Soundscapes Extra: Left 4 Dead
[ music | video games ][ immersion | left 4 dead | soundscapes | video games ]
[ March 1st, 2009 ]
[ by: Alvan ]
Just a quick addendum or example or derivate or something to this. How is audio used in Left 4 Dead?
The video game Left 4 Dead is begging to be mentioned when one talks about creative ways of using diegetic and extra-diegetic sound in games. The survivor side of the game plays with high reliance to soundscapes, sound cues and music. So much in fact that you could say beyond the very basics of survival, everything in the game boils down to listening to what’s happening in the game.
L4D uses both character level and player level audio to support the game play. The very basic soundscape of L4D is made of player level music (well, more like long synth chords, most prominent at start of levels, to open up the level) and character level ambiance sounds of the environment like crows and sounds of thunder. This creates a very strong base mood for the game.
The second way sound happens is through the sounds of the player characters. First of all, they produce the sounds that you’d expect – when you shoot a shotgun, you hear a shotgun sound. When you move around muck, you hear squishy footstep sounds. But beyond these, the characters comment on the environment actively, even without the player telling them to. When they get attacked, they scream for help. When they notice one of them is low on health, they tell the other character to heal up, etc. This is fully happening on the character level. The player can intrude on the character level and command his character to say some of the pre-scripted things, for example to call out that there is a boomer ahead, around the corner even if the character is unaware of it. There is a player level audio bit to some of the character actions as well – getting attacked by a special infected will cause a dramatic song (again, mostly synth chords) to boom out from the loudspeakers. Also, worth mentioning that the characters’ dialogue sometimes dips into the metadiegetic level of story-within-a-story when they reveal things of their past or when their comments tell the story of the infection, as well as telling the player what the character-level story is (in the “We have to follow these tracks to an abandoned military base” style). (thanks Kham for pointing that last one out)
One of the ways people grief when playing Left 4 Dead is to make their character repeat some stupid line of their repertoire like “PILLS HERE” every second or so, causing the other players lose their ability to keep the character level separate from the player level, falling into disbelief of the whole character level of the game in the progress. Not to mention it’s annoying as hell when someone keeps shouting “PILLS HERE” in your ear.
The third way, of course, is the other actors of the game besides the player characters. The helicopter flies above you and use a megaphone to tell you to head to Mercy Hospital. A gas station explodes with a thundering roar. Infected people whimper and moan. And then there are the special infected. Each of them having a distinct sound following them. The smoker coughs, the boomer gurgles, the hunter snarls and then screams when he’s moving. The witch cries and sobs, and the tank roars. And when you hear the multitude of gnarls a horde of normal infected generate, you know there’s a lot of nasty heading your way. These are all character level sounds. When you turn your head in the first person mode, you notice the sounds move left to right and right to left, allowing you to pinpoint a boomer hiding behind the corner a long time before you see it, or hear the witch getting closer as her sobs grow louder. And spotting the specials before they are upon you is really the only way to survive on the higher difficulty levels, when things get tough in the game. On top of those, the witches, tanks and hordes also have a player-level musical theme, that emphasizes the mood of the situation – with the witch it’s a surreal melody that gets piano hits when the witch is almost agitated and turns into a panicing cacophony when she’s out to get you. With the horde, you get a couple of creepy chords a moment before the screeching starts and the masses start flowing. And with the tank, it’s a very doom-inspiring track that makes the player scared enough when the big bad things is coming.
There is a fourth level of audio in the game, if you happen to get into a team that is doing it. The game supports voice communication between the players via microphones. As any conversation between real people, this sometimes is just silly chatter to lighten up the mood. Sometimes it’s completely unrelated to the game, and sometimes it’s a repetition or extrapolation of something the characters could have communicated on their level. For example, a player might say “a hunter got me” to the microphone, even if the audio cues of the character level in the game could have given the same information to the other players (the characters shouting “A hunter got Francis” and Francis screaming “Get it off me”). Thus, there is a player level communication going on about the game as well as the communication that happens via the detour of the character level. And then there is singing. There always needs to be singing to the microphone. I have no idea why.
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Tags: immersion, left 4 dead, soundscapes, video games






