søndag, april 20, 2008

GTA IV: Radiostasjoner

Oppdatering: Etter lekasjer de siste dagene har en voksende liste dukket opp.

Som nevnt tidligere er musikken en svært viktig del av GTA-spillene av nyere dato, derfor var det spennende for fansen å få avslørt listen over radiokanaler:

- WKTT - We Know The Truth (right wing talk radio)
- San Juan Sounds (latin)
- Integrity 2.0 (speech, hosted by Lazlow)
- Liberty City Hardcore (punk/hardcore)
- Liberty Rock Radio 97.8 (classic rock)
- The Vibe 98.8 (soul)
- PLR - Public Liberty Radio (call-in speech)
- The Classics 104.1 (old-skool hip-hop)
- Jazz Nation Radio 108.5 (jazz)
- Vladivostok FM (eastern european)
- Radio Broker (rock)
- Tuff Gong Radio (reggae/dub)
- Electro Choc (dance)
- Massive B Soundsystem 96.9 (dance hall)
- IF99 - International Funk (funk)
- The Beat 102.7 (contemporary hip-hop)
- K109 The Studio (disco)
- Fusion FM
- The Journey (Ambient)


Detaljer her.

Dette kunne ikke sett mer lovende ut, er som om de har sjekket ut spillelistene mine i iTunes.. Egen kanaler for funk, jazz, raggae, soul, rock, latin og til og med østeuropeisk musikk! Leningrad er sikret, håper de får med Gogol Bordello i tillegg til andre smash hits..

En kul feature i et spill med så mye musikk er at man til enhver tid i spillet kan dra frem mobilen, velge music tracking og motta info om hva man hører på. Ville tro det ikke er mange klikkene fra å få kjøpt låta IRL også men det er jo bare opertunisme. Infoen om låtene havner også på Social Club-siden din slik at andre kan se hva du hører mest på.

Flere deltaljer om lyd fra Gamesradar.com:

"Stand in the street and you’ll hear three different radio stations at any one time coming from passing vehicles, all sounding appropriately tinny or boomy, depending on the type of vehicle and whether its doors are open, its windows broken, etc."

"It was our aim that you could place the player in a random position on the map, shut your eyes and listen, and be able to tell where you are, and what time of day it is, and I think we’ve achieved that pretty well."

"For multiplayer, we balance [the sound of gunfire] so that guns only really sound dangerously beefy when they’re at a distance you can be hit from, so it’s intuitive what’s threatening and what’s someone else’s private war."

"It’s difficult to quantify how many speaking parts there are, but at our last count there were over 740 unique voices in the game. There are over 80,000 individual lines of dialogue, more than 7000 of which are Niko’s lines. If you were to listen to each line back to back, it would take over 29 hours. Also, these figures don’t take the radio, TV, and mo-capped cut-scene dialogue into consideration."

"We also decided to make the pedestrian dialogue more realistic in GTA4. As an example, peds in previous games would walk around and randomly chat to themselves if they weren’t doing much else. In real life, people (generally!) don’t go around talking to themselves, so we dropped this behavior from GTA4. However, we realized that the random chat of old GTA games was a good way for the player to pick-up on what sort of personality a ped has, so we created the cell-phone conversations in GTA4 as one realistic way of portraying personality."

"Sounds can appear muffled - a car horn coming from a tunnel 100m away sounds very different to a car horn right next to the player, instead of just being quieter as it might have been previously."

"We have around four-and-a-half thousand individual sfx in the game, which are combined into around 19 thousand different combinations."

"A single gunshot typically consists of around 10 individual components, whose volume and placement we control independently with distance, to create a bright, wide, punchy sound up-close, and a more reverberant, muffled sound at a distance."

2 kommentarer:

Anonym sa...

LCD Soundsystem FTW!

Eivind sa...

Kjøpte første albumet med samme navn som gruppa idag, gleder meg til å høre gjennom dette jeg har utsatt altfor lenge!