On Audio Logs

Hyperactiveman

New member
Oct 26, 2008
545
0
0
lupis42 said:
The best audio logs I've seen in a game were the voicemail messages from the original FEAR.
Yeah they were good but I always hated unintentionally missing some of them in my playthroughs.

Some of the answering machine messages found from dialing numbers from The Darkness were epic;

"If you have been stabbed press 1, If someone is stabbing you press 2, If you are stabbing someone press 3"
 

potatowave

New member
Nov 20, 2009
13
0
0
Audio Logs are like sugar cubes: a little goes a long way.

Take BioShock, which was very hit-and-miss. The biggest hit was Dr. Steinman. For one, he had only a handful of diaries: four or five, if I remember correctly. Secondly, they all made sense in terms of setting and character. Most of the logs are found in his office and his operating room. Being a doctor, Steinman would have reason to use hoity-toity audio logs, since one, he's a doctor who would need to keep notes; and two, he's a narcissistic artist-doctor who uses the logs as his own personal diary. They're all very personal, you can picture him sitting at his desk as he says them, instead of being in the middle of a shootout and going "oh snap I should probably record this." Finally, each log contributes something to his character or the story, managing to convey his fall from a promising starry-eyed doctor to a schizophrenic spliced-up madman.

On the other hand, Frank Fontaine had about a hundred audio logs going "Bwa ha ha I'm the dog's bollocks," in addition to him calling you up on the radio every five minutes to say "Did I mention I'm the dog's bollocks?"
 

CopperKat

New member
Sep 30, 2009
17
0
0
Yahtzee said:
I can't think of any other reason that the Alien and Predator campaign would both be first person, when their respective mechanics both emphasized awareness of one's surroundings that a third person viewpoint would have vastly improved
Because the campaigns were MADE for the multiplayer. And the multiplayer is all FPS style. They're nothing more than overextended controls tutorials, despite what any of the devs say. I know your schtick about single-player having to stand on it's own two legs, but you can't bold facedly ignore what the campaigns really are.
 

Jaebird

New member
Aug 19, 2008
1,298
0
0
THGhost said:
Jbird said:
THGhost said:
Yahtzee does realise that you CAN play AVP whilst listening to it's audio logs, right? Obviously not...
But, can you pay attention to them while doing so? Not everyone can multitask in that fashion.
Of course you can. Anyone that can't multi-task can't be a very good gamer.
Define "good gamer", because not everyone is the same. Every person has their own niche of games they're more comfortable playing with. Take me for example: I can't stand playing first-person shooters, but I do enjoy shmups. I can pay attention to all the bullet-hell on the screen while trying to navigate my ship. I don't claim to be great at it, but I can say I can multitask in that form, alone. And I wasn't referring to multitasking in general. I say again:
Jbird said:
Not everyone can multitask in that fashion.
And, to quote Yahtzee, "You can, but why would you want to?" You can listen to audio logs while disposing waves of suicidal, gun-toting yuppies, but why would anyone want to? And if you bring in having to use a controller as being a gamer, then I would say, "No sh*t." Hand-eye coordination is standard of being able to play games; any game that require fast reactions, for that matter, whether it be video games or real games, like sports and stuff.
 

KKDragonLord

New member
Oct 31, 2009
21
0
0
The Very Best thing about the first AvP for PC was exactly to take the role of the Predator and have all the necessary freedom to shred those marines to pieces!
 

RelexCryo

New member
Oct 21, 2008
1,414
0
0
Excellent Review!! However, I actually prefer to play as Marines. I am a staunch Human Supremacist. Except when I play dungeons and dragons, then I am a Hafling Supremacist, for the sheer irony.

But I agree with a lot of what you said.
 

Dondada

New member
Mar 17, 2010
7
0
0
I hated the audio logs in Borderlands. BTW Yahtzee's review was so spot on for that game.
 
