Dead Space (2023)
Parallel to the theme and feeling of the game
Fidelity
Mostly Diegetic
https://www.youtube.com/watch?v=K4nEI_uv6yw
Dead Space is a great horror themed sci-fi survival game that uses a lot of diegetic sound that creates a scary and ominous mood and tone that is consistent throughout the entire gameplay experience. These various sound effects are parallel to the whole mood and tone of the experiences in the game because the scary and mysterious sound effects match the ominous and dark atmosphere that the player experiences as they journey through the Ishimura. Throughout the gameplay and soundscape we can hear that only diegetic sounds are present and this enhances the mood and immersion. At 3:54 we can hear a minor key crescendo that builds up the pace and overall mood that is given off from the scene. The audio is parallel to the scene in the game and the audio has a high fidelity as it matches the crashing of the ship perfectly. A few different sounds are played in this soundscape ranging from fast paced talking to bangs, crashes and the sparking of broken electrical wires from the impact of the collision. From timestamps 6:17 to 6:50 we can hear a vast array of different sounds that all create a mysterious mood that matches the fidelity of the scene really well. Also, the audio greatly reflects the dystopian future theme as the soundscape is made up of robotic voices, high tech rings and pulses and different audio cues from the main player's suit. Overall the tone remains the same and no crescendos or diminuendos are heard, only parallel diegetic audio is present in this gameplay clip. Moving on, at 1:04:00 to 1:05:00 we can hear a mix of non-diegetic and diegetic audio and this is due to the fact that the mood changed in the scene from a less tense mood to a very tense mood where the main player is threatened by an enemy. The non-diegetic audio comes in the form of a single paced ritardando, but once the player encounters the enemy and the diegetic audio cue of a loud crash and scuttling noise, the non-diegetic audio switches to a minor key crescendo which alarms the player and makes them rush about trying to kill this enemy. Once the enemy is defeated the audio then switches back to the single paced ritardando swapping the mood back to what it was before. All of the audio makes up the soundscape of the scene including the parallel sounds of footsteps, gun fire and enemy attack and dying sounds. Overall, the audio featured throughout the gameplay is parallel to the mood and tones throughout, also fidelity is considered in every aspect of the sound design to create an authentic and unique sounding soundscape.
Lego Harry Potter Years 1-4 (2010)
Parallel
Fidelity
Both Diegetic and Non-Diegetic
https://www.youtube.com/watch?v=XZW8rGO_y_A
Lego Harry Potter Years 1-4 uses a mix of both non-diegetic and diegetic audio and sound to create an upbeat, fun and entertaining tone and mood that switches during the gameplay experience based on the events in the various scenes. From 0:00 to 1:00 in the gameplay video we can hear a range of different sounds, the most notable piece or pieces of audio is from the non-diegetic audio of the Harry Potter theme song, this theme song increases in a crescendo as Hagrid is flying down in his motorcycle. This audio switches from a minor to major key in an accelerando to build up the curious mood and magical tone of the game. The audio is parallel to the events happening on screen as when Hagrid crashes and then stands up the mysterious and major key non-diegetic audio is then played signifying the weird and magical nature of the character. In addition to this, at 0:45 the non-diegetic audio switches back to a minor key conveying a sombre timbre that can be interpreted as a change in mood from a curious and magical one to a dark and sad mood, this is most likely due to the fact that Hagrid, Dumbledore and McGonagall are dropping Harry off at the muggle family house. At 0:53 however the non-diegetic soundtrack then changes again to form a crescendo in a major key, this is played when we see Harry's face for the first time, this may have been chosen because the magical mood is yet again present because obviously Harry is a legend in the wizarding world so the audio needs to reflect this and I believe that the parallel audio has done this perfectly. Throughout this one minute of gameplay the soundscape is made up of the diegetic sounds of footsteps, cats meowing, talking or in this case mumbling, crashing sounds, laughter etc. and the non-diegetic sound of the changing minor to major soundtrack. All of the soundscape is parallel and matches the fidelity of the gameplay. As we move into a pure gameplay scene at 1:07:10 to 1:08:30, the scene is more reliant on the non-diegetic audio as the pace and tone of this audio greatly affects the mood that is felt by the player. At the start of the scene the non-diegetic audio is of a minor key but is at an accelerando highlighting the tension in the scene and creates a timbre of rapidness and urgency. Diegetic sounds can also be heard within the soundscape that match the fidelity of the scene for example the rubber duck makes a squeaking noise, the dog is barking viciously and the characters all make walking noises and other interaction sounds. After the stinger of the non-diegetic audio is played and the harp has been built by the player the audio then swaps to a ritardando and diminuendo to signify that the dog has calmed down and it is now safe to walk past it. As the player drops immediately into the trap door, the non-diegetic audio then changes back to a sharp, minor key soundtrack which plays over the top of the diegetic parallel audio of the characters struggling. This soundscape matches the fidelity and mood of the scene very well and it makes the player feel as if they are in the scene and they are struggling with the characters as well. Overall, the game relies heavily on non-diegetic audio while also using an array of parallel diegetic audio cues that are triggered whenever a certain condition is met. In comparison to Dead Space, Lego Harry Potter uses a lot more non-diegetic audio and has a less horror tone than that of Dead Space. Just like Dead Space, Harry Potter uses a large amount of diegetic audio all of which matches the fidelity of the scenes perfectly.
Deadpool (2013)
Contrapuntal
Diegetic
Fidelity
https://www.youtube.com/watch?v=2BHHY9BavCI
Deadpool employs a comedic tone and mood that is contrapuntal to the overall theme of the game which is to complete objectives and obviously kill people. At 26:42 we can hear a range of diegetic audio that is parallel to the fidelity of the scene although this audio especially that of the main character Deadpool is contrapuntal to that of the scene creating a more comedic mood and a more killing spree vibe. The soundscape of most of the game is made up of diegetic audio that is mostly parallel to the sound effects and fidelity of the scenes, this has been used effectively as all of the players actions match up to the audio cues, for example the sound of a gun firing is played when Deadpool fires his gun or a swishing sound is played when Deadpool draws his katanas. As well the mix of parallel and contrapuntal diegetic sounds the game uses a non-diegetic contrapuntal upbeat soundtrack that remains at a single pace to increase the adrenaline of the player and allow them to get into a killing spree mood that they can then apply to the game. Overall, this game mostly uses a comedic timbre that is present through the contrapuntal non-diegetic and diegetic audio whilst also ensuring fidelity by using parallel diegetic sound effects. Compared to Dead Space, this Deadpool game uses more contrapuntal audio whereas Dead Space sticks to a parallel audio choice, this is simply because the theme and genre of Deadpool is far more comedic when compared to the horror survival theme of Dead Space. Furthermore, both games use a range of diegetic sounds; this is mostly because the games would feel lifeless without them. In comparison to Lego Harry Potter, Deadpool is less oriented towards a family market so the sound design in Deadpool is far more comic compared. Also, both games focus more on the use of non-diegetic audio, but Deadpool enhances the diegetic audio compared to Harry Potter.