While Halo Infinite has been delayed to 2021, developer 343 Industries is filling the time with a special behind-the-scenes look at how sound of the game’s sounds were recorded.
In this newest video, we get a closer look at how the audio team captured the “small arms” weapon sounds for Halo Infinite, and it’s very impressive. The team recorded in all manner of locations and situations, using weaponry that runs the gamut from hand-held slingshots to long rifles. There is an exciting sequence in the middle where a developer hunkers down behind a wall as bullets whizz overhead.
The Halo series is known for its strong audio design, and this video seems to demonstrate how that should continue with Halo Infinite. Check out the video above, but note that some of the scenes in the video were published on Instagram earlier in 2020 and back in 2019.
After working on the soundtracks for mega-franchises like Grand Theft Auto, Killzone, Total War, and Splinter Cell, composer Walter Mair was brought on to write new music for Activision’s Crash Bandicoot 4: It’s About Time. The music in Crash 4 does a good job at staying true to the origins of the franchise–you’ll hear lots of marimbas and percussion instruments–while updating the music for a more modern feel. We recently spoke with Mair about this an a number of other topics about Crash 4’s music.
In our interview, Mair speaks about how he became attached to Crash 4 in the first place, how much access he had to the development team and what the collaboration process was like with Toys For Bob, and the varied instrumentation he used to score the game.
Mair composed unique music for each setting and character, and he went to some interesting places to nail down the right sounds for each. For Dingodile, Mair used a clumsily played tuba and double bass to describe the character, while Mair used electric guitars and bass guitars through massive stacks of guitar amps and a drum set to create the music for the N.Gin boss fight.
Mair also shared that he used primitive instruments like the bone flute and fur drums for Crash 4’s prehistoric levels, and you can hear some of this in the videos embedded in this story.
Now that Crash 4 has been out for about a month, Mair reflected on the response to the game and the music, which has been generally positive. “Fans enjoyed how the music was composed to be more dynamic and reflective of the unique worlds, as well as different sections of gameplay within levels,” Mair said. “The off beat mardi gras level has been a standout music experience for many.”
Mair also said people have been sharing their own cover versions of songs, including full-on metal tracks. “There is absolutely brilliant material online and I am loving every single piece of it! This is a great honor and exactly what this amazing franchise deserves–to live on and see the many interpretations of the music,” Mair said.
You can check out our full interview below.
How did you come to be attached to Crash 4 in the first place?
As a big fan of the franchise I was over the moon when I heard from the Toys For Bob studio that I was invited to audition for Crash Bandicoot 4: It’s About Time. The next stage was critical and so I locked myself into my recording studio to come up with new sounds and combinations of instruments to create a quirky-sounding world that fits this new Crash adventure.
How much access did you have to the Crash 4 development team, and what was the collaboration process like?
I was given access to the title in an early development state. I had the pleasure of meeting the Toys For Bob team at their studio in San Francisco. Each sub-team provided me with updates on their latest development so I could see first-hand how the animations were going to look, the objects and colors of the level design, and which characters the studio would introduce or bring back to this exciting new experience.
From then on, I stayed in regular contact with the studio and the Audio team. Toys For Bob wanted to create a more sculpted, dynamic music experience for the player, so there was frequent back and forth with the Audio team to dial in what works for each level and gameplay section. Threading the needle of being inventive and fresh while staying true to the established Crash music tone can be a challenging target and the team provided great feedback–sometimes we’d go a little too far, then reel it back in. There was a lot of music to be written in a short timeframe, so we created a helpful system for tracking music progress and sharing notes and assets. The Audio teams at Toys For Bob and Beenox also assisted with music remixing including the N.Verted mode remixes – it was great to collaborate with folks who care so much about the music and bring their own music skills to the creative process.
At a higher level, can you speak about the challenges of trying to stay true to the roots of the series while also putting your own stamp on it?
