What I Think Made System Shock 2 Truely Horrifying

Discussion in 'System Shock 2' started by Emrakull, Nov 15, 2016.

  1. Emrakull

    Emrakull New Member

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    For being an old game, this hidden gem has given me more goosebumps and of "that uneasy feeling" than outlast. But why does such an old game outdo the scaring, compared to the newer, prettier games?

    I believe when a horror game reeeeaaallly focuses on the audio, the atmosphere it creates can really get into the minds of the players. The reveal SHODAN for example had some AMAZING audio effects. It created the sence that something wasn't right with the AI; that she shouldn't be trusted. A similar effect happens with The Many.

    So please, don't JUST focus on visuals. I think the fans of the series really enjoyed the audio and would like to see it evolve as well!
     
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  2. Krash

    Krash New Member

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    I tend to agree. The sense of immersion is hugely enhanced by great sound design, and a lot of the time that's something that is just left at the wayside if there isn't someone on the team to advocate for an exceptional level of quality as one of the most important aspects of the project. There are some games today that I feel do it well; in particular I'm thinking of Frictional's games (Amnesia, SOMA) where the audio is a big part of the psychological impact the games have. Alien: Isolation isn't too bad either -- even where the alien's behaviour could become predictable, knowing it was nearby, hearing it moving through the ventilation, stalking you, surrounded by all the ambient sounds of the old station and knowing any noise you make could attract it... combined with the claustrophobic environment, it was enough to scare a lot of people out of progressing to the end of the game, which might be even too far.

    @JonathanPeros seems passionate about his work (that and donking), so I think we can trust the audio direction will be up to high standards.
     
  3. dnbguy84

    dnbguy84 New Member

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    Yes, the sound design on SS2 is top notch, especially for the time. They really put a lot of work into creating an ambient space. I think that in a lot of modern games, it's like Hollywood films: they just put too much in there. It's all in-your-face, assault the senses, make it loud and exciting and bombastic. Or maybe there's just too many different sounds competing for attention. Complexity for complexity sake. Whereas SS2 feels more intelligently designed, though that may be more due to limitations in storage of the time. I think it's better to have a few good sounds to paint a soundscape with; more doesn't equal better. Sometimes it's just about having a room tone and some footsteps.
     

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