AiRJacobs Posted August 23, 2018 Share Posted August 23, 2018 Give this a listen if you haven't heard it before or have just forgotten. This creepy ambiance really set the tone for the game and it is beyond me why it was removed after Alpha 12. Since it was removed, the game's feeling of urgency, dread, and overall creepy tone has significantly degraded. Sound/music plays a HUGE part in horror. They always say, "if you don't want to be scared while watching a horror film (or playing a game), cover your ears, not your eyes". I heard some people thought it was repetitive or annoying, but you could turn it off. If this ambiance ever makes it back into the game, maybe it could just be localized to bigger POI's of a biome, and play once as you enter the biome. For example, you walk in to the desert biome, and the music plays for one loop, then plays again as you enter the city. Either way, this needs to be re-implemented. EDIT: Based on what I've read below, I have some more ideas for the ambiance. The more you listen to them, the more you realize the audio track is more like a compilation of a bunch of sound cues over environmental sounds. So, what do you think about having the individual sound cues added into the game as indicators of some events? Example: The wailing sound in the Plain biome could indicate a wandering horde had just spawned. Some of the creepier sounds could increase tension as you are sneaking up on a zombie for a stealth kill. Also, more elements could play as you get to a POI to increase tension as you scavenge, and stop playing once all the sleepers are killed. Lastly, the more "musical" elements should increase in frequency throughout the week as you draw closer to the Blood Moon horde (you'll really get that feeling that 'something' is coming). Imagine the buildup. This way, not only will we get to keep the old sounds, BUT they won't loop endlessly, AND they will actually be informative. Link to comment Share on other sites More sharing options...
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