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Il diario di sviluppo: Breaking Omertà: "I suoni della Sicilia" di Mafia: The Old Country.
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00:00I think the sound design in any video game gives players a real tactile sense of immersion in the
00:11world. These kind of sounds really take the animations and the models that we've created
00:17and give them a real solid sense in the world.
00:20Our main goal for the weapons was to just make them feel ultimate. Completely change the
00:32storyline by just one slight pull of trigger. This is actually the reason why we put a lot
00:39of effort into sound designing every weapon. All the guns the player encounters in the game
00:47are real so it's not a big deal to get to them and to record the high quality sounds in a
00:53way we need them. But that's just the starting point. Our main inspiration went from the Hollywood
00:58movies, especially the best modern westerns, to make the sound punchy as we want them.
01:07Enzo! We can't let them get away!
01:11I drive! You shoot!
01:12Cars have always had a big role in our project and I'm really glad that we continue this tradition.
01:23We're also at a time when cars are all hand-built. Every single car is created by a craftsman so
01:29every car's got a kind of a hand-built feeling to it.
01:33The cars are loud, jolty on the streets. When you get them up to a top speed it's a kind
01:38of a hair-raising experience. Our goal was to create car sounds as authentic as possible.
01:48Fortunately for us there are highly passionate people who still cares about these beautiful cars
01:53so we were quite easily able to find all necessary vehicles in a few weeks. We decided to record all
02:00vehicles on the road. That gives you some advantages. You can capture the true sound of the cars.
02:10It sounds completely different to a modern car. There's just a completely different character.
02:15There's no muffling of the exhaust in any way and so it's a really raucous raw feel to the car. It
02:22makes driving them really really fun. The game score was composed in a classical way but as well we
02:35used some traditional Sicilian instruments. These all are the instruments that like creating nice
02:41feeling and the vibe that we want to achieve. The music underscores the emotional content of the
02:48cinematic or the gameplay experience. The music in a way makes the graphics look much better than they
02:54would do otherwise. There is as well the diegetic music. It means this is the music that is happening
03:01into a real game world such as street musicians or miners in the silver mines singing their labor
03:07songs. All these are songs together with the game score and they are quite nicely sometimes blending
03:14into each other. In our game the ambience are very important. They help to convey the mood but also
03:20to sell the experience. They need to be immersive. That's why we recorded mainly voice lines with a
03:25Sicilian studio. They helped us build up some of the soundscapes that you will hear throughout the
03:30countryside and in different locales. For example going to the coast will sound and feel very different
03:36from going to a market in a town and it was sort of collaboration between the narrative teams,
03:42the audio team do help us really sprinkle in that level of authenticity. It's through that process
03:48that we've kind of layered up the sounds that you hear throughout the game to make these areas feel
03:53alive. The vibe is completely unique. This is a distinctive experience that I've never played before
04:02and I'm sure that players are going to feel the same.

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