ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
I prefer gameplay over immersion. Good gameplay has me play a game over and over again. While having not bad sound is important, I prefer games that focus more on gameplay. Or AI. Or Both.
That said, immersion is still good. It's just important to remember that immersion comes after good gameplay. Immersion is the top of the pyramid, gameplay the base.
I love this suggestion. For me, it's more about the sounds that a ship's weaponry makes (nevermind that space doesn't do sound -- it's part of what makes ship to ship combat really cool!) than voice work. Though I enjoyed watching my ships do battle in ES1, one of the biggest gripes I had with it was the fact that for all the variety we had in upgrades to the three categories of weapons, there was almost no variety in sound effects for each one. Especially disappointing were kinetic weapons (which I liked to use more than the others) which sounded like cheap machine guns when fired, with the impact sound being equally unimpressive. These are supposed to be like massive guns which can deliver large payloads of ordinance; why did they sound like all they did was pepper an enemy ship? There was no sense of power in the sound.
Since ES2 is aiming for that cinematic feel, I'd love it if the weapons of our fleets sounded very powerful. I'd like to be able to "feel" it when a ship fires its salvo and again when that salvo reaches its target. It'd be great also to be able to identify different grades of weapons along the same type (ie. tier 1 laser to tier 2 laser) not just by their visuals, but also by their sounds.
To piggyback on this a little bit, I would absolutely LOVE to see a somewhat procedural battle soundtrack. Many years ago I played a game called Navyfield, which would pit two groups of players against each other in a WW2 era naval battle. The game had a great song that always started every battle, but where it became really powerful was after about 2-3 minutes of fighting, the music changed from the standard battle to either a victorious or a brink-of-defeat song, depending on how your team was doing. For example, the song when your team was losing was this here. I linked that one specifically because it is so stoic, so resolute that even as you were watching your team be destroyed you were completely immersed and had a faint hope of victory due to the song.
The two ways I could see it best having an impact is A: You have procedural generated battle soundtracks that adjust based on the success/failure of each phase of battle, all culminating in a victorious or a defeated tone at the 5th phase. Now, I would grant that that's a pretty lofty and ambitious goal to do well, so the more easily obtainable option B might be something we could see, where option B is you have a few battle soundtracks for battles where the player is predicted from the start to win, to lose, or the battle is evenly matched.
Bottom line: I would be so hyped if I knew that the battles where I'm desperately hoping for a miracle to come through will have music that itself sounds desperate.
My 2 cents on VO is that I feel like they would feel kind of out of place for an Endless game.
Science aren´t damned, it´s an question of the angle, i think inside of a ship you can hear vibration done by the working frequency of a laser or the impact of a projectile. Or inside a gasstream out of a Ship there are also sonic in Space like plasma or gasclouds, explosions are high pressure uncompressed gas... .
And music by the same person would be (slang for great).
Bad voice actors are horrible and in my opinion sound graphic and fun is better than expensive voices. Remembering Haegemonia... reading can be better.
Dawn of War had truly fantastic voice acting. And so did the entire Command & Conquer series. And it added a lot to the game. But I shudder to think at the cost of it.
Limth that is a given. Without gameplay immersion would enhance nothing. Without good AI the SP game would be boring and no amount of immersion would help. But a fantastic game will have all these elements and basically creating an artwork.
I think this topic is important because ES2 will have a "cinematic" semi-autoresolve battles and a good chunk of the game will feature players sitting and watching as battle unfolds without any control over it.
I think sound is one of the best ways to provide combat immersion. And by sounds I mean voiceovers. Combat static, pilot reports, admiral quotes on the current situation etc.
The best example so far is Dawn of War franchize. It has one of the best sound and voice work. Almost every action is commented by the units. The result is a very atmospheric battles, where soldiers scream, groan, and all this "Chaarge!" "Grenade!", "We ar eoutgunned", "Retreat!", "Enemy tank ahead" allow you to recognize curent situation even in a huge meat grinder.
Adding even background voiceovers to the battle with make it "alive", so players will not watch silent clash of ships but listen to requests for help, last transmissions from dying ships, victory calls, maybe canonic "It's a trap!" when enemy manages to counter your tactics, reports like "we are overwhelmed", "missiles incoming, brace for impact" etc.
All this sounds will prolong a period of time before people just start the battle and set speed on maximum after chosing a battle plan because, well, it's autoresolve anyway.
I've always felt like something was missing to make the great cinematic battles truly outstanding. Giving heros some identity with unique lines and hearing some transmissions from your ships sounds really good,
I like your idea. Just one suggestion: make the sounds like you are hearing them from inside of a ship, no only the radio chatter, also the explosions, engines, weapons firing, etc. IMO it will give better immersions, as everyone knows tat sound doesn't travel into space.
Anyway I trust in Aplitude, because immersions in sound and art always has been one of their strongest points.
Sound and music are vital for immersion. I like to say that the graphics is what lures you in and the sounds and atmosphere is what keeps you there. So + to your post I agree. I also like epic music for epic battles and changing music depending on how the battle unfolds. But it is obviously also a question of development resources and time.
I also remember sound being vital to combat feedback, The sound of lasers being absorbed fully by shields vs fully impacting for example.
Spoken words is probably more overhead then is needed. A few generic possibly pitch adjusted race sounds strung together with subtitles should do the job nicely. Here is an example of masters at work.https://youtu.be/N6lloyYoZrk?t=138
Perhaps a unique line per hero that gets triggered in a specific scenario.
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