I love it!Nadia Oxford said:Press X to Squint
Sometimes our favorite games can be a little hard to read.
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This has always been bugging me greatly. I encounter this issues especially often in PS2 games - I played so many games where the voice volume is just far too low; in Viewtiful Joe I couldn't understand a thing, for instance. Not to forget heavily distorted voices, like, say, Balmer's voice in Bayonetta. Stuff like this should be really easy to test, no? How do these issues get overlooked?Dastardly said:How's the balance between dialogue volume and explosion volume (and are half of our sound effects pitched right within your character's vocal ranges)?
The people testing it often know what to listen for, which subconsciously makes it all seem clearer. Also, there just isn't nearly enough focus on sound engineering overall.Smertnik said:I remember the (thankfully rather short) time when I played PS3 games on a SDTV - such a horrible experience, I couldn't read anything from my usual playing distance.
This has always been bugging me greatly. I encounter this issues especially often in PS2 games - I played so many games where the voice volume is just far too low; in Viewtiful Joe I couldn't understand a thing, for instance. Not to forget heavily distorted voices, like, say, Balmer's voice in Bayonetta. Stuff like this should be really easy to test, no? How do these issues get overlooked?Dastardly said:How's the balance between dialogue volume and explosion volume (and are half of our sound effects pitched right within your character's vocal ranges)?
Ha! It's actually a pretty great luxury to know how much ammo is left in your gun during a firefight. Did you know that in real life some assault rifle magazines use tracer rounds at the end of the magazine? That's so that soldiers in the field can tell when their guns are getting low on ammo and need to take cover to reload. I sometimes wonder what modern "realistic" shooters would be like if they used a similar mechanism. After all, the HUD isn't a very realistic phenomenon as it stands.Elementary - Dear Watson said:And I also never knew how much ammo I had in my weapons... because that part of the screen was blurry too! :S
I tell you, it would suck... although in the field you get a pretty good idea just by flicking the side of the mag, or by unclipping it and feeling the weight... I, myself would have a pretty good idea through firefights in training, and always gave a good estimate in the ammo counts after... but I would lose count after a couple of smaller engagements without rebombing in between!Farther than stars said:Ha! It's actually a pretty great luxury to know how much ammo is left in your gun during a firefight. Did you know that in real life some assault rifle magazines use tracer rounds at the end of the magazine? That's so that soldiers in the field can tell when their guns are getting low on ammo and need to take cover to reload. I sometimes wonder what modern "realistic" shooters would be like if they used a similar mechanism. After all, the HUD isn't a very realistic phenomenon as it stands.Elementary - Dear Watson said:And I also never knew how much ammo I had in my weapons... because that part of the screen was blurry too! :S
Nitpick: 'back in the day' we didn't all see the same picture in standard def: NTSC (US) is 480 lines of resolution, PAL (UK/AUS) is 576.Moreover, aside from a few encoding differences between some countries and continents, developers could safely assume that their audience was playing on a standard color television set. Sure, some sets were small, others were large, and still others were decked out in fabulous wood paneling, but everybody across North America, Japan, and the UK was getting a consistent picture.