Medal of Honor: Warfighter Audio Review
Posted: Monday, January 7, 2013 by Dylan Benson in Labels: Gaming, Review, Sound Design, Soundtrack
Let me start off by saying that I have been a die-hard Medal of Honor fan since the first game hit
the shelves for the PlayStation
in 1999. Then Rising Sun came along
and things changed. Let’s not get into
that because I have still played and loved every game in some way. There is no difference for Warfighter. This is one of the most visually stunning and
auditory pleasing games I have played in some time.
Courtesy of Just Push
Start
Medal of Honor: Warfighter has been out since October of
2012, but even after I have long since beat it, I cannot get the quality out of
my mind. The series itself has no
consistency anymore, and I miss fighting on the heels of Jimmy Patterson and
listening to the beautiful music of Michael Giacchino. So there; let’s start with the music. Ramin
Djawadi has been responsible for the music of the MOH series since “Tier 1”
which was the last game to come out in 2010.
His music was a long shot in Tier 1.
It was modern sounding, but had accents of the Middle East (where the
game took place). I was not impressed
and continued to wish for Giacchino again.
However, Warfighter surprised me.
The music had a similar sound, but it was much deeper. I could feel the music. It wasn’t background music for the action in
the game, but a storyteller that toyed on your emotions. Of course, the end of the game really
surprised me with the amazing song Castle of Glass by Lincoln Park seen below:
So what about the actual audio? Incredible.
It is the most dynamic audio I have heard. If I was running around and someone fired a
shot, I could tell that he was 100 yards away.
I could tell the other shot came from upstairs, around the corner, to
the left, and in an empty room. The
closer to a sound, the louder and cleaner it was. The farther, the more muffled, reverberated,
and distant it sounded. It wasn’t just
volume being turned down.
The High
Dynamic Range (HDR) mixing technique the developers Electronic Arts uses is
working well for them in the Frostbite 2 game engine. This system allows the game to mix the audio
in realtime based on prioritization, loudness, the location of the player, and
more. There are systems that implement
this concept, but nothing comes close to this.
Everyone says that Battlefield 3 has some stellar audio: hello HDR! The system was finessed even more when it was
used in Warfighter.
Something I did not like (and I am being very picky), which
EVERY game is at fault for are the little things that are designed to make the
game enjoyable. Ever fire a weapon? It’s loud!
In a game though, you can hear what people are saying as you are
shooting, and reloading is generally as loud.
I can let that slide. It’s to
make the game enjoyable and not super loud and super quiet. I will say this game did make the gun shots
seem louder then other sounds better in this game them in others. Dare I say that I might have missed what the
characters in the game said from time to time due to the realistic audio?
I can go on for a long time on this. While I miss the classic WWII games, this
game was amazing. Like most modern Medal
of Honors, it suffered from a terribly short gameplay. That’s hard for me to overlook, but for
Warfighter, I will make a happy exception.
Medal of Honor Warfighter, one of the best games I have seen
and heard in a long time. And yes, I am listening to the soundtrack
as I am typing this.