Task 2 Computer Game Cut Sequence Sound Design Analysis

Game Title
The Last of Us
 https://www.youtube.com/watch?v=ZXwAKAZt8O8            4.10 to 15.50


Provide detailed descriptions from chosen examples of sounds that establish…
Clearly state what production technique(s) you think have been used to create specific soundtrack elements
Setting


The setting Is in a post-apocalyptic world after a zombie outbreak, but in this scene, the main protagonists are crossing a bright and vibrant forest. There are no Clickers in sight, giving the scene a peaceful feeling.




In order to create these elements, I believe real instruments were used especially for the credits song at 7:50 to 10:05. This is due to the fact; the acoustic guitar is blatantly used for the credits song.
Mood



The mood set by the scene, is one of regret, sadness, but also relief.  The game is about to conclude and there is also a mood of finality due to the game’s last combat scene’s and outcomes. The mood of regret and sadness would come firstly from when Ellie asks Joel the truth about the fireflies (“swear to me that everything you said about the fire flies was true” (7:18 – 17:26). The fact she doubts Joel’s honesty after what they have been through all game would give off a sad mood and atmosphere due to the fact the music stops and it is silence apart from the dialogue for the brief exchange. This will have an effect on the player who will subconsciously take note of it and may even feel that the silence represents the fact she has just told him her past with her friends. Having mentioned that, at 6.01 – 7.00. She says “Back in Boston, when I was Bitten” which is backed by a slow piano solo, would capture the attention of the player and change their mood to curiosity. Upon saying that Ellie expands on what she said. She says “My best friend was there, and she got bit too”. When she says this, the music abruptly stops which almost tells the player that the conversation is getting darker, and the silence may almost imply that her friend has died.  She continues to say “we didn’t know what to do.  So she says “Let’s just wait it out, we can be all poetic and just lose our minds together”.  The fact that this dialogue is backed by silence would give out a feeling of loss and regret and maybe even sympathy from the player.



I believe real instruments were used to create the specific track elements. This is because in the credits song which establishes the mood for the game/final cut scene. As mentioned in the settings section, the acoustic guitar was used for the credits song. The music would off also been recorded in a studio. The dialogue will have also been recorded in a studio along with the music.
Game genre


The game genre is survival horror and the music plays with this well. During the events of the cut scene (4.10 – 15.50) the music is quiet and reserved, which fits the overall atmosphere of success well. It also reinforces the fact that Ellie doubts Joel’s story which is also reinforced with the sombre backing track. When both Ellie and Joel talk about the events at the start of the video (0.00 – 4.09) the music stops which also establishes the genres conventions of silence and suspense.




I believe real instruments were used to create the sounds and music pieces used within the cut scenes and the soundtrack production elements.
Narrative


The narrative within the ending cut scene is that the two protagonists have escaped death but one of them Joel, is hiding the fact that the other one, Ellie, was saved despite the fact her death could have provided the cure that would of ended the virus outbreak. When the two speak about the events, the music is silent, backing up the narrative of lies and distrust.




I believe studio recording was used to record the protagonist’s voice which was then used to advance the narrative. The music used in the build up to the actual conversation at 7.18.






Game Title
Skyrim -  Sovngarde theme (0.52 – 4.11) https://www.youtube.com/watch?v=kHLh4ckuvt8



Provide detailed descriptions from chosen examples of sounds that establish…
Clearly state what production technique(s) you think have been used to create specific soundtrack elements
Setting


The setting is in the Nords version of heaven, Sovngarde. Due to this, the game takes you to a large valley shrouded in mist with lost souls trapped within it. The massive hall of Sovngarde is at the end of this valley and overshadows the valley.




The production techniques used to create these specific track elements I believe was studio based equipment. This is due to the exaggerated effects of the choir singing the songs verses.
Mood


The mood within the game and music track is one of impeding triumph due to the Sovngarde theme being a victory chant probably used in game as a war chant to spur armies forward. Due to this, the mood is turned into one of impending victory, especially during 3.16 – 3.27.



The production techniques used to create the specific track elements, I believe are both studio recording and real instruments. I believe the studio recording would have been done for the voices during the track and real instruments would have been used for the music backing the voices.
Game genre


The game genre is fantasy especially with the track’s location being set in a Nordic version of heaven.




The production techniques used to create the track elements, I believe are studio recordings and real instruments.
Narrative

The narrative in the part the track is featured is that the protagonist, the Dragon Born, heads to the Nordic afterlife to slay the dragon god Alduin before he consumes the souls there and regains his full strength.





