Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
HOWEVER, I get your point and I must say It's not something I want to hear outside of the game's context (be it buying the ost or listening to it on spotify or something like that). Except for that "travel" music. That one is catchy.
If its too dominant, it takes a primary role and can become annoying or distracting.
If its taking a backseat, then it could also just not be there.
To me, ES2 music currently is more of the latter. Its so much in the background not playing any role whatsoever, that i dont notice it most of the time.
Now we could debate whether thats good and it still serves a purpose by supporting the gameplay calmly and creating some mood.
But personally i prefer music to adapt to the scene and situation. Well and then hit the spot. For example i played Roboquest, a roguelike shooter with loot and its music is dominant and thats awesome because it kicks.
For a progressive explorative space game like ES2 however, i can see the approach to have music take more of a backseat.
What i would like to see now would be that they added a bit more dynamic music that adapts to the scene and changes its tone more clearly, maybe even turns itself off.
Like, calm music support in hangar and shop, more intense during fighting, off during exploration.
Personally, i am more a fan of ambient sounds anyway. If there is enough ambient sound to be heard from around, then i dont care for music.
Well, problem is, the game is set in space, so not much ambience to be heard.
Sfx are ok but I'd like the weapons to have more body. Engine and boost sounds need to be reworked as they feel just white noise. The "acquisition sound" of the tractor beam when you retrieve what you're collecting feels a bit too arcade-y to me.
Sadly, I'm biased because the sfx in Elite Dangerous are incredible... so I was expecting a bit more interesting sounds in ES2
Elite Dangerous has a great soundscape but that sort of direction would not be a good fit for Everspace. It would be way too broody. Everspace's style is more in line with Shmups and vertical scrollers than it is something like Elite - satisfying arcady plings when acquiring stuff is exactly what Everspace should have.
This is a space game, I believe it would be much better to keep player immersed in the game with sound FX most of the time. Music should turn on when something of importance happens (discover new location, finish quest, engage in combat, earn a new level, find rare gear...etc).