show them the screenshots or video.
Great piece all the same Sammy, it's certainly fair to say it's under- represented by journalists etc. but I honestly do think that gamers do appreciate this aspect of a title.
@Lovespuds
The other night, whilst playing Elite, I was talking with a friend about the impact that sound in games can make. I cited the military lasers in the original Elite as an example, and how great it was upon first hearing them.
However, I suspect the work of 'rose tinted glasses' at play here, because this was 1990 and the sound was coming through a BBC-micro, mono speaker, lol. For whatever reason, though, the incident is still in my mind.
@Hengist
I remember that sound precisely, i played on my beloved Commodore 64 🤓
I remember Elite: Frontier even more fondly, my girlfriend at the time bought me Frontier, Cannon Fodder and Premiere Manager 2 for my Amiga.......we were 17 at the time........we have been married now for 22 years 😂
Congratulations on the 22 years mate. Back in 1990, when playing Elite, I was at Uni and aged around 23, using my house mates Beeb. It seemed a better deal than going to lectures (it was unfortunate for the students, though, as I was the lecturer... Only joking about that last bit).
@BAMozzy lol I couldn't care less about hellblade, I was simply agreeing with what you said and adding in my two cents about what I like as well generally speaking (all games). We almost had a moment.... you ruined it lol
@NintendoFan4Lyf It's an unfortunate limitation of the Binaural audio approach, it's made for headphones specifically and the effect will be lost once played back on home cinema systems. If they had instead used DTS X, Auro3D or Dolby Atmos then the audio would scale to any configuration while maintaining the effects and everyone would get a consistent mix whether their using headphones or a compatible AVR. I don't use headphones so I'm not interested in the Binaural approach, I've invested allot of time, energy and money into my cinema system over the years.
My AVR only supports atmos and dts x but I'm more than happy with the results I get when playing Auro3D content with the Neural x upmixer enabled, Neural x does an amazing job at simulating the VOG channel and even back when I had my basic 5.1 system Auro3D content sounded amazing, it wasn't being played back in true Auro3D but there was a clear improvement none the less. I have done many many many experiments with the different formats. I would love to know how the dts neural x upmixer works so well with Auro3D, I think it has something to do with the fact that Auro3D uses DTS-HD as a delivery method. For example on the Auro3D demo bluray a man is speaking about where sounds can be placed and when he says ''and even above you'' if you have neural x turned on it will be above your head, I have speakers in my ceiling so i'm not sure if it works with the dolby enabled speakers that reflect sound off of the ceiling.
@Hengist
😄just imagine if you had today's games to distract you at Uni squire....there would be no hope 😃
Nice to know there are other older gamers hanging around on Pushsquare. Have a great weekend buddy!
Although this argument does apply to a lot of modern PS and XB games, you can argue that the sound effects, music, and mixing of Nintendo games are part of popular culture. Just SMB alone has the sounds of jumps, coins, and mario growing/shrinking, 3 or 4 iconic stage themes; the star music, and the end stage music, and the fact the music speeds up when you're running out of time.
And don't get me started on Zelda, Mario Kart, the Wii UI screen, Donkey Kong, Pikmim, and even the click when you connect the switch controllers....
As more game developers in the console space start to embrace atmos, dts x and auro3D in their games more and more discussions will take place. Currently the closes thing I have to experiencing atmos in a game is watching the clip of star wars BF on the dolby atmos demonstration bluray and pretending it's on PS4 and not PC lol
I think a lot of the 'problem' with sound these days is that the modern world is so full of noise that we tend to just filter most of it out, and this continues when we're watching/listening to TV, movies, or games.
A lot of people, like myself, probably can't even tell, as they're still using stereo speakers, either on their TV or Hi-Fi system. My setup doesn't make surround speakers viable, and I won't buy a fancy headset because in all honesty, I can't stand having anything on my head. So one game sounds much like any other.
Most gamers do not have decent headphones so good quality sound is rarely heard
https://youtu.be/Y7NPHJoLNb4
Destiny: The Taken King, Oryx boss music, simply amazing.
I'd like to give a shoutout to Overwatch here. It made a very conscious choice to do away with the classic FPS mechanic of the radar. Every character has a unique sound of walking even so you kbow exactly which enemy is flanking you, on top of ultimates giving audio cues for some of the most devestaying effects. It showed that its very possible to create spacial awareness using sound in a hectic game.
Sound has become more important for me this gen. I almost always use headset into the controller. For in game music though witcher 3 is still my most memorial. Standing on the high bridge in Skellige watching the sun set with that great soundtrack..
It's funny how so many people are against wearing VR headsets in order to experience VR but don't mind wearing headphones lol
I'm the sound designer on the Witness, and I appreciate the topic obviously.
I think most gamers genuinely appreciate sound if you ask them. But for biological reasons, people don't consciously process a lot of what they hear. It doesn't make it any less important however. Tuning out sound is a necessity because there is SO much of it.
Think about it....from the days of being in your mother's womb to lying on your death bed you will be listening - to everything, -in every direction, - from great distances away. You can't close your ears or hear away from a sound. I don't think any other sense spams the brain quite like the ears. But we make conscious and subconscious use of sound in some critical ways. Less evolved portions of the brain are responsible for passing important information - instantaneously. Otherwise how do you know to get out of the way of a city bus honking it's horn? Or know that your dog is hungry?
As sound designers...we play with this. Dead Space, another game I worked on is an example of scare tactics. We don't want you thinking about sound, and ultimately we're not so invested in people appreciating it independently from the game itself. Our goal is to enrich your experience with sound. What I do love however is that people like yourself enjoy using your hearing in new and different and challenging ways. That is the gamer spirit sound designers and game designers who are exploring this space really appreciate.
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