The people at Toys For Bob were absolutely amazing in that they gave me free reign to explore and experiment with different instrumentation and ideas, while staying true to the core tone and feel of Crash music. We tried various approaches at first–recording instruments live versus using mainly synths and electronic instruments. For Crash 4, we wanted to elevate the soundtrack to the next level so I decided to follow a hybrid approach where we recorded most of the instruments live but then tweaked them with analog and digital effects. A recorded saxophone would result in a quirky synth sound that still contained all the ‘breathiness’ one would hear on a real sax performance. I also experimented with synths and incorporated my modular synth rig which was responsible for many of the textures and sounds for Cortex.
To connect the music with past titles and add a bonus for the fans who’ve been playing the franchise for decades, I also brought back some of the long-standing themes. I also incorporated the heavy usage of marimbas, memorable melodies and playful composition as a way of grounding the music as a Crash experience, while at the same time pulling it into new territory through more sculpting of tone and instrumentation to represent the unique locations.
Whilst I composed a fresh main theme for Crash 4, you will notice a hint at previous themes in some of the cutscenes. For example, when Cortex enters the screen and we hear a synth-laden rendition of his theme that then cuts off abruptly as Tawna enters the stage, and her new theme comes in.
Crash’s adventures in the new game take place in a multitude of varied locations–what kind of instrumentation did you use to capture this?
This was so much fun as each setting and character got their very own music. For Dingodile I recorded a brass band with guitars and drums. A clumsily played tuba and double bass describe the character that comes to Crash’s aid in the game.
The music for the first boss fight against N.Gin was something rather special–I was presented with the task to write music for a huge robot who plays a gigantic drum set behind massive amps that fire large soundwaves at Crash to the beat of the music. The music needed to capture the vibe of the scene and be bold, daring and … epic! So I recorded electric guitars and bass that I had run through massive stacks of guitar amps and a large drum set that was accompanied by fast synth-movements. We also slipped in a nod to the original N.Gin music, to connect with franchise history.
For the levels set in Wasteland I wanted to capture raw and ‘heavy’ sounds. Equipped with field recorders I took a recording team into a quarry where we smashed rocks and metal objects with sledgehammers and large wrenches. These sounds were then treated with effects and became the backbone of a drum beat or massive stomping effect.
The Prehistoric levels received their own unique sound-world by recording primitive instruments such as the bone flute or fur drums. These sounds, combined with orchestral colors and the Crash-style fast Marimba runs, provide the score with a unique sound that is equally at home in the Crash universe. We also contrasted the playful, prehistoric-themed Crash music, with the super epic, cinematic chase music in the Dino Dash level. This is a good example of times when we stylistically pushed music into new territory.
Percussion instruments are a big part of the Crash series–what did you do to ensure you were really nailing this essential part of the franchise?
Absolutely, percussion is such a great element to pick up the pace and add an element of forward momentum to keep the player pushing through the level. I recorded a very large selection of drums. From the simpler hand-made instruments for the Prehistoric levels, to industrial sounds that were recorded in a quarry to enhance the Wasteland levels. The score also makes regular use of full drum sets and electronic drums. In particular, the drums employed for the city levels feature this ‘80s ‘old school’ vibe that were so fitting to the retro sounds of synths accompanying the beat elements. There are also levels where more than one drum set plays at a given time and we weave in and out of electronic and real drums for added craziness when we really want to change up the sound.
Now that Crash 4 has been out for a little, what are you hearing from fans about the music?
I’ve rarely experienced before such support as that which the amazing fans of Crash are showing me. I’ve received countless messages every day from fans complimenting the music. Fans enjoyed how the music was composed to be more dynamic and reflective of the unique worlds, as well as different sections of gameplay within levels. The off beat “mardi gras” level has been a standout music experience for many. The entire level–platforms, obstacles, ghost musicians, playable instruments – were synced to the beat, creating a synergy between music and gameplay. And of course, they loved hearing nods to established franchise music themes.
Many even send me cover versions of the themes and level music. They interpret the melodies in a completely different way and produce fully-fledged metal tracks with videos that you can find on YouTube. There is absolutely brilliant material online and I am loving every single piece of it! This is a great honor and exactly what this amazing franchise deserves–to live on and see the many interpretations of the music.
A new game called Werewolf Among Us has become the most downloaded free game on the App Store in China this week, the South China Morning Post reported. It overtook gaming behemoth Tencent’s Honour of Kings and Peacekeeper Elite to claim the top spot.
