What do you do when you need a unique sound? Smash some pianos, apparently. At least according to the team over at 343 Industries. In a new video, the studio revealed how Halo Infinite devs smashed a piano to smithereens in order to make some unique sound effects. Oddly enough, this isn't the weirdest thing done to get game audio, but here we are.
Have you ever been so mad you just wanted to break something? I can't speak for others, but I've definitely been there before. If you're like me, definitely watch the video below, because it is incredibly satisfying:
Click here to watch embedded mediaIn the above footage, the team can be seen getting their audio goods via getting a little smash-happy with hammers and other blunt objects. But it wasn't just a blind smash and grab, the team also shared how they used a subwoofer on the piano itself before the destruction began in order to use it like a resonator. Then it got a little weird...
To get more than just the normal sounds one would expect from the destruction of an innocent piano just minding its own business, the team also put dry ice on various parts of the broken piano in order to produce sounds described as "singing, bellowing, screeching, and everything in-between."
That's definitely going to be my excuse next time. No, I'm not angry, it's art.
But the latest blog post wasn't just about smashing pianos and creating audio art, it was also revealed how the team tackled other sound desires as well. In the most recent Halo Waypoint blog post, audio director Sotaro Tojima was joined by a few other key members of the dev team to talk a little more about this part of the creationary process.
"We started gathering and evaluating player feedback right after shipping Halo 5," said Tojima. "Our entire team went through all of the feedback, discussed each item in-depth, then set about defining our audio goals for Halo Infinite.
"We received a variety of great feedback and suggestions, but the highest-level takeaways for us, and our key goals for Halo Infinite, are 're-capturing the legacy essence of Halo' and 'strengthening the excitement and impact of Halo’s combat.' With those primary goals established, our team has been passionately working to deliver on our vision as our partner teams around the studio have been bringing Halo Infinite to life."
Click here to watch embedded mediaThe team also completely revamped how they approached the sounds surrounding in-game weapons, especially when firing off particular guns. "Let me share one example to explain how our team tried to achieve that," Tojima said. "There are many gun sounds in our game - multiple enemies, teammates, and players are constantly firing weapons. In our past Halo titles, we handled each gunfire's listening-volume purely by distance. So, all gun sound volumes were exactly the same if they’re originating from the same distance. As a result, we had too many loud gun sounds constantly overwhelming a player, which made it very difficult to detect true threat position."
He added, "The new Halo Infinite audio system detects all gun sounds frame by frame, and prioritizes them in a threat order to decide output sound volume for each gun. With this mechanic, if a gunshot is aimed at the player, the sound will be louder, and if it’s not aimed at a player or if it’s a teammate’s gunfire, the sound is still audible but quieter. then you could hear only threat sounds clear. With the cleaner audio feedback, the player can ascertain the appropriate threat to make the right action quicker and more accurately, which results in a more immersive and exciting combat experience in Halo Infinite."
There is a lot of "new" happening with the audio design of Halo Infinite, but that doesn't mean that it's all unfamiliar. Based on feedback, the team has resurrected a few OG experiences, including the original Master Chief shield sounds.
That latest blog post is honestly one of the most fascinating ones to-date, more so for those interested in sound design and the development process. To learn more, including exactly how the team took to design roadblocks, you can check out the full blog post right here. You can also learn more about Halo Infinite, including the latest rumors, with our game hub!
Magic: Legends graced a Game Informer cover a bit ago, a game where Diablo-style gameplay and the Magic: The Gathering universe intersect. Since Magic: Legends went into a state of open beta last week on PC, everything from what’s available in the cash shop to technical glitches have been scrutinized as players begin working on their characters and progression hubs. Currently, Magic: Legends is only available on PC, but the free-to-play game is expected to arrive on both Xbox and PlayStation later this year during its official launch. We recently took a deep dive into the game that you can check out here!
In an open letter regarding the state of the Open Beta, executive producer Steve Ricossa addresses many of the concerns that have been cropping up since opening day. You can check out the entire letter here, and you probably should if you’re interested in Magic: Legends at all. The main points highlighted are significant shifts, and fast changes that might get things rolling in the right direction.
First, the performance issues are highlighted. During my time with the game, there have been numerous technical glitches and bugs. They’re working on these issues. That’s good!
The second issue of monetizing classes has been a big one. Originally, the Dimir Assassin class was only available from the cash shop with a low drop rate (or via an obscene amount of gold on the open market). Now, the Dimir Assassin class is being added to the apex of the battle pass (including the free track), so anyone can get it assuming they play a lot. This is a pretty radical shift from the original monetization model around this special class, and a welcome one.
The other big and relevant takeaways in this letter involve a streamlined tutorial and doubling the drop rate of new spells for players, shortening the time it takes to get into the real game and letting players explore new options in their gameplay much faster. These are both great decisions, as the laborious onboarding process had players wandering around for hours and hours with basic starter cards wondering when the customization aspect was going to kick in. New card acquisition rates will let players experiment more and find synergies they’re interested in while they grind away at events.
Magic: Legends has only just launched in open beta, but these changes coming so fast after release is promising. We’ll see where the game is at in a few more weeks and months!