Sep 4, 2009
354
0
0
Bah, they're a clumsy generic storytelling gimmick. I don't know when I first got sick of them. I certainly remember thinking the first flood scene in Halo was about as scary as trick-or-treating.

If a story needs to resort to stuff like librarys full of scattered notes or audiologs to tell a story somethings wrong. Even if they do it well, is kills immersion. Its 2010 but videogames are still trying to be like Zork.

(Anyone else remember Zork?)
 

toadking07

New member
Sep 10, 2009
266
0
0
As silly as audio logs can be, "Oh no! The monster is breaking down the door! Now it's eating my legs! I think this will be my last entr-AHHHHHHHHHHHH-," I think they are quite reasonable in games.

Not saying every game that has them SHOULD have them, just saying I think people like to hear themselves talk enough that we should be lucky there aren't more in games. Look at real life: we've got livejournal, blogs, threads, forums, facebook, twitter. Basic fact, people like to share what they think and what they are doing. Also if we were left in top secret little base somewhere, I think we would all talk to our audio logs for days on end!
 

Varya

Elvish Ambassador
Nov 23, 2009
457
0
0
I think that Arkham Asylum does it right ant there are a few reasons why it works there and not in other games.
1. There is a reason for them existing. Recording whilst someone is sawing of your limbs is dumb, recording patient interviews aren't.
2. They aren't telling the story, they are simply expanding the experience. They let us experience more of all the baddies we love. Fan-service when at it's best.
3. We can listen whilst playing. (unless something happens, but still, not menu-bound)
4. We know why they are in the most unlikely places. The Riddler has actively placed them in wierd locations.
5. It's Batman! I know Yahtzee think's it's a bad exuse but I don't. Yes, I wonder how the Riddler hid things behind walls and on top of roofs with only a few days to set things up, but we know Batmans villans are nutorious for setting up traps that are more trouble to set up than to get out of. Most games don't bother to give you a "logical" reason for bonus content hidden in the game and this game would be forgiven if it didn't but it still does, and that makes it work
 

dubious_wolf

Obfuscated Information
Jun 4, 2009
584
0
0
I assume the lack of progress report on Fun Space Game: The Game (a working title?) is because nothing interesting has happened?
Anyway. I have to sort of disagree with you on one point, not everyone has to be dead in order for a horror game to be scary. If you meet another survivor only for them to disappear somehow (i.e.. they get killed, you leave them behind they leave you behind, etc.) it can work quite well to help reinforce the oh-sweet-jesus-and-a-peanut-I'm all-alone feel of a game.
I prefer first person in some aspects, for sneaking and such third person is a must. and it is a bit more accurate to human vision, accept corner cover. you can't look around a corner without poking your head around the corner.
THGhost said:
Yahtzee does realize that you CAN play AVP whilst listening to it's audio logs, right? Obviously not...
I think he was pointing out that there is no need for audio logs. It's AvP there isn't a lot of explanation needed.
The aliens want to eat you brains, the predator wants to slice up your brain, and the marines shoot the guns to prevent this from happening. Basically the entire story is summed up with a glance at the box art. Which Yahtzee pointed out.

The interview tapes were entertaining in Batman: Arkham Asylum... completely extraneous but cool none the less. While we are on the subject of batman it would be cool if a game incorporated the "crime scene" mechanic from that game except stick it on steroids...
 

Jezixo

New member
Jan 19, 2010
35
0
0
Yes, yes and yes. I was just about to write an article for my blog on exactly this issue, but I need not bother now that Yahtzee has had his say. Audio logs bore my nipples off. And so does AVP.

Incidentally, I don't think everyone has to be dead by the time you arrive. Certainly horror films often involve large casts of people that gradually get whittled down. Imagine a game made from the original Alien movie. You start with a full crew in a lovely ship, and end up all alone with a cat in a box and a flamethrower for company. Seeing people getting dropped one by one, and the environment slowly falling apart, would be a real emotional experience that horror gaming has never approached.
 

teknoarcanist

New member
Jun 9, 2008
916
0
0
Vis AVP:

I have to say I've always felt the third-person offered a more immersive experience than the first. In the third person, I feel like I am a physical body, occupying physical space. In the first, I can't get over the sensation that I'm a floating pair of hands. Or some kind of lobotomized dipshit that holds his (often weapon-containing) hands directly in front of his face at all time.

This also is probably to do with my finding the silent protagonist less immersive than the fully-voiced and personalized main character.
 

ZippyDSMlee

New member
Sep 1, 2007
3,959
0
0
teknoarcanist said:
Vis AVP:

I have to say I've always felt the third-person offered a more immersive experience than the first. In the third person, I feel like I am a physical body, occupying physical space. In the first, I can't get over the sensation that I'm a floating pair of hands. Or some kind of lobotomized dipshit that holds his (often weapon-containing) hands directly in front of his face at all time.

This also is probably to do with my finding the silent protagonist less immersive than the fully-voiced and personalized main character.
Its the opposite for me, I am a thing occupying a space not me or my player character, the FP view is how we see and thus far more immersive to me. But there are times when 3rd P comes in handy so both need to be used together alot more than they are now.
 

_Janny_

New member
Mar 6, 2008
1,193
0
0
Audio logs tend to be more personal - you get to hear the person and in their tone you can understand what they feel. Who'd like to read tons of lines on a paper anyway? It's not practical.
 

JoeBloggs

New member
Sep 5, 2009
22
0
0
The problem I have with audio logs that, conjoined with some bloody writing on the walls and a few bodies, they're the ONLY things that people have left behind them.

In the ruined remnants of shooter-world, it seems, there were no posters, no diaries, no sketchpads, no graffitti, no emails, no sticky notes, no footprints- the strange inhabitants appear to have communicated solely through the only medium they possesed: the five-minute storage tape recorder.

And it's so predictable, too. They record down their every thought, making sure to leave adequate context about where they were and what they were doing before pouring out their hearts, making sure everything's set up for the hypothetical future listener. You never find the kind of random indeciferable nonsense you'd see in a REAL audio log. Unless you count the "Nothing but screaming" variant.

I'm all for leaving chunks of story around the place, but not in convienient tape recorders. Let's have books, posters, old records or TV shows on infinite loop, arty sketchpads with scribbles in the margins, ancient memos. All of that kind of thing builds up to far more of a sense of place than some scattered messages. Harder to implement, though, of course, which is why they don't.

Bioshock did pretty well at everything OUTSIDE the audio logs, which is why they were good- you're not just walking down a generic video-game corridor before a story thrusts itself in your face without warning.

I heard Silent Hill: Shattered Memories had a really cool Phone audio-log-style device: You have a supernatural phone that picks up past phone calls from the area. The sound comes in through the crackly wii-remote speaker.
 

sunpop

New member
Oct 23, 2008
399
0
0
Audio logs like any journal can be good but it all depends on what my mood is while playing a game, sometimes I just go into something wanting to play non stop and other times I go through my inventory for hours reading/listening to different logs. It's only a problem to me when they take up inventory space -.-
 

Boter

New member
Mar 2, 2009
2
0
0
I'm sure someone will have mentioned this already, but check out the Audio Logs in Halo 3 ODST. They tell a side-story of a single character going through the city as it's falling apart, and it lets you listen to them while you go about exploring the city, even going so far as to lower the volume on all the shooty-shooty-bang-bang stuff. I was really impressed with their methodology.
 

Obito

New member
Mar 20, 2010
12
0
0
I tend to dislike the use of audio logs, but listen to them anyway otherwise I'll feel like I've missed part of the game or something. When they are used as the primary mode of story telling I feel a little cheated and that the developers are being a little bit lazy. I feel they work best when they add in a little side-story a bit in Halo 3 ODST (like Boter said). Hearing about someone's experience of the Covenant invasion and how following the audio links to the end with the whole conspiracy thingy was very interesting. I probably could have been more eloquent in explaining myself but whatever >_>