![]() Who needs a 5.1 surround sound set up, huh? Well, without the right soundcard and 2.0 speakers you might because without the exceptional sound design the game is a vastly different experience. Should I concentrate on what I’m killing now, then switch to my rockets and take out a fleshy mech, or is it the sound of horse hooves or kamikaze screams that immediately require my attention? Well, maybe not immediately-I could just as easily tell how far away an enemy was as I could where they were coming from. Not only that, but I knew what sort of enemy they were too, which meant I could plan ahead. I don’t mean the excellent metal soundtrack (that would have metal heads shaking their heads in shame if demonic aliens weren’t being brutally murdered on screen), but the sound design.Įven though my two humble monitor speakers were designed for the appreciation of music, not a virtual world rendered in 3D, I could hear when there was an enemy behind me, when one was just off screen, and I always knew exactly where they were. Naturally I wasn’t sure what to expect-not even Id still holds mastery of the formula anymore-but I was quite sure that the first thing that stuck in my mind wouldn’t be the sound! Instead it was not only the first thing I noticed, but the thing has stuck with me most. Which is why Call of Duty 4 didn’t do much for me: it was Call of Duty all over again except with fancy graphics and thinner corridors. ![]() It was very much about experiencing something once then never again. I grew up on Quake and Doom, and while Call of Duty (back when World War 2 shooters weren’t quite as played out as modern ones are now) was fun, it didn’t have the endless replayability or design sensibility that Quake and Doom had. I’m new to the Serious Sam series despite proper first person shooters holding a special place in my heart.
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