As we near the October 30 release of Call of Cthulhu, we’re taking a closer look at the game’s development through a series of Devblogs, each presented by a different member of Cyanide Studio’s team. Today, we’re joining Lead Sound Designer Swann Ménage as he tells us more about Call of Cthulhu’s sounds.
Hello! I'm Swann, Lead Sound Designer on Call of Cthulhu. I work for a company called G4F, which is specialized in sound design for video games. I'm in charge of the audio identity of the game: sounds, music and voices.
What we wanted to do with Call of Cthulhu is to creep you out with sound. One of the key ways to achieve that is to primarily keep things realistic, so you feel safe - until we add an unnerving sound that frightens you! However, we’ve tried to avoid ‘horror movie scary spooky’ sound design and jumpscares. We aimed at an oppressive atmosphere.
Some parts of the game are really diegetic-based, meaning that everything you hear comes from what you see. We also tried to mess a bit with how music and diegetic sounds blend together. Sometimes, you won't really be able to tell if what you're hearing is something from the environment, a music, or a hallucination. We hope that players will sometimes ask themselves "did I really just hear that?"
Here is an extract of what we created for the Hawkins mansion with regards to sound design.
Some of what you hear is really happening - thunder, wood creaking, rain, etc. - while others are there to freak you out a bit.
This entire soundscape is randomly generated: wood creaks from within the manor, weird unknown sounds spinning around you, lightning strikes with the sounds of thunder following on a random delay, and more.
We tried a lot fun stuff, especially when Pierce is dreaming or gets hallucinations. During one sequence, you'll hear something I named the "Dream Generator". A lot of dream-like sounds spawn randomly all around the player, creating a weird threnody.
During the first dream of Pierce, in the introduction, we tried to play with the boundaries between his dream and reality. If you listen closely, you'll be able to hear a distorted, dreamy, stretched version of what's playing on his radio when he wakes up.
Of course, this has all involved teamwork! Markus Schmidt did the music, G4F helped me, and Renaud was our Foley artist. SIDE, a London-based recording studio, was in charge of recording all voices.
Call of Cthulhu is narrative-driven, meaning pretty big recording sessions as you can imagine. Everything occurs near Boston, and recreating the 1920's Boston accent wasn't easy.
We focused on the acting of our characters and how the fall into madness affects their tones (panic, anger, confusion, etc...)
We also recorded a SoundBank (that we call the "ScreamBank") just for this game: mad wails, sick people, weird women, running madmen, locked prisoners... we recorded all of them.
On my side, I had to integrate all these voices and occasionally modify them. As an example, here is how I did the voice that follows your journey into madness.
We hope you'll enjoy Call of Cthulhu as much as we did developing (and sound designing!) it.
Stay tuned for more Devblogs soon! Call of Cthulhu releases for PlayStation 4, Xbox One and PC on October 30. Digital and retail preorders are available on PC and consoles.
Space Hulk: Tactics is available today!
Last week’s Launch Trailer is the perfect introduction to this turn-based tactical game, faithful adaptation of the board game set in the Warhammer 40,000 universe, showing the deadly standoffs between the pinnacles of human development and the galaxy’s most deadly threat.
On the side of humanity stand the Space Marine Terminators, genetically modified super soldiers clad in heavy armour and equipped with extraordinary firepower that turns them into effective walking tanks. Opposing them are the Genestealers, insidious inhabitants of the floating amalgamations of smashed-together starships called space hulks, hiding inside every pipe and duct, prepared to rend anything that comes close to pieