Debriefing > Impressions & Feedback

Weapon Sound Feedback

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Mangley:
I love GE:S, as we all do... but I personally feel that a few of the weapons don't sound correct (granted that the mod is still Beta and many aspects are likely to change) so I thought I'd catagorically go through the weapons and how faithful their sounds are to the originals whilst recognising that they have to sound appropriately realistic. (It's just my opinion, but I'm sure many will agree particularly about the KF7, Autoshotgun, Phantom and a few others)

Using these descriptions as a basis:
Sounds nothing like the original (bad)
Sounds a little like the original (needs improvement)
Sounds quite like the original (satisfactory)
Sounds very like the original (good)
Sounds perfectly like the original (perfect)


* Unarmed - Sounds quite like the original
* Hunting Knife - Sounds quite like the original
* Throwing Knife - Sounds quite like the original
* PP7 - Sounds perfectly like the original
* Silenced PP7 - Sounds perfectly like the original
* DD44 Dostovei - Sounds quite like the original
* Klobb - Sounds perfectly like the original
* KF7 Soviet - Sounds nothing like the original
* ZMG (9mm) - Sounds a little like the original*
* D5K Deutsche -Sounds very like the original
* Silenced D5K - Sounds very like the original
* Phantom - Sounds a little like the original
* AR33 Assault Rifle - Sounds a little like the original
* RC-P90 - Sounds a little like the original
* Shotgun - Sounds very like the original
* Automatic Shotgun - Sounds nothing like the original
* Sniper Rifle - Sounds perfectly like the original
* Cougar Magnum - Sounds a little like the original
* Golden Gun - Sounds perfectly like the original
* Silver PP7 - Sounds perfectly like the original
* Gold PP7 - Sounds perfectly like the original
* Moonraker Laser - Not released
* Watch Laser - Not released
* Grenade Launcher - Not released
* Rocket Launcher - Not released
* Hand Grenade - Sounds quite like the original (explosion sounds not done)
* Timed Mine - Sounds very like the original (explosion sounds not done)
* Proximity Mine - Sounds very like the original (explosion sounds not done)
* Remote Mine - Sounds very like the original (explosion sounds not done)
* Detonator - Sounds perfectly like the original
* Taser - Not released
* Tank - In your dreams
* The ZMG, whilst not sounding much like the original does arguably sound appropriate. I think that the original sound wouldn't suit it that well in comparison.

With mines, we're talking about the throwing and sticking sounds since the explosions aren't done in 3.1

If I'd have to outline some priority weapons that need changing, they'd be the KF7, RCP90, AR33, Autoshotgun and Phantom.
Specifically I'd say the RCP90 and AR33 don't sound like they're 'spitting' like they do in the original, the KF7 and Phantom don't have that 'rolling' or 'tumbling' feel to it that the originals had, and the Autoshotgun doesn't have that heavy 'punching' sound that the original had.

Oh and just for the record, my ears are very attuned and perceptive.  ;)

Well, that's just what I think, take it or leave it..  :P

Jonathon [SSL]:
I can't stand the D5K or ZMG sounds personally, one sounds like a baseball bat hitting a dumpster and the other sounds like a popcorn machine.

Wake[of]theBunT:
This is why I probably give up making sfx for this mod officially and will make a pack I am happy with. There are just too many opinions and tastes to live up to anyones worth. What needs to be understood is that no one is more qualified to decipher wether a sound is "correct" than anyone else, and it varies slightly the kinds of frequencies our ears hear and recognize.

With other departments there can be a complete "design" solution for characters for example (like how they dont look exactly like the actor for legal reasons), and ppl accept it and still get excited over it - but if you make their kf7 sound better quality than the original while giving it what you deem "nostalgia" then its their mortal enemy and they demand you change it - even if 15 other people swear its amazing and fits well with the weapon and is one of their favourites so far.

Literally, I sat down for a week after B3 and assessed about 20 different comprehensive opinions from inside and outside the mod. Couldnt find a coherant place to start on beta 4 improvements because each opinion was completely different. I was scratching my head.

Mangley:
It's true that people's perceptions vary. Of course the average person can't tell a G from a F#, and it doesn't have to be an absolute recreation. The point is most people can tell a violin from a guitar.

I think what brings people to playing this mod is the sensation of nostalgia it brings, and the more faithful the recreation is the better. Of course all the original sounds can be recreated accurately and even improved on. The proof is already there with weapons like the Klobb and PP7 which sound pitch-perfect and even improve on the originals.

With the KF7 in particular... it was one of the most iconic weapons of Goldeneye... and I think everybody, even people who didn't have an n64 have that sound imprinted on their brain..

At the moment it sounds like a generic AK sound... if you played it to someone who had played Goldeneye all their life they wouldn't at all recognise it in the slightest.

I respect that recreating sounds isn't easy, and also that all the current stuff is beta and will probably be changed and tweaked.

Wake[of]theBunT:
I would say every single sfx will be a completely refined version or completely new (in some cases) by the "final" build.

You mention the klobb being great? I made the klobb and it was about 4 refined versions comparing it with the original rip...needless to say i slaved a little, so if you value that sound try get more folks here that agree with you ; we'd take note of popular opinion and it would then likely remain (I mention because since beta 3 a new artist has made a different sound effect because he felt mine was wrong)

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