The productions techniques used for the specific track elements I think were used were studio recording and real instruments. This is due to the choirs lyrics obviously sung by people within a studio, while real instruments seem to be have used for the backing music. The music may of then been tweaked by VST instruments and tools
Game Title
Halo Reach  https://www.youtube.com/watch?v=BQ_-a_n8Q-4 (0.50 – 1.58)


Provide detailed descriptions from chosen examples of sounds that establish…
Clearly state what production technique(s) you think have been used to create specific soundtrack elements
Setting


The setting is on a planet called Reach after a long and terrible war, The helmet of the protagonist is lying half covered in the grass years after the war has ended.




I believe real instruments were used for the music within the scene. Also studio recording would have been used to record Catherine Halsey’s voice actor’s dialogue.
Mood


The mood is of finality due to the war being over and regret due to the protagonist of the game having died only to never see his work come to fruition. This is especially powerful at 0.00 to 0.49 due to the player witnessing the protagonist’s demise on screen from the POV off his broken helmet.




I believe that the production techniques used for the track elements are Real Instruments, VST instruments and studio recordings. This is because the Real instruments would have been used for the music pieces. The VST instruments would have been used for tweaking the music and studio recording would have been used for the dialogue.
Game genre


The game genre is science fiction with a space opera feel which the sweeping tones from 0.50 onwards display clearly for the player to hear. The voice over from doctor Halsey also plays into this genre with her role as an advanced scientist being a staple for the science fiction genre.




I believe real instruments and studio recording were used for these track elements because the instruments would have been used for the music playing throughout the scene and the studio recording would have been utilised for the game character dialogue.
Narrative


The narrative is that the planet Reach has fallen to the Covenant. After some time, the glassed surface of Reach has been grown over by fields and the protagonists’ helmet has survived and is half buried in the ground.




I believe that Real instruments and VST instruments have been used for these track elements.  This is because the music playing during this scene will have been made via real instruments and the VST instruments may have been used to alter the sound to how the developers want it.
Game Title
Dead Space 3 (start 3:45 stop 9:22)




Provide detailed descriptions from chosen examples of sounds that establish…
Clearly state what production technique(s) you think have been used to create specific soundtrack elements
Setting


The setting is on an abandoned moon where parasites called necromorph’s have taken over. The music gives off a sense of the setting by making the music slow and this supports the setting by making it seem vast and empty due to its slow nature.
The setting is also an almost artic environment, which means the sound’s slow nature almost mirrors the protagonist’s slow march through the mound of snow. The sound of the wind also supports the settings artic nature.




I believe the sounds have been made using VST Instruments and tools. This is because; it is obviously not recorded through audio field recording due to the audio being music not sounds or effects. However, some aspects might have been audio field recording, especially being the wind howling which if it was made in the field, would support the games setting more by being more realistic. This would have primarily been used for the wind blowing.
Mood



The music is slow, which evokes a mood of sadness and maybe stimulates feelings like regret.  This gives the game a sense of tension, almost like an enemy or opponent will come out of the shadows and strike down the protagonist. Its sad nature will have a big impact on the player, and maybe affect, not just their mood, but experience. The music also gives of a hostile feeling, which is may stimulate the tension and maybe even increase it.




I believe the Production Techniques used were a mix of VST, audio field recording and studio recording. This is because in order to get the player to feel a certain mood, they would have to use audio field recording to gain a sense of realism which would evoke the feelings. However, the producer would need some sounds maybe like animal roars for the necromorph’s to induce this mood, and they could be altered by VST. The studio recording could be used for things like the dialogue between the characters in the example used.
Game genre

The music supports the game genre, by sounding very tense which is common within the horror genre, due to the enemy’s usually being mysterious, all powerful and hideous and deformed, especially in Dead space 3. The game is also 3rd person, giving the player a heightened sense of surrounding. This would somewhat decrease the impact of the music due to the player being able to witness oncoming attacks, but the music’s slow and tense sound is relevant to the horror genre still.



I believe the production techniques used were VST instruments for the ability to create artificial sounds to support the genre, and audio field recording to get the authentic sounds for the games genre. Studio recording will have been used for the narrative, which sets up the stereotypical game plot usually used within this genre.
Narrative


The games narrative is of an engineer, who after beating two necromorph outbreaks, is captured by an unknown forced and forced to work for them. The music reflects his fate of betrayal and loss by having the music having a feel of hostility and tension. The hostility being of his capture and the tension being his lack of information on what his ‘employers’ want him to do next.



I believe the production techniques used to create the track elements for the narrative are traditional instruments and studio recording. The studio recording would be used to record the dialogue used to advance and explain the narrative and the traditional instruments with some VST effects to create the music used within the narratives most important moments.