Task 2 Computer Game Cut Sequence Production Idea

Game Title

Roberto D’alberto
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


A slow and mysterious sounding orchestral piece plays in the background to set the scene, as it makes the viewer feel spooked or eerie. A wind sound track also plays to the flow of the snow storm that a man is walking in. The Background music creates this scene with its slow pacing, minor tone, and dawning stringed instruments. Towards the end of this scene, a man kills his subordinate and then kills himself fusing a pistol.  At this point the music stops to put more focus on the scene. The wind and crunching of the snow, makes the setting feel cold, lonely, windy, and misty. Giving the player the feeling of being outside.




The Background music must have been created using real instruments and a real orchestra. Whereas the wind sounds very real, but could have been digitally developed, although for simple purposes, I believe it must have been recorded using field sound equipment. The gun shot sound used when the man killed himself sounded very artificial and digital. It may have been created using a VST on a computer, but it did not sound live, and real. The snow footsteps also sounded realistic, as if a person walking on snow was recorded.
Mood

The wind creates a mysterious mood. The music changes with pace and pitch, even instruments in order to create a mood. When the city is first shown, the music becomes loader and more introductive, creating a sort of safe haven mood. It also has a futuristic/techno sound to the space ship that was shown in the scene. Then it changes and gets a darker sound. The violins become sad and the mood is despair. There are also sounds of guns and clothes shuffling as the characters move in the scene.




The space ship audio effect sounded computerized. It did not sound like it could have been made using real instruments. Whereas the shuffling of the clothes and guns sounded very real and interactive.
Game genre

The music used to set the mood and the setting is to be expected in a thriller/horror/first person shooter. This is because the game is mostly based on a sad story, designed to put fear and despair into the player, to make the player feel like they are always in danger. The music does truly make the player feel like in a world different to our own, with advanced technology.





All the advanced sounds that were heard coming from any of the futuristic equipment or hover ships sound like computerized audio.
Narrative

The clip tells of a new civilisation of the human race after a mass incident that wiped most of the population out. Alien artefacts named “markers” were found many years ago that would be the end of planet earth. For Markers would bring a plague of the undead of such mass, that it caused humans to leave the planet. A man, who was given the knowledge on how to destroy/and or build these markers is now being hunted down by a corrupted government, in order to put his knowledge to use.





All the advanced sounds that were heard coming from any of the futuristic equipment or hover ships sound like computerized audio.



Game Title
Devil May Cry 3 Intro  https://www.youtube.com/watch?v=4pr0gvjgeG8 (00:15 – 02:30)


Roberto D’alberto
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

(00:15) This entire scene takes place at the top of an ancient Demonic Tower of great importance within the game, where a battle between two swordsmen is taking place. The names of the duellists are Dante, and Virgil. The Scene begins in the middle of the battle, with an introduction of the tower, while all you can hear is the swords clashing and heavy rain. Drums that can be heard in the back and the video cut scene have been slowed down to for affect as the woman tells the story of the two brothers, the sons of Sparda. The woman begins her story as soon as a drop of water falls onto the screen, as the camera changes to the battle, in slow motion. The droplets can still be heard throughout her first speech, each sounding smaller, or different in size, as if they were falling on to different areas of water or changing shape. This affect is very clever, as given by the name “Devil Mat Cry”, in meaning they could be tears. Splashes of water can also be heard from the steps of the swordsmen. A mix of transition sounds can be heard as the camera fades in and out of the black, as they are fighting, while the noise of the swords being swung and the wind is heard as well. At (01:07) The drums finally stop, and A sad piano solo begins to play. The clashes of the swords are now louder, with a bigger impact than heard before, and a choir has started singing along to the piano. Suddenly they are at a standoff, while pushing on to each other with their swords, and now the rain can be heard again. Such music is and should be very typical of this game as it is based in modern day, but, has history that dates back to medieval and/or Romanian times.  The Choir heard in the back must be for dramatic effect once one of the characters seems to be killed by the other brother.  




The sounds of the clashing swords sounds very real, and sharp, but could have been made on a VST, although a real time recording would sound better. Therefore I believe it’s a real time audio.
The rain also sounds real time, as if water droplets falling on to a concrete surface was recorded. Whereas the single droplets of rain, heard every so often, I believe are made electronically, because it doesn’t sound very perfectly real.
The drums most likely real time.
Piano most likely real time.

Mood

The mood begins very dramatic, as the woman begins talking about Sparda as the droplet waves the writing on the image. The music in background is clearly trying to put more focus onto the woman talking, as her story must be heard by the player, like some sort of flash back. As the she reveals the truth behind the story, telling the viewer that the story is in fact true, the music changes, therefore changing the mood. The mood with the music now has become more daunting, as if it’s a surprise that the story is real. The music makes the viewer feel as if the fight is legends, just like the duellists.





The drums most likely real time.
Piano most likely real time.
The Choir could only be real time as I don’t see why or how an electronically produced voices would sound better than a real one.
Game genre

This game is a hack and slasher; it consists of using multiple weapons and continuously bashing the buttons in order to defeat a crowd of enemies. Most games of this type have been about demons or monsters, and the main character having to become the killer of them. For example, Onimusha, Ninja Gaiden, Bayoneta or Castlevania.  In all of these games above have similar music in terms of what they represent, it’s always Choir like, or classical.






The drums most likely real time.
Piano most likely real time.

Narrative

The clips gives a clear explanation of a legend in the Game, called Sparda. It explains his story as a legend and why/how the two men relate to this legend figure. This way, a new player to the game, is well introduced to some of the games past knowledge, so that things will make sense in the story.








