• Sami@lemmy.zip
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      8 months ago

      No outright jumpscares but the game is scary/tense during certain sections. One section happens in near complete darkness and playing that with headphones at 3AM is not the best idea.

        • Sami@lemmy.zip
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          8 months ago

          Headphones are actually better for the creepiness-factor/immersion for this game.

          • Gerudo@lemm.ee
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            8 months ago

            Agree, I have a legit Atmos theater setup, and the headphones still are the better option.

          • Mog_fanatic@lemmy.world
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            8 months ago

            If I remember right, they took extra special care with the audio for this with regards to spatial audio. Without spoiling much there’s a lot of voices and whispers that they wanted to feel were coming from different directions so headphones really change the experience.

            For honestly not really loving the gameplay all that much, this game was so awesome and so memorable. I watched all the bts stuff afterwards and can’t wait for the next one. Really cool and unique game

            • Tarquinn2049@lemmy.world
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              8 months ago

              Yeah, the sound was recorded spatially, with one of those surrogate heads with mics all over it. The voice actors moved all around the head when delivering their lines. It’s even better with VR spatial audio, I hope the sequel gets VR too.

              • Klear@sh.itjust.works
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                8 months ago

                There is a credit sequence in Asgard’s Wrath where you’re in a pub and a band is playing while the credits roll. Nothing fancy. But then I realised that when I turn my head, I can hear the instruments each coming from the specific place where the band member is. Such a small detail but it managed to blow my mind.

                • Tarquinn2049@lemmy.world
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                  8 months ago

                  Yeah, that is just the default way audio works in VR. Spatial audio is the term for it. Since they are effectively tracking your ears, they being in a fixed, known location relative to the headset orientation, Spatial audio just makes sense. It’s easier than the faked positional audio of the oldendays on flat games and movies.

                  It’ll of course be less common in games that weren’t designed for VR originally like Senua’s sacrifice. But they leaned pretty heavily on real physicality when making the game. So it was one of the first flat games that had true spatial audio.

                  Almost any movie theater you go to in the last 10 years or so has also switched to spatial audio, Atmos is the name of the theater and flat game equivalent. So all sound is created at a specific co-ordinate, generally by having it be initially recorded with a mic array and actually being located at the position it should physically be. Alternately, in post when they are doing the CG, they can position the sound sources then too. And sound sources don’t have to be a single point, a sound can be created by the entire surface of an object, like a bell. So that the sound would reflect and refract accurately off other surfaces. Sound works alot like light, except slower.

                  • Klear@sh.itjust.works
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                    8 months ago

                    Sure, that’s obvious, but I like they went the extra mile and separated the music tracks. It’s just a credits song. They could have just mixed it together and placed the sound source in the middle of the stage where the players are. You can’t move around at that stage, so it wouldn’t even be too jarring.