Resident Evil 2

VergilD

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Not sure if the title is created in the forums, so i creating one here. If there is remove it :grin:
 
Beating the game on hardcore is fun, but after that it is more fun to test Leon's new toy! :grin:
 
Chris meets Nemesis in Resident Evil 2, for myself so many mods makes you even more to play this game :grin:
 
But Chris ain't Leon, Chris would not need saving by Ada like the rookie Leon lol.
 
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Just read RE2 Remake Sound Director, Kentaro Nakashima interview from digitaltrends, some snippet of the interview:
Resident Evil 2 Interview: How Sound Design Injects Horror into Games | Digital Trends

Given the advances in technology since the original, what kinds of sounds is the team excited to implement that weren’t possible in 1998?

Real-time Binaural System (The first-ever stereophonic sound technology of its kind)

We presented a paper on this technology at an Audio Engineering Society (AES) Conference.

Generally speaking, stereophonic sound in games had previously been implemented using a plugin that would modify regular sound with an effect to make it stereophonic. However, the sound it produced would be of lower quality and would sound more distant. The real-time binaural system we use fixes this problem. It’s the first-ever technology of its kind, and we’re excited for players to experience sound with a great deal more presence.

Impulse Response Creation

Reverb is an important aural effect that can be used for expressing not only the size of a room, for example, but also the room’s texture and condition, and high-quality reverb necessitates the use of impulse responses (IR). The normal way to implement impulse responses is to choose an approximation of what you want from a range of presets, and then adjust the sound as needed. However, for the remake, we decided to actually record the reverb we needed for every room and hallway in every stage, thus creating our own IRs. Doing so enabled us to modify and touch up the reverb in subtle ways that further heighten the player’s immersion.

Game Engine Implementation: RE Engine

Sounds are implemented for the game’s visuals. The sound is affected by all in-game visuals, so a variety of techniques are used here depending on the situation. There are animations shown at particularly major progression points in the game, and we had to put sound to them. When working with animation, a certain technique is used that plays the appropriate sounds based on the timing of the animation. I believe it’s still used for almost all animations. One issue with this technique, though, is that the cost of changing or fixing anything is extremely high. So we made improvements by coming up with a tool that can automatically play the audio based on different values from the animation’s transition data.

Most gamers aren’t familiar with the design process. Could you enlighten us on the workflow for creating sounds for particular moments, like cutscenes and boss fights? Do you see the game in action and then figure out where and when to add sound effects?

The Cutscene Production Process is as follows:

  1. Attending Motion Capture Voice Recordings
  2. Recording ADR Voices
  3. Finalizing Cutscene Animations
  4. Writing Music and Creating Sound Effects
  5. Middleware Implementation
The above steps are the general process for implementing the audio, but there is also more to it, such as when changes have to be made after completion. With changes, it depends a little on exactly what is entailed, but we use whatever methods are appropriate.

From a technical perspective, we use the latest technologies to help curtail the costs of any necessary changes. For example, in cutscenes, the sound is divided into music, sound effects, and voiceovers, and then implemented as either 5.1 channel or 7.1 channel surround sound. Said another way, the sounds for cutscenes are arranged together into one of three large groups. The issue with this is that even something like a camera angle changing in the animation will incur a cost to fix the sound accordingly.

resident-evil-2-monster-1200x9999.jpg

To mitigate this, we used middleware to implement the sounds. Just like the in-game scenes, the positions at which sounds should be played are retrieved from the game itself, enabling us to make updates based on changes to the camera or dialogue at low costs. That, in turn, gave us the freedom to be much more creative with the audio.

The Boss Fight Production Process:

  1. Creating Boss Specifications: During this process, we make suggestions from an audio angle, which the planning section uses to create the specifications.
  2. Preparing Tentative Audio: We start creating the sound effects and music based on the spec document and the boss’s design.
  3. Middleware Implementation: We add sound to the animations.
  4. Fixes and Adjustments: We continually fix and adjust the audio as needed according to polishing done to the animations.
The number of animations depends on the boss, but in general there are about 300-500 motions, and thanks to technological advances, we are able to make updates to these at a low cost.
 
Just read on polygon, the special mod of GTA IV's CJ and Big Smoke in RE:2 remake, instead of Leon and Mr. X

 
In Claire's scenario, Mr. X got sliced open by Mr. G. from behind. In a fair fight (Mr. X vs Mr. G), who do you think would win? IntoxNitram IntoxNitram
 
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