the last of us

Unique Challenges of Interactive Audio in The Last Of Us

Unique Challenges of Interactive Audio in The Last Of Us

Video games need to overcome challenges in audio that are not found in other forms of media. Interactive audio researcher Karen Collins [1] weighs in on this phenomenon, explaining that media formats like film and TV use a passive form of immersion, the participant cannot interact with the experience, this is commonly referred to as linear media.  Nonlinear media generally refers to video games and requires an active participant to take part in the experience.  A participant can do anything that’s within the game rules at any moment in time, this level of interactivity raises problems or concerns within game audio, as it too, needs to react and respond in sync with the active player.

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The Last Of Us, Enemy Feedback Through Ludic Sound Design

The Last Of Us, Enemy Feedback Through Ludic Sound Design

This post will look into the creation of monster sounds in the video game The Last Of Us, and how these sounds can provide ludic feedback, enabling players to adapt their tactics, dependant on the specific sounds they hear.  The Last Of Us has enemies ranging from human factions to infected monsters, each with a distinctive sound; the sound specifics is what enables ludic feedback to the player…

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