Hollow Knight

Hollow Knight

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"New" sfx for enemies
Does any one else feel the updated sounds need some attention and tweaking? I have yet to encounter a belfly in my new play through but I have heard that creature sfx come from two different creatures. I appreciate the idea of adding more sfx but I am not a fan of recycling sound effects (especially what I consider to be an ominous and iconic sound at this point). I also feel the Fool Eater is a bit too loud.
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Showing 1-9 of 9 comments
Every enemy has unique sounds, none are recycled.

Fool Eaters audio seems fine on my end, I don't even think they changed its sounds in the update. The only enemy sound I think may be too loud is the Volatile Mosskin's new death-noise.
Other than that, I noticed that Kindom's Edge music seems really loud compared to everything else. Also, while I love Grimm's theme, I almost blew out my ears because I was not prepared for how loud it was compared every other boss I faced so far.
Last edited by Aeternalis the Abyssal Alchemist; Apr 22, 2018 @ 6:19am
thorin.hannahs Apr 22, 2018 @ 6:45am 
The chirping of the mossbugs and little mushrooms to me sounds very similar to the belfly almost as if they went into the soundfile and just changed it by slowing it down or speeding it up.
RoboSauce Apr 22, 2018 @ 7:00am 
Originally posted by thorin.hannahs:
The chirping of the mossbugs and little mushrooms to me sounds very similar to the belfly almost as if they went into the soundfile and just changed it by slowing it down or speeding it up.
I agree that these sounds could be tweaked a bit to not be so similar to other creatures, otherwise the new sounds are cool so far (only a couple of hours into a new game).
Last edited by RoboSauce; Apr 22, 2018 @ 7:00am
thorin.hannahs Apr 22, 2018 @ 7:29am 
That is ultimately what I would want. Some more slight changes so three very different enemies don't sound the same or very similar. I am enjoying the new sounds as well with those enemies being the exception. I agree with the volatile mosskin's death cry being a bit loud. Cut scenes sound a bit different as well. I am also only a few hours into a new game (Soul Sanctum) and will be keeping an ear out for any other sound changes.
A lot of the sound balance seems a bit off. Mantis Lords theme seems a tad quiet, Volatile Mosskin's death sound is too loud, Grimm's theme is extremely loud, Kingdom's Edge ambiance is overbearing, breaking pipes in the Waterways is kind of loud...

At least Garpedes aren't as loud as they used to be. They're still loud, but not quite as bad.
And I can actually hear the Dream Warrior theme now, so that's good.
Also finally can hear Grey Prince's theme(it was really quiet before, at least for me).

All in all, there have been some improvements, and some... not improvements.
Thankfully, the Soul Sanctum theme isn't messed up, because its probably my favorite non-boss OST.
Last edited by Aeternalis the Abyssal Alchemist; Apr 22, 2018 @ 8:42am
thorin.hannahs Apr 22, 2018 @ 8:49am 
Yeah a lot of sounds that were there before but not exactly noticeable are now noticeable. While some others are a bit too loud but it is hard to claim as much because in some instances there was only silence before with some enemies.

I like most of the sound changes in the fungal waste especially the sporg. The Mantis Lords theme seemed fine for me but I noticed the nail smith cut scene sounded off a bit. Every thing in the Crystal Peak area seemed fine, the glimbacks are louder but not in a bad way and the crystalized husk attack sfx seem different to me for some reason.
Ben Hurr Apr 22, 2018 @ 9:20am 
I have more of a complaint about mosskin noises being really grating. Kill one and it flies away 'Eugghghhhhhhffffffff'
thorin.hannahs Apr 22, 2018 @ 9:35am 
It could be toned down just a bit but only on the volatile ones. I can't wait to hear if the Hive has any audio changes.
HexaDecimatoR Apr 22, 2018 @ 12:06pm 
Originally posted by Abyssal Alchemist:
Grimm's theme is extremely loud
NKG or just Grimm?
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Date Posted: Apr 22, 2018 @ 5:04am
Posts: 9