Game Title


Roberto D’alberto
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 first scene begins at 2:32, the setting is set by the calming opera that can be heard, they sing a lullaby as if a tell tale story told to children was about to unfold. The setting is now mysterious as the player awaits to see how the game is to begin, as a legendary story. As the opera woman and the song develops, a bridge to a modern day city is shown. and the music turns to dark, foreshadowing something daunting onto this city.  All of a sudden, all the music stops, and the camera becomes the first person view of a beast.(or at least it sounds like a beast). This "beast" now heads to the club, walking past drunk people on the way, but he pays no attention to them. The sign above the club flickered, that could be a bad sign. At 3:56 the setting is completely changed as the music heard now is complete rock, and metal, probably to represent demons in some way as there can be seen people dressed as them. 

6:08 The lead guitarist and his girlfriend are leaving the club, while the "beast" is following them. the beast gets close to them and grabs the man, but his hand is slapped away. As they leave the premises, the doors are busted open by the beast as he charges into them.  The beast kills the bouncer and pounces towards the couple. He manages to knock out Jen and get away with her boyfriend. 


A live woman singing opera must've been recorded along with an all males and women choir that can be heard in the background. 

3:49 a beast sound can be heard, almost like a lion, I believe it was recorded live by an actual real life animal.  

The sign above the club the "beast" walks into flashes and makes a dysfunctional electricity sound, I believe this was made with a computer, using some sort of glitch software. 

A strange growling can be heard when the beast busts open the iron doors to the club, but it doesn’t sound too real, so I believe this one was created digitally.  

The sound of the doors smashing also sounded computer made. 
The growls can constantly be heard as the beast in disguise is moving. 

Car sirens can be heard towards the end of the scene, which were probably recorded from a real life siren alarm.  
Mood

2:32-- Mood is calm, making the player feel intrigued with what is about to unfold, as the music sounds as if a story is being told. 

3:56 Mood becomes intense, as the rock music gets louder and louder as the "beast" gets closer to the stage. Making the player feel, trapped in some way, with all the sound surrounding them. 





As it walks deeper into the club, an array of voices can be heard, although I believe that the mumbles of the voices in the background were created using mumbles recorded from an actually real life even and then repeated in the background to give the impression that there are a lot of loud people in this club. 
Game genre

Primal is an Action-adventure game, it consists of puzzles, missions, and collectibles. As such, its very mythical and imaginative with its choice of characters and setting, like more action adventure games, for example, Bio Shock, or Borderlands.





Narrative

Primal is an action-adventure video game released in 2003 for the PlayStation 2. It was developed by SCE Studio Cambridge. It tells the story of Jennifer Tate, a 21-year-old woman searching for her boyfriend through a series of demonic realms. As the story develops, more is revealed about Jen's past and her relationship with her boyfriend, as well as the nature of the demon worlds.








Roberto D’alberto
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

There are three main 4 in this clip: 

1: (00:00 - 00:42) In the first scene, the setting is set by the rain, thunder and the slow jazz music playing n the background, then, as the woman is about to stab the man on the bed, the music builds for dramatic affect. The rain and thunder makes the scene seem dark, and the time setting is established when the jazz plays in the back. Meaning its based in the early 1900. 

2: (00:42 - 01:10) A Cop, is talking about secrecy in his local city, and so, he goes to confront someone in a dark alley. As he approaches him, he takes him to the back of an alley and hits him with his gun at the back of the head. Then the Cop shoots the man in the back while he's on the floor. 

3: (01:10 - 01:42This scene begins with a phone call, or a recorded message. then it cuts to a man fighting in a boxing ring. 

4: (01:42 - 02:20) A magician is having trouble with his money, and so it seems he decides to kill his partner, his wife, in order to save money. He kills her by throwing a knife at her head while she is on the spinning wheel.

 Rain and thunder sounds very really, I beilive it was recorded from real life. Using some sort of equipment out in a storm. 

Stabbing noise heard when the woman stabs the man on the bed. It sounds very real, but too difficult to record from real life, so I believe It was made using computer software, but with a touch of real life equipment. 
Jazz music made with real instruments 
Foot steps of the COP can be heard as he walking up to the other man in the alley, created using computer software. 
Lighter being lit up, created using Computer Software. 
When the cop hits the man in the alley with his gun, it sounds very real, and so I think it was also recorded from real life. from objects hitting each other.       

While the man is on the floor, the Cop shoots him twice, the gun shots sound very real, but I believe they were created using Computer audio technology.  

The sounds of the mans fists hitting the man in the face, created on a computer. But it almost sounds like someone hitting meat in real life, so it could have potentially been recorded from that. 

More thunder, recorded from real life. 

The magician hits the table, sounds real and so recorded from real life. 

the magician throws the knife, the sound of it flying through the air, sounds very real, and so I think it was recorded from real life. 
Mood

 1: Mood here is very dark, especially with the rain and thunder. The ominous lighting on the woman makes her seem like she's about to do something wrong, or malicious. Then the music builds up as she grabs the knife, and stabs the man. 

2: More rain, but his time outside, and the music also makes it seem as if another crime was about to be committed. 

3:This one starts with less music, but starts when he begins to fight, the brutal hit sounds make it obvious that he's was hurting that man more then he should've been with those knuckledusters. 

4: The sounds of him breaking things makes me feel like he's angry, especially when the music builds up to when he kills his partner/his wife.
Rain and thunder sounds very really, I beilive it was recorded from real life. Using some sort of equipment out in a storm. 
Jazz music made with real instruments 
More thunder, recorded from real life.
Game genre

Zombies - Black Ops 3 is a FPS Zombie game that’s apart of the BOP3 franchise. Its simply about killing zombies but with a back story to how it all started and began. 




Narrative