The clone boasts similar, if more cutesy graphics to Innersloth’s surprise hit Among Us, and is set in a medieval castle instead of in space. Developed by a relatively unknown company called Shenzhen Youliang Technology, the game dropped on October 28 and has since racked up over 478,000 downloads, becoming the most popular of a number of Among Us clones being rushed for the Chinese market.
As a relatively small indie game, Among Us so far has not been translated or localized for the Chinese market. Its place in English-speaking gaming world was cemented when Congresswoman Alexandria Ocasio-Cortez streamed herself playing to a huge Twitch audience. The game has an odd reputation in the Chinese-speaking world, however, where party game Werewolf was incredibly popular well before Among Us shot to popularity in the west. For many gamers in China, Among Us is simply “Space Werewolf.”
At the peak of the Werewolf craze in China, it was played on celebrity game shows, available in countless popular mobile games, and streamed online–just like Among Us. Although the trend has died down a little in recent years, Werewolf is still culturally significant enough for Chinese speakers that the comparisons with Among Us are unavoidable.
While Innersloth has recently revealed a new development roadmap that includes additional localization for different languages, it’s unclear what languages are being prioritized–and if clone games will corner the Chinese-speaking market before the original game is officially translated.
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Microsoft’s Xbox Game Pass subscription service has drawn comparisons to Netflix, with some calling it the “Netflix of Games.” Xbox’s Jason Ronald said in a new interview that he is flattered by that comparison–as Netflix is one of the biggest and most successful entertainment brands on Earth–but he also pointed out that it’s not exactly a great comparison.
“To be compared to somebody like Netflix is flattering, but we think about it differently,” Ronald told Inverse. “It really comes down to how can we find new ways to get more people to enjoy the art form that we all love. Plenty of people prefer physical media, and we support that with Xbox Series X. Then you look at something like Game Pass, which gets people trying and playing more games. Maybe you’re new to a franchise, or have limited funds to devote to entertainment. With Game Pass, we eliminate that barrier. That’s what we’re really focused on–how do we reduce barriers so more people can find and play games they love?”
Before this, Xbox boss Phil Spencer also spoke out about how calling Game Pass the “Netflix of Games” is not quite accurate or even what Microsoft is trying to achieve.
One of the biggest differences between Game Pass and Netflix is that the content available on Xbox can be purchased, while Netflix only offers titles to stream through a subscription.
“I love the fact that games are for sale and people can go buy them. We have no goal, there’s no slide deck anywhere that says ‘hey, we want to turn everyone into a subscriber, nobody should buy.’ That why sometimes when people use ‘the Netflix of games’ I bristle a little bit, because Netflix doesn’t sell the content that’s in Netflix,” Spencer said on Gamertag Radio (via USGamer). “For us, if people want to go buy their games, we think that’s a really healthy part of the industry. If there’s games that you’re not gonna go buy, and you want to subscribe to get access to them, we see that as a strong part of Game Pass.”
Xbox Game Pass has 15 million subscribers currently, and it is a major point of focus for Microsoft going forward. All of Microsoft’s own games launch into Game Pass right away, meaning subscribers can play Halo Infinite on day one at no extra cost in 2021.
WWE 2K Battlegrounds is growing its roster this month with 10 new wrestlers. The roster will expand across three dates in November, and of the new characters, 5 will be unlocked automatically. The others will have to be purchased with in-game currency.
On November 6, 11, and 18, new characters will join the game, 2K has announced. These include some major figures like Goldberg, Batista, Ultimate Warrior, and Trish Stratus–all of whom will be available to everyone.
Here’s the complete list of new wrestlers joining the game’s roster this month. This is part of the game’s promised free DLC.
Friday, November 6
Goldberg
Batista
Jey Uso (unlocked)
Jimmy Uso (unlocked)
Wednesday, November 11
Ultimate Warrior
Eddie Guerrero (unlocked)
Lita (unlocked)
Wednesday, November 18
Trish Stratus
Booker T
Ruby Riott (unlocked)
2K is promising “more than 50 additional Superstars and cosmetic items” are on their way to Battlegrounds in the coming months, although further fighters have not been revealed yet.
