Sound Analysis of SSX (2012). Remixing Sound While Snowboarding.

SSX supertricky mode - featured image

Featured Image Credit: EA Sports. SSX: Deadly Descents (2012) is a PS3 and Xbox 360 snowboarding game developed by EA Canada and published by EA Sports. In the game, you follow ‘Team SXX,’ consisting of nine fictional characters, all with different skills in snowboarding as an extreme sport. The team is on a world tour … Continue Reading

Sound & Horror in Video Games: The Perfect Synergy.

Sound and Horror Video Games The Perfect Synergy - featured image

In the theoretical framework, I covered various concepts beneficial for understanding and analyzing sound’s function in video games from a ludological and narratological point of view. The theoretical framework is by no means exhaustive. It depends on what you want to analyze. Fx, I don’t include musical notation, which is necessary in many cases for … Continue Reading

Theoretical Framework 5: Video Game Sound as Fiction and Interface

Theoretical Framework 5 - Video Game Sound as Fiction and Interface

In many computer games, the music changes when danger is imminent, even if the enemy is not yet visible. The enemy music warns the player, who can react and prepare their avatar for battle. The music is extra-diegetic and not part of the avatar’s diegesis. Nevertheless, the music influences the avatar’s continued role and survival … Continue Reading

Theoretical Framework 4: Video Game Sound and Diegesis

Theoretical Framework 4 - Video Game Sound and Diegesis

In my last article, I established the concept of the sonic game space, which is the space of sound that emerges through gameplay, when you play a video game. Because sound needs time and space to unfold and be perceived as coherent and meaningful, the sonic game space goes beyond the screen space and plays … Continue Reading

Theoretical Framework 3: The Sonic Game Space.

The sonic game space

In the last article, I established video games as fiction, rules, and (trans-)media. The first two are embodied in Juul’s depiction of video games as half-real and grounded in narratology and ludology. In this article, I’ll discuss these concepts in more detail and establish and introduce the theoretical concept of the sonic game space to … Continue Reading

Theoretical Framework 2. Video Games As Fiction, Rules & Media

Theoretical Framework 2 - Video Games As Fiction Rules and Media

DISCLOSURE: AS AN AMAZON ASSOCIATE I EARN FROM QUALIFYING PURCHASES. READ THE FULL DISCLOSURE FOR MORE INFO. ALL AFFILIATE LINKS ARE MARKED #ad In my last article, I examined the basis for video game theory as it has sprung from narratology and ludology. Narratology is the basis for understanding video games as fiction, whereas ludology … Continue Reading

Theoretical Framework Part 1: Narratology & Ludology

Theoretical Framework part 1 narratology vs ludology. Featured Image.

DISCLOSURE: AS AN AMAZON ASSOCIATE I EARN FROM QUALIFYING PURCHASES. READ THE FULL DISCLOSURE FOR MORE INFO. ALL AFFILIATE LINKS ARE MARKED #ad This is part IX of my article series on video game sound. If you haven’t already, I recommend you start with Part I: Video Game Audio 101. Fiction or Interface. An Introduction. Up … Continue Reading

Video Game Audio 108. Rise of 16-bit machines in the 1990s

Video Game Audio 108 - Rise of 16-bit machines in the 1990s

DISCLOSURE: AS AN AMAZON ASSOCIATE I EARN FROM QUALIFYING PURCHASES. READ THE FULL DISCLOSURE FOR MORE INFO. ALL AFFILIATE LINKS ARE MARKED #ad As I wrote in my last article, the Commodore 64 home computer, and the Nintendo NES/Famicon home gaming console have become massive hits worldwide. The C64 had sold over 12.5 million units. … Continue Reading

Video Game Audio 107. Home Computers of the 1980s

Video Game Audio 107 - Home Computers of the 1980s. Featured Image.

DISCLOSURE: AS AN AMAZON ASSOCIATE I EARN FROM QUALIFYING PURCHASES. READ THE FULL DISCLOSURE FOR MORE INFO. ALL AFFILIATE LINKS ARE MARKED #ad As I wrote in my last article, the 1980s saw the rise of home computers – aka Personal Computers (PC) – simultaneously with the rise of the popular 8-bit home consoles like … Continue Reading

Video Game Audio 106. The Rise of 8-Bit Nintendo NES.

Video Game Audio 106 - The Rise of 8-Bit Nintendo NES. Featured Image.

DISCLOSURE: AS AN AMAZON ASSOCIATE I EARN FROM QUALIFYING PURCHASES. READ THE FULL DISCLOSURE FOR MORE INFO. ALL AFFILIATE LINKS ARE MARKED #ad The 1980s and 1990s saw the rise of 8-bit and 16-bit home computers and game consoles. Examples of popular 8-bit machines include the Commodore 64 (1982) home computer, the Nintendo NES (1985) … Continue Reading