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bawk
Mar 31, 2013

This game looks fantastic and its ambience seems to be just enthralling, but man, Bacter, you gotta shut up more. The off-the-cuff commentary isn't bad by any means, I really enjoy it, but the "music" for the water temple was this fantastic ambient track that you talked over the entire time. With a game like this, you don't have to fill in dead air at every opportunity, it's actually preferable for you to let it speak for itself more often and then just pipe in with something to note. The sound design is fantastic and it's hard to appreciate it because you've mixed your commentary track at the top without any auto-ducking to let the game audio come to the forefront.

You don't have to write a script or anything, but if the other areas are anything like the water area, it'd be great to have you do some blocking on important areas of note in your post-commentary and pick a few spots to mark "(silence)", like a sweet-rear end fight or a moment similar to the cliff-face overlooking the main city from the intro. It doesn't do much to show off the sound design when your method of showing it off is to, say, activate the cinematic moment with a great camera pan and dramatic music sting and then talk over the moment about how great the camera pan and music sting was. The game's already showing, you don't have to tell too much.

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bawk
Mar 31, 2013

monster on a stick posted:

Can you? I remember having to go manually replenish them which seemed like a colossal waste of time and not fun.

They should have just added a difficulty setting that gives you health kits at landing pads so people who liked doing the Demon Souls thing of grinding health kits could continue to do it while everyone else could try to enjoy the game but whatev.

This may have killed the desire I had to play the game, because nothing sounds more like a burden for a new player than having to grind health kits instead of having them replenish Estus Flask style in an already hard game.

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