WWE 2K Battlegrounds is the only WWE game of 2020, with the mainline WWE 2K series skipping a year to fix its declining quality.
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Fans of the Happy Death Day movies continue to hold out hope of a third film to close out the trilogy–and producer Jason Blum has already told GameSpot he views the project as something that he has to make. What’s the status of the film at the moment, though?
To find out the answer to that, we went right to the source. While speaking to director Chris Landon about his newest movie, Freaky, we couldn’t help but ask if a third Happy Death Day movie will be announced soon. “I don’t think soon is a real distinct possibility right now,” he said. “But luckily, the idea that I have for the third movie doesn’t rely on it being right the second, which is a good thing.”
As for what that idea is, Landon wasn’t ready to share any details. However, when asked how the film would compare to Happy Death Day 2U, which made a pretty hard turn away from classic slasher into the realm of sci-fi, the director teased a bit of what to expect. “The third one was going in a completely other weird direction that I thought was unexpected and also super fun,” he said.
What could that new direction be? There’s no telling, though what we’d obviously love to see is some kind of time loop Avengers movie, in which Tree (Jessica Rothe) and her crew jump around various time loops saving the world over and over again. After all, the second film ended–spoilers–with the government getting its hands on the machine that caused the time loop and calling on the college students to show them how to make it work. Suit them all up in weird costumes and turn Happy Death Day into a superhero franchise. What could be more of a “completely other weird direction” than that?
Whatever the case, it’s good to know that not only is Blum still set on making a third Happy Death Day film, but Landon is as well. In fact, Landon admitted he was surprised a third entry wasn’t greenlit after the release of the second film. After all, on a reported budget of $9 million, the film made nearly $65 million at the box office.
“I was really bummed out that after the second movie came out and it was well-received that Universal [Pictures] didn’t just go for it,” he admitted. “Because I thought we were on our way to being a proper franchise. I always wanted it to be a trilogy, you know? So who knows? Maybe we’ll get to do it. I know that everybody’s game to do it. We just need Universal to cough up the money to let us do it.”
Keep your fingers crossed, Happy Death Day fans. There’s still plenty of reason to expect this movie will happen at some point.
EA Motive, the studio behind the recently released Star Wars: Squadrons, has confirmed it has multiple projects in the works, but they are not Star Wars games.
A job listing spotted by GamesRadar mentioned specifically that EA Motive was hiring for an upcoming “Star Wars action game.” However, the job listing apparently contained an error, and this project is not related to Star Wars.
EA Motive said on Twitter that “human error” was involved in the mistake. “Due to human error (hey, it happens!) we’ve seen a lot of speculation. While we’re not working on a new Star Wars project, we are working on something pretty special,” the studio said.
This confirmation comes not long after EA Motive boss Patrick Klaus said in a blog post that the team was working on “several unannounced projects,” and they would be developed using a new approach.
“We’re encouraging innovation and calculated risk-taking in our approach to game development. We put significant emphasis on creating a safe space through our practices and culture to offer our teams the freedom, autonomy, and time to innovate where it matters,” Klaus said.
“Innovation is tough, but it’s also exciting and energizing. With our new mission, we’re trying a lot of things and testing many ideas which you can’t get attached to, as iteration and experimentation are healthy and a key to finding something great,” Klaus added. “The team is super talented and we’re all striving to make aspirational games that push the boundaries of what players expect now and into the future.”
Two months after Tenet’s release, director Christopher Nolan is “thrilled” with the coronavirus-imperiled sci-fi movie’s global revenue of $350 million. Speaking with the Los Angeles Times, the director also added that he’s “worried that the studios are drawing the wrong conclusions from our release.”
Fans who were looking forward to Tenet being a 2020 summer blockbuster watched as the film was beset with increasingly concerning delays–including a stretch in July when it was pushed back indefinitely. When it finally was released internationally in late August, and then hit the states in early September, the film had effectively faded into the background in a year filled with a global pandemic, a presidential election, and the overall confusing and unpredictable path films now face in order to release. Tenet held firm in being a theatrical experience first, but Nolan says that stance has influenced studios and distributors looking for lessons to learn from the film’s performance.
