The Last of Us Audio Review
Posted: Tuesday, June 25, 2013 by Dylan Benson in Labels: Gaming, Music, Post Audio, Review, Sound Design, Soundtrack
It seems that anyone you ask gives a similar answer when you
ask, “how is The Last of Us?” Just about
everyone says something along the lines of, “this is the best game I ever
played.” I love Uncharted, so when I
heard about this game, I had it pre-ordered as soon as it became available. The game was very good, but let’s talk about
the audio shall we? I mean after all,
this is an audio blog, right?
Courtesy of Christian
Gaming
Let’s
start off with the music. This game has
probably one of the most simplistic sounding, yet effective soundtracks of any
game that I have played recently. I became
a very big fan of the dynamic, in-your-face sound that Greg Edmonson used in the Uncharted
games. Gustavo Santaolalla blew me away
with the sound of this game though!
The
music was all emotion. I can’t think of
any other way to describe it.
Santaolallo’s use of the ronroco (a larger version of a Charango, which
is an early Spanish version of a classic guitar) gave the game one unique
sound. While the instrument is of
Spanish origin, the soundtrack seems to mimic that of a Wild West and Asian feel. The strumming gives the Wild West ambiance,
but the combination of notes used together almost sounds Asian. Regardless, I was very impressed with the music of The Last of Us.
So
what about the audio/sound effects of the game itself? They are what you would expect from Naughty
Dog; very good. I was originally going
to make a point that some of the ambiences were too quiet, but after hearing
what Phil
Kovats, the audio lead for The Last of Us, had to say, I understand why
things seemed a little toned down.
Kovats
was going for an almost reductive feel in the game’s audio. I guess I got used to games pumping out cricket
sounds and gusting wind, that hearing something more realistic now seems “quiet.” The point was for Kovats to carefully place
audio, to allow you as the character to be able to locate sounds better. Now that I think about it, I had no trouble
determining that a bad guy was coming down the hall on my left to find me. I could hear him!
Listening for your
enemies in The Last of Us, courtesy of Polygon
There
are some negatives though. That sound localization
and use of filtering and effects is so picky, that even if you step behind a small
quarantine sign in the middle of an open street, you can no longer make out
what Ellie is saying on the other side of it.
Yes, in real life the way the sound waves hit your ears will be
different, but the game seemed to over-exaggerate it.
I
love the brutal hand to hand combat in this game. The sound of the punches and cinematic camera
views really envelope me into the fight.
It does this so well, that I become very disappointed and disconnected from
the game at the end of a fight sequence when Joel will throw a character to the
ground, stop on his head, and no sound will be heard. Now it didn’t happen all the time, but there
were too many instances (in my opinion) where there was no stomping sound. That took me right out of the emersion.
Head stomp! Wait… I didn’t hear it. Courtesy of Gamerant
The
one last thing that I was able to pick up on was some glitches while in
water. Underwater, everything sounded
amazing! It was all very well mixed,
balanced, and nothing was over the top. However,
when skimming about the surface of the water, there were occasional instances
where there was very little, or no sound.
Now, I’m not sure if this was Kovats’ approach to more minimalistic
sounds, but I was expecting a little more.
These
“negative” things that I mentioned are all minute details. This game sounded incredible! Games are starting to really take a close
look at audio, and how they use it. This
game is up there on my list of games that got it right.
What
did you think of the audio of The Last of Us?
Let me know in the comment section below! Thanks for reading!