Sound
effects – and sound design in general – has become increasingly more specialize
over the past couple decades. The use of sound effects can thus be considered
much more intentional. As a result, unfitting sound effects are hardly
excusable, especially in the 21st century. On one hand, most gamers
understand the difficulty and creativity underlying such a task. Yet the sound
effect should ultimately fit the character or object. The difference between
the expectation and the reality is quite interesting, though. A gamer might
have a particular view while the sound designer might have a different view,
ultimately leading to a sound that does not quite fit. An interesting dichotomy
is created due to an expectation for realism with a particular sound, thus
giving information about the implicated person or object. Paradoxical sounds,
in other words, sometimes give insight.
In Ratchet and Clank a baby dragon sort of
enemy emits a seagull sound when attacking, a sound choice that would likely be
mentally rejected. At the same time, the sound effect implies a contradiction
that suggests that the enemies are meant to be comical or perhaps linked to the
sea in some manner. A seagull sound definitely separates these dragons from
other dragons. Another possibility is that these dragons like seagulls live in
a polluted environment and eat unnatural food; this possibility is very
plausible in the enemy’s native habitat.
In The Legend of Zelda: The Wind Waker, the great dragon – yes another
dragon example – Valoo is an enormous red dragon yet he is not built
gracefully. Valoo sounds like a whale which both complements and rejects his appearance.
The great dragon is large and awkwardly built but the whale sound gives him a
majesty. He is powerful, yet not necessarily in a direct manner. Unlike many
other dragons he is graceful and not potent in the literal sense. A Skyrim
dragon would eat the player for lunch, but not this dragon.
My final example is the Charmanders
from the lava level in Pokemon Snap.
They make unusual sounds (that sound remotely tribal) when they gaze at you
moving through the level. I honestly cannot describe the sounds, so I’ll
instead discuss the angry “Char!” statements hurled at the character. They
sound livid but at the same time they have a cute sound, a paradoxical sound
that makes total sense in retrospect. Through this sound effect the Charmanders
become simultaneously dangerous and cute.
In short, sound effects are more
thought out than they may seem to be. Usually sound effects have some important
role to play, giving greater depth to characters. Sound effects both make a character
or object more useful as well as allowing them to serve some role in the game
(in many cases).
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