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Nah I'm no brainiac. Just making an observation. The volume levels just need to be adjusted by the devs. Seems many modern games get this wrong. Even Helldivers 2 weapon sound FX are too quiet compared to the other effects. It's a trend I've been noticing lately in the past few years.
That reminds me of the inverse of the problem in old games: guns being too loud and either being painful to hear them for so long (Doom I and II's Plasma Rifle is very guilty of this) or obfuscating audio cues for danger (sometimes in games like Borderlands you will think you got ninja'd by a Pasycho, it turns out the problem is more that they aren't louder than your gun.
The overall sound design for the game is boring and thin. Nothing sounds interesting or has any character whatsoever and the music just drapes over everything like a big ol curtain of boring. It's just boring "2020s videogame/movie sounds" that don't stand out at all.
The music sounds right, about what you'd expect for post 2000 arcade-style game.
The sound doesn't pop out much just so it doesn't overpower the music nor the voices.
The voice acting particularly is just for flair, like in games like Azure Striker Gunvolt, Borderlands, etc., so the player doesn't feel as lonely.
IDK, it looks like it's more of an "you" thing. It's just that the music clicks with "you". That doesn't make your statement correct. If anything, the aggressive approach makes you more incorrect than anything.
If you can't rebut without twisting someone's words against them letter by letter, better not do it at all.
Yeah it's been going on quite sometime. Perhaps film is to blame. It's the same issue in more modern 3d oriented first person shooters as well. It's almost if the devs are trying to mix too many audio channels together and in the end it just all sounds muddled together. Contra 3 is a great example of sound design done correctly. Coherant and standout explosions, gunfire, enemy deaths, ost. All done with weak 16-bit processing. Something sound design wise is failing in these modern games with poor volume levels and mixing. The devs are in fact making things worse in some cases. It's just not always a good result IMO.
It is perhaps possible to make it disregard distance from camera, but might become stunted in non-2D view.
That makes sense. Thanks.