Hey! Here are some of the things I’ve been working on this month:
Sound Re-Design - Killer Instinct - Jago Character Intro
The 2013 reboot of Killer Instinct is a favourite game of mine. I didn’t play a lot of the original arcade cabinets or the console ports back in’t day, but there was something about the reboot that just seemed to catch me at the right moment in time.
I became really engrossed in the gameplay mechanics, and at one point, would sometimes find myself practicing matches in my head during random idle moments during the day. Obsessed is probably the right word!
Like all good fighting games, Killer Instinct has a large variety of characters to choose from, each of which has their own unique intro and win cutscenes at the start & end of a match. Recently, when searching for interesting cutscenes/game cinematics to use for sound re-designs, I thought back to those Killer Instinct character cutscenes and felt a lightbulb-esque “A-ha!” moment go off in my head.
The KI character cutscenes are short and snappy (approximatley five to ten seconds long) and feature a character doing cool moves and pulling flashy poses. This makes them pretty much the perfect size and scope for a sound re-design; there’s plenty of visual detail and stylised movements to dig into from an audio perspective, yet the short runtime means they don’t feel as overwhelming to mix and manage when compared to a typical 3-5 minute gameplay cinematic.
So, the first of these Killer Instinct character cutscenes I’ve decided to tackle is the intro for Jago, the Tiger Warrior monk. To push my recording and editing skills with these shorter re-designs, I’ve set myself specific conditions I have to follow when working, which are:
No library material - I can only use source that I have recorded myself (with the exception of IR samples for use in convolution reverbs).
Free Plug-ins only - I can only design and mix with free plug-ins, and not paid ones (mainly sticking to the REA/js plug-ins in Reaper).
I’ve spent roughly 6.5 hours on this re-design to date, and I’m fairly happy with where I was able to get it to in that time.
I feel like areas that worked well were the reverb switchover on the chanting, which transitions from a far perspective to a closer-up and drier one with the camera move, and the metal foley clinks ‘n’ clanks for Jago’s sword and bracer movements. For these sounds, I recorded large antique coins in a metallic chain dice bag, and a leather pouch full of coins and some loose door keys!
An area I’d like to go back on and improve in a future design pass would be the transient/impact for the hand clap. I feel like as this is the main action point of the scene, this probably could do with being bigger & beefier to get a more dramatic ‘thunderclap’ sort of vibe. I think further attention and adjustments to my side-chain compression settings would be beneficial here too, so that the clap can punch through the other mix layers more clearly.
Jago’s intro cutscene is one of the more understated cutscenes in the game. Working on this one first was a nice place for me to get started, and has also given me a good jumping off point for how I’d like to tackle re-designs for some of the more visually complex characters in the roster.
Kilgore, a big rusty Terminator-style robot, is the one I’ll be working on next. Time to go gather lots of metal samples!
Sound Re-Design - Resident Evil 4 Remake - Cage Fight Cutscene
I’m still enjoying blasting & stabbing my way through Resident Evil 4 Remake, which for me, is one of those games that seems to never ever get stale, no matter how many times I’ve already played it.
I was actually not a particularly big fan of the original Resident Evil 4 when it released in 2005 (I mourned the loss of the fixed camera angles which gave the 2002 Resident Evil Remake so much of its spooky character) but over the years I’ve warmed to it. Now, I really appreciate the game for what it is - a best-in-class action-adventure game, wrapped up in a spooky murder-cult aesthetic.
The 2023 remake is faithful to the 2005 title, but also brings a lot of new ideas and mechanics to the original’s gameplay loop to keep things fresh (the knife parry system is, quite frankly, amazing). There’s new cutscenes to boot too, including some very cool John-Wick inspired fight scenes where Leon gets to unleash his marksman & martial arts prowess on hordes of cultist goons.
I picked this ‘cage fight’ scene that happens about halfway through the story to use as a sound re-design, as I wanted to work on an action sequence that would be a good vehicle for developing my gunshot and melee combat sound design skills.
I’ve spent 11 hours on this re-design so far, and I feel mostly happy with the results I’ve been able to achieve, but there are aspects of the mix that I’d like to go back and adjust in another design pass.
On the whole, I generally feel pleased with how the gunshot sounds have come together, but having had some more time to reflect and critically listen to them, I think these need to be louder in the mix, in order to make them really ‘crack’. I also think I need to adjust the gunshot mixing to be more responsive according to each new camera position - i.e. use more reverb on the gunshot sounds when the camera is further away and looking down on the action compared to when the camera is tucked in nice and tight for a close-up.
I really enjoyed getting in the detailed little creaks and squeaks of Leon’s combat harness and clothing, along with the exaggerated whooshes for when the unlucky cultist gets whirled around. The arrow impact sounds that slam into that same cultist’s head just after this do feel a little loose timing-wise though, and probably could do with some different layers too.
Much like Resident Evil 4 Remake is a fun game to replay, I feel like this re-design will also be a fun one to revisit too again and again too. Here’s to hoping I can score an S-rank next time round!