“Rather than looking at where the film has worked well and how that can provide them with much needed revenue,” said Nolan. “They’re looking at where the film has worked well and how that can provide them with much needed revenue, they’re looking at where it hasn’t lived up to pre-COVID expectations.”
Nolan, who reiterated being proud of how the film has done, expressed a concern that studios will start to use pre-COVID predictions to make theatrical releases about offsetting losses rather than “getting in the game and adapting–or rebuilding our business.”
Nolan has plenty to be introspective about, aside from the nature of 2020. In collaboration with critic film critic Tom Shone, Nolan has a new book out called The Nolan Variations. According to publisher Penguin Random House, the book is “Nolan on the evolution of his pictures, and the writers, artists, and thinkers who have inspired and informed his films.”
This week on My Roanoke Breakdown we’re diving into Chapter 3 and Chapter 4. Get ready for a whole lot of exposition: we learn about the origins of Scathatch, The Butcher and the bloody history of the Roanoke house.
Matt, Shelby and Lee continue their search for Flora but find out more than they bargained for including some severed pig heads, a pair of wild children and a mistress for Matt. Hint: she’s a really old witch.
Plus, the group finds out more about the pattern of murders that take place at the Roanoke house thanks to a quick history lesson from Dr. Elias Cunningham. We’re also introduced to Cricket Marlowe who loves Coke Zero, Uber and chatting with ghosts. Unfortunately for him, the Roanoke spirits aren’t that friendly during the Blood Moon.
There’s no question that Animal Crossing: New Horizons was one of the biggest games of 2020. The latest entry in the popular franchise launched on March 20, just as many people were starting to stay home due to COVID-19. Its highly anticipated release contributed to a massive spike in Nintendo Switch console sales and shortages, with people eager for a new form of entertainment to enjoy safely at home. Now the second best-selling Switch game of all time, Animal Crossing: New Horizons was embraced by millions of fans new and old, sparking a major resurgence for the series and introducing it to a new generation of gamers as well.
In addition to New Horizons, a new limited-edition Animal Crossing Switch console was released earlier this year, and though it sold out fast at launch, Nintendo recently restocked the system at major retailers. A slew of new Animal Crossing merchandise hit stores this year as well, offering new Switch accessories, apparel, and more for fans to add to their collection.
If you’re shopping for an Animal Crossing fan this holiday season, you’ve got plenty of options to choose from–in fact, there’s an almost overwhelming amount of Animal Crossing merch out there these days. To keep you from having to wade through all the Isabelle plushies and villager Amiibo out there, we’ve done it for you and rounded up the very best Animal Crossing gift ideas for fans of New Horizons and the series as a whole. From carrying cases and controllers to T-shirts, Nendoroids, and more, here are some of the best Animal Crossing gifts for 2020.
If you’re shopping for someone who’s asking for a Nintendo Switch or who has a launch model console, the limited-edition ACNH Switch would be a fantastic gift. This console is the newer model Switch that features an improved battery life, and, of course, it also has an adorable New Horizons-themed design for the dock, Joy-Cons, and the back of the Switch itself. Recently restocked by Nintendo, the ACNH Switch will probably sell out again before Christmas, so if you find it in stock, it’s worth grabbing before it’s only available via third-party sellers for hundreds of dollars above list price. Please note it does not come with a copy of Animal Crossing: New Horizons.
If you need to pick up a copy of Animal Crossing: New Horizons for someone this holiday season, Walmart has an exclusive perk for buying the game there. Your purchase will come with a free Animal Crossing pop socket, a handy accessory that attaches to the back of your phone to help you hold it more easily.
To play Nintendo Switch in tabletop mode, you’ll want a sturdy stand to prop it up. Though the standard Switch does come with a built-in stand, it doesn’t allow for more than one angle, and the Switch Lite doesn’t have a built-in stand at all. This adorable Animal Crossing play stand works for either Switch model and is collapsible for easy portability. Keep in mind that Switch Lite owners will need Joy-Cons or some other Switch controller to play the system in tabletop mode.
