It also helps frame boss fights as highlights of the game: The bosses feel more special, more epic because they now also stand out acoustically from the rest of the game in a drastic way, and not just by having somewhat bigger or meaner sound effects. non-respawning bosses whose defeat alters gameplay). For one thing, it helps communicate the dual structure of the gameplay (normal zones vs. This dichotomy creates some neat effects. the bosses) have music, whereas places only have ambiences. But in the actual gameplay parts, there's no music at all, except during boss fights and in three very select areas (let's ignore those for now). There's music in the prologue, the ending cut scenes and the ending credits. If you haven't played it yet: there's only very mild spoilers.Īn (almost) binary structure for the music So let's have a look how the game handles it, as well as the ambiences. My, what a journey it's been! There are a couple of things that Dark Souls does, where I'm not sure if they might have been born out of budget limitations, but they end up creating a wonderful final result. I recently completed of Dark Souls and its great DLC.
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