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Remember how satisfying it was to hear the completely unrealistic but loud-sounding machine guns of Marines rip through Lings, hear them die in some kind of weird scream and leaving behind a giant puddle of blood. Or a Siege Tank firing away, a big echoing FWOOOOHHHHHGG. Cue dying Hydra's going *roar* and leaving a giant puddle of blood once more. Or Goons going *putschidupryiup*, leaving behind a giant puddle of blue... fluid...
Now we have Marines shooting firecrackers at Lings, who die sounding like a large cockroach being squashed.
I'm just going to assume this is due to Browder who wanted things to sound as 'realistic' as in Command & Conquer. Yeah, just an assumption but what else could it be?
I'm not sure if its a banable offense by Blizzard, but you could always replace the .ogg files inside the .MPQ to have the original StarCraft sound effects.
I doubt that'd let you log-in to Battle.net.
Still I think Blizzard should have an option. Not because I feel either one is better but for nostalgia's sake or if you're playing a SCBWish custom map.
A big problem with SC2 is death sounds. None of the guys have it. I think only Marines have a death sound (that's their weird yell).
If you watch WWI07 or others, you can clearly hear death sounds from Zealots and others. These are much needed back into the game. Stalkers used to die with a Dragoon death sound, that was incredibly cool. Now they just die with a generic explosion sound. All units seem to die with generic explosion sounds. Terran, has this weird high pitched sound when they explode. Protoss has a generic regular sound and Zerg seem to also have a very generic and bloody sounding explosion death. Gone are the BEEPBEEPBOOP of dragoons or the weird explosion sound of Observers or the HUAAAUGGH of the Hydralisks.
Overall the sound needs to pick up in SC2, it needs to be more reactive. I've literally gotten supply stuck because the "You need more supply" didn't sound the first time I needed supply. Things like that need to override other less important alerts.
They also need to clean up sounds and speed them up. Sometimes I feel there's bits of silence splutted between the beginning and ends of the sound that makes it longer than need be.
I think they're still working heavily with sound, or at least I hope so. SC1 beta sounds were pretty much final so I wouldn't know.
How was Warcraft 3 Beta sound like? Or WOW beta sound? Anyone remember?
Why can't Hydra shoot acid-covered spines? Does it matter? No. It's all about presentation. SC was a surreal, creative and intense experience. SC2 hasn't failed in everything, but I'm surprised how adamant they are against revising their sound environment, arguably the weakest link to SC2 even though this'll compromise both single-player and multiplayer.
You want realism in war, go cripple your country's infrastructure and economy and do lots of boring drills and shit, all for like 5 seconds of action and then you die. Video games aren't about sanitized, subdued realism.
I thing that would make the soundscape for Protoss better:
Play SC1 and SC2, you will notice that the in SC1, the zealot attack sound effect had a Zealot shout/growl mixed in.. in SC2, its all Zealot blades.
^ This guys avatar and sig is win lul
OT: It is only beta... who knows they might change it when released o-o
I agree with you about the death sounds. It's a shame that only five or so units have any actual death yells. In addition, there also seems to be a problem with the way sounds override each other. Unit voices constantly get overridden whenever any kind if UI-related voice message comes up. For example, if a mineral field gets depleted, then it plays the warning message and any unit sound that was playing at the time gets overriden by it.
I don't really like that too much because it sucks a lot of flavor out of the game, especially since unit sounds get overridden by nearly every single UI voice message, and if you have a decent APM you'll rarely hear the unit voices since all you'll be hearing everyday is just "You require more mineralzzzzzz" and "Unit/research/upgrade complete" all day. The unit voices are what give the races their feel and personality, and it's really hard to get that same feel when you rarely ever hear them speak. The Zerg is the absolute worst in this regard since their voices are already at a low volume as it is. I don't even know what Corruptors and Brood Lords even sound like because their voices are so muted.
And it's not just SC1 nostalgia speaking - even Warcraft 3 was much better in the sound department. Compare WC3 and SC1 to SC2 and you'll be surprised at how much better the sound design was in the older games compared to SC2.
Another gripe I have to bring up:
Sound delay. The sound is delayed by a few microseconds. There is a period of silence before the sounds start. This would've been fine in Starcraft 1 but at the speed which Starcraft 2 is at, I'm often hearing the sound much after my units have already died. Especially sounds like "You're unit is under attack!" The units usually don't even survive the entire sound bite.
Also attack sounds remain to be hilariusly bad. Once a zerg player dropped a few hydralisks on the cliff next to my expansion, I couldn't see what was attacking me until I saw the small spines being shot and the INCREDIBLY soft fwoop fwoop sound (it was only 2 hydralisks). Damn it was poor sound design. If i wasn't for the fact that I had the speakers on really loud I probably wouldn't have heard it even.
Also, what the hell is up with the sounds that don't sound? They do'nt have enough audio channels or something? Often times things just don't play and I find it annoying. Unit acknowledgements just don't acknowledge and things finishing production don't say anything.