Cozy socks always make for a great stocking stuffer, and accessories brand Controller Gear has a particularly cute three-pack of crew socks inspired by Animal Crossing: New Horizons. These socks will keep their feet warm all winter long.
These mini backpacks are perfect for transporting your Nintendo Switch, games, and any accessories like headphones or chargers. Though they’re not large enough to use as a general school bag–a laptop and textbooks won’t fit–mini backpacks are great for taking on plane rides or other trips. There are several different Animal Crossing backpack designs available on Amazon, including the two shown above.
This stainless steel water bottle will keep your loved one hydrated all day long. It has a cute Animal Crossing design with New Horizons’ signature turquoise shade, and its vacuum-sealed lid prevents any leaking so you can safely carry it in a backpack. This water bottle also has a soft matte finish that’s quite nice.
Let’s face it: We’ll all be wearing masks well into 2021, and though the person on your shopping list probably owns at least one mask at this point, it never hurts to have extras on hand. TeePublic has literally thousands of different designs that can be printed on face masks, including a ton of Animal Crossing ones. This particular design is cute yet understated, featuring little objects and icons from the game.
Accessories brand PowerA makes some of our favorite third-party controllers, and its wireless Switch controllers are a solid, budget-friendly alternative to the first-party Pro Controller. PowerA’s lineup includes these two Animal Crossing designs, with the first featuring suave musician K.K. Slider and the second showcasing Tom Nook’s adorable helpers Timmy and Tommy. These controllers connect wirelessly but do require AA batteries–they’ll last up to 30 hours on a single charge. Though they don’t have rumble or an NFC reader for scanning Amiibo, these controllers do have motion controls and allow for custom button-mapping.
Console skins are a cheap and easy way to give your Switch some colorful flair, and Controller Gear has 19 different Animal Crossing designs available on Amazon. These peel-and-press skins attach to the dock and Joy-Cons to instantly give them a cool look, and if you need to remove them, they’ll come off easily without leaving any residue.
A protective carrying case is a must for any Switch owner, and these tropical-themed carrying cases are perfect for Animal Crossing fans. Available for both Nintendo Switch and Switch Lite, these carrying case bundles also come with a screen protector for the system, so this kit will prevent all sorts of bumps, dents, and scratches to the portable Switch.
No new Amiibo were released for Animal Crossing: New Horizons, but previously released Amiibo will work with the game. Scanning an Animal Crossing Amiibo into New Horizons will let you take photos with them at Harv’s Island (Photopia). You’ll also be able to order a poster of that character from Nook Shopping, and some can be invited to stay at your campsite. Besides the in-game functionality, Amiibo make great little collectibles and gifts for Nintendo fans, and though it can be hard to find some of the Animal Crossing figures in stock, Best Buy has a small collection available, including Blathers, Celeste, and Isabelle (Super Smash Bros. edition).
Stickers always make for a good stocking stuffer, and these cute Animal Crossing tech decals can safely be applied to your phone, laptop, and other accessories without leaving any residue. Several different Animal Crossing sticker sets are available, so you can mix and match the ones you think your giftee will like.
Traveling musician K.K. Slider is one of Animal’s most iconic and beloved characters, and real fans will be proud to don this graphic tee repping one of his live shows. This soft T-shirt is a poly-cotton blend, and there are five different background colors to choose from if you’re not a fan of black. This highly rated tee runs in sizes S to 3XL, with fit types for men, women, and youth available.
Everyone’s favorite raccoon landlord looks perfectly precious on this brown beanie from Controller Gear. Soft and stretchy, this Tom Nook beanie will keep their head warm in chilly weather, and they can wear it cuffed or uncuffed–the design works both ways.
Nendoroids are basically higher-quality (and therefore pricier) versions of Funko Pops, and they make great gifts for collectors of any fandom. This Isabelle Nendoroid is hard to find in stock, but it’s available at Amazon with free Prime shipping as of our last update. This cute Isabelle Nendo is very detailed, down to the real bell on her hair accessory, and she comes with optional parts to recreate her iconic poses, like a clipboard and pen, a question mark, and musical notes.