I just hope the "market" has more than one track. that tune was so repetitive and boring.
It does! I think the randomization was busted in the demo. Sorry!
I just hope the "market" has more than one track. that tune was so repetitive and boring.
It does! I think the randomization was busted in the demo. Sorry!
Awesome. You guys are doing a swell job.
Thanks!
I must say you've nailed the sounds for the Colossus, sounds nice and meaty! The interceptor's abilities on the other hand, as others have mentioned aswell lacked this feel. This gave them a weaker feel than they actually are (shurikens suffer from this alot imo).
Whilst flying I noticed that if explosions were happening nearby, or just alot of different sound sources, the sound of the thrusters would cut out. Now I assume this is to help those sounds seem more impactfull, but the sound of the thruster came back too late. This gave it a laggy/disconnected feel. These stood out the most to me, i do love the sound of the rotating gun barrels though....really satisfying rattle when it slows down!
Yeah that was broken limiting. Fixed!
Interceptor came in hot, also fixed! And thanks!
Not sure if this has already been addressed.
Also not sure if this is a bug or intended.
The audio for the Interceptor is very lackluster. The attacks don’t have that UMPH behind them. When you hit enemies with any of the shuriken moves or even your melee, it doesn’t make sound...like you’re making contact with the air or something.
If I hit a metal enemy, I should hear the swoosh of my blade or shuriken followed up by a clang or something once it makes contact. If I hit a monster or person...I should hear the swoosh of my weapon followed up by a fleshy slice kinda sound once it makes contact.
Again, idk if this is a bug or intended.
Yep. Fixed in the ship build :)
Read moreI don't know if this is already sorted out on the main build. The game had many flaws, but what unsettled the most was the audio. I'm not even a guy who understands anything about audio design or sound in general. I just thought it felt wrong several times when I was playing. I don't mean to bash, just provide my honest feedback. Here some points I had experienced.
Music didn't play at times, leaving an awkward silence.
Other times, the music playing didn't match what was happening on screen. Specially in Fort Tarsis.
Picking up a codex sounds like throwing a hard cover book on the wall.
Audio in the menus felt off and contributed to make the UI feel unresponsive. The volume of beeps and boops didn't always match the action, if you can tell what I mean.
I once got a bug where the game went completely silent and I had to restart. Never seen a bug like this in 20+ of gaming.
Interceptor m...
We are aware of all of these issues and have made a lot of progress over the past couple months. The release build should address most of this feedback - but we will continue to improve over the course of live service, so keep telling us what you think!
A lot of us have been around since mass effect 1, so understand that we take a great audio experience seriously, and are committed to delivering one for you :)
Posted this in another thread, the sound effects are great, of course the usual "issues" will be fixed but this is something that really bothered me - I hated the muffled sounding bazaar music in the hub area. It sounded as if I was in the javelin. To make it even worse, I wasn't. Which indicated that it was coming from the area, though it was a constant level with no direction so it didn't feel like it was part of the area at all, just literal background music. Make it come out of some sort of radio in the shops area, or maybe a PA system throughout. But make it sound better please.
On it.
This is not a bug, but rather a design oversight that will add a dramatic QoL change to how you experience the conversations that occur in Tarsis.
The reverb and echo effects used on voice actors in Tarsis are completely overdone. I was listening to people speak outdoors, no ceiling, and no walls next to us and having massive amount of echo. It was like they wanted everyone to sound like they were talking into a big metal silo, and it sounded terrible. This is pretty nit picky, but I can imagine how distractingly annoying this will get after playing for several hours through the campaign.
Yeah it was the wrong reverb in that build. Fixed!
My quick thoughts on sound.
Fort Tarsis people sounded a bit echoy and I don’t get why?
Guns were all a bit quiet would like them to have a bit more punch.
Auto cannon the two fast fireing cloud and Torrent should sound different from each other.
Colossus ult sounds great! But when you have a team of 4 colossus ult at the same time it sounds weird. As if each shot is competing for attention. Not sure what can be done about that though.
Noted, thanks!
This was another concern of mine I had forgotten. Made the game much more silent than it needed to be even when audio wasnt being buggy. Thanks for all the awesome followups, cant wait to hear how all the audio has turned out when I get to play early access on the 15th!
(Btw you said on another post you are alot of the same people from the inquisition audio team, those sound effects popped so well! You guys did an awesome job there!!!)
Thanks!
Sharing my comment made in the other audio thread
"Why does no one ever mention reload sounds? They were/are non existant... there is nothing quite satisfying while reloading like nice loud pops, clinks, guncocks, or bullet clanks. Reloads were so dull and mute the only way I knew I was reloading was the words "reloading" popping up on screen. No good visual or audio backup to this! What happened to the super satisfying reloads from mass effect 2 and 3 for instance?!?! Bioware knows how to make good impactful gun n reload sound effects!!!"
Yep. Totally.
Came in hot. Fixed in the release build :(
I mainly played interceptor. Felt the audio was weak across most aspects of the demo but on the interceptor it wasn't very strong overall.
Most abilities were lacking in punch. Shurikens barely made any noise. Spark dash didn't do any noise. Same with most abilities.
Sound on the ultimate could have been better. You get this echoey kind of sound but the slices could have been more guttural imo.
I think we have fixed all of that. Let us know what you think after launch!
Np. Thank you for doing an outstanding job. Criticisms I had were probably half bugs, or mostly fixed already. To be clear, the audio experience of the game, when it worked, was top notch, and I loved most of it. Keep up the good work, and thank you for contributing to an amazing game.
Thank you!
Hehe. I would if I lived anywhere near. Norway is a tad too far. Good luck with the launch though! You could have something really neat here.
We have a studio in Stockholm :)
That's great to hear! Thank you very much for listening! Amazing game btw. The sounds are great and the visuals are stunning! Keep up the great work!
Thank you!!!!!
For console too! As well as a force to 1080p 60 fps! Much prefer framerate over resolution
Agree 100%
What else are you hiring for? If you don't mind me asking!
It's not so much hiring, it's just always being open to people with mad skills. So always hiring those folks :)
I'm late to this, but I saw your flair and wanted to know what you guys look for when building your audio team! I'd be so down for moving out of country if it means working with audio for games that I can really get behind.
It's pretty cold here :)
Near the end of the stronghold in the dead spider-thing room, I was hearing other player's shooting and abilities in a loop. I thought someone was rhythmically shooting for a while, but then a colossus used an ability and it just kept going.
I flew away and it stopped eventually.
Weird.
I tried the shotgun in the game but it felt kind off frustrating to use to me, it feels like the downtime between shots is too long and there is little auditory/visual feedback to tell me that I can't fire right now, this was especially noticeable when trying to use the shotgun in between melees with the interceptor. I would love it if the visual recoil and auditory re chamber sound would be more noticeable so it doesn't feel as frustrating when I keep clicking with nothing happening. I had similar feelings about the sniper rifles, the re chamber time felt too long for the visual and auditory feedback making the sniper just feel kind of weak and unsatisfying. In that aspect I hope they make the weapons a bit more like they were in Mass Effect Andromeda which felt better to me, or at least the Black Widow did.
Mmm black widow. My fav too. We will work on this!
Dear jer,
Iknow you are busy, but my roommate really doesnt have the right parts right now, to play anthem. Will the fps increase on release? Planning on buying him a pc ;)
Yes, performance work has been happening full bore since the demo build. I would expect it to better all around.