EDIT:
So.... Let's play a game.... No, a Real game because of today's age of graphics being really, really good compared to Nintendo 64 days; and the voice and audio digital recording (also known as ADR), and follies getting more and more up to par. I've ran into games that really do a good job at creating a background canvas of reality. I remember when voice-overs use to be really robotic. Well..., if graphics look close to real. Why does the audio get in the way with poor quality or missing the realism. To be honest this argument can go both ways because the audio can be great were as the visuals can be lame.
These are the kind of games which I will tell you now: the music is everything. All the background sound effects are what sets the tone in games. For example, when Mario is running along to the castle. The music is cheery, light-hearted. When James Sunderland is running away from crazy zombie monsters in Silent Hill, you're hearing Akira Yamaoka's deep breathing pads and mellow piano melodies. Of course, who can forget about the radio static?

Saw's atmosphere is fitting for the video game. The tone is typical hallow breathing sounds. Once in a great while we get piano keys striking high on octaves to create suspense. But once you get into a fight with other characters who want to kill you, the music gets industrial: bass, drums, and power chord guitars. A lot of production is put into the weaving of high tense music to slow ambient music; which really helps set the over all tone in the video game. It's a really good tie into the movie. In the movie we hear dramatic music when either some character gets hacked, but then dissolve into ambience. However, I have a few things to say to the foley expert. When I want to hit a dead pig with my bat, I expect to hear the sound of a hard object hitting something thick and flesh like. Things which I would try to hit an object with would only give me a thud sound. I feel the game hits high on the atmosphere and tone. But, walking around different styles of the ground all sound the same. It's not convincing. Another example: how about when I run into a wall. James Sunderland lets me know by way of a thud and him grunting like, "Dude, there's a wall there." Detective douche bag has very little character to worry about running into a wall and grunting about anything.

Well, I have to say, it's kinda sad they didn't get Danny Glover for the roll. Which would make it more believable. And yes... it's nearly impossible to not have Tobin Bell play Jigsaw. The voice acting is believable to a point. But maybe it's the graphics that get in the way this time with the audio. To be honest, more people are receptive to playing games if the visual and audio is coherent. Halo has really strong graphics and audio. So would you think of the Master Chief with a lighter, less marine graveled voice? I'll answer that one.... No.
Well, I do expect a Danny Glover's character to be voice by Danny Glover, not by Earl Alexander. Not saying his ADR's are bad... just not what I was expecting.... Same with all the other characters (except for Jigsaw). This game gave me the same feeling about Fallout 3. When all the characters would be believable to an extent. But then again, they just have a missing essence. I suppose my main complaint is this... The follies are lacking, and I expected Danny Glover.
Does Saw give a good performance with it's music and ambience? Yes. Does the video game make you feel like you're really in an asylum? I would have to say it does... but only to an extent because, once again, the follies are really played down. It seems like only the important sound effects were produced. But everything else wasn't... It would be like playing a Mario game without Mario's jump sound effect; something would be missing. Video games, movies, on-stage plays. Here's a hint: you are creating a world which mimics the real world. Saw does a great imitation of the real world... But up to a point, falling short and then stays safe the rest of the way to the end.
Regards,
PostOmnis
So.... Let's play a game.... No, a Real game because of today's age of graphics being really, really good compared to Nintendo 64 days; and the voice and audio digital recording (also known as ADR), and follies getting more and more up to par. I've ran into games that really do a good job at creating a background canvas of reality. I remember when voice-overs use to be really robotic. Well..., if graphics look close to real. Why does the audio get in the way with poor quality or missing the realism. To be honest this argument can go both ways because the audio can be great were as the visuals can be lame.
These are the kind of games which I will tell you now: the music is everything. All the background sound effects are what sets the tone in games. For example, when Mario is running along to the castle. The music is cheery, light-hearted. When James Sunderland is running away from crazy zombie monsters in Silent Hill, you're hearing Akira Yamaoka's deep breathing pads and mellow piano melodies. Of course, who can forget about the radio static?

Saw's atmosphere is fitting for the video game. The tone is typical hallow breathing sounds. Once in a great while we get piano keys striking high on octaves to create suspense. But once you get into a fight with other characters who want to kill you, the music gets industrial: bass, drums, and power chord guitars. A lot of production is put into the weaving of high tense music to slow ambient music; which really helps set the over all tone in the video game. It's a really good tie into the movie. In the movie we hear dramatic music when either some character gets hacked, but then dissolve into ambience. However, I have a few things to say to the foley expert. When I want to hit a dead pig with my bat, I expect to hear the sound of a hard object hitting something thick and flesh like. Things which I would try to hit an object with would only give me a thud sound. I feel the game hits high on the atmosphere and tone. But, walking around different styles of the ground all sound the same. It's not convincing. Another example: how about when I run into a wall. James Sunderland lets me know by way of a thud and him grunting like, "Dude, there's a wall there." Detective douche bag has very little character to worry about running into a wall and grunting about anything.

Well, I have to say, it's kinda sad they didn't get Danny Glover for the roll. Which would make it more believable. And yes... it's nearly impossible to not have Tobin Bell play Jigsaw. The voice acting is believable to a point. But maybe it's the graphics that get in the way this time with the audio. To be honest, more people are receptive to playing games if the visual and audio is coherent. Halo has really strong graphics and audio. So would you think of the Master Chief with a lighter, less marine graveled voice? I'll answer that one.... No.
Well, I do expect a Danny Glover's character to be voice by Danny Glover, not by Earl Alexander. Not saying his ADR's are bad... just not what I was expecting.... Same with all the other characters (except for Jigsaw). This game gave me the same feeling about Fallout 3. When all the characters would be believable to an extent. But then again, they just have a missing essence. I suppose my main complaint is this... The follies are lacking, and I expected Danny Glover.
Does Saw give a good performance with it's music and ambience? Yes. Does the video game make you feel like you're really in an asylum? I would have to say it does... but only to an extent because, once again, the follies are really played down. It seems like only the important sound effects were produced. But everything else wasn't... It would be like playing a Mario game without Mario's jump sound effect; something would be missing. Video games, movies, on-stage plays. Here's a hint: you are creating a world which mimics the real world. Saw does a great imitation of the real world... But up to a point, falling short and then stays safe the rest of the way to the end.
Regards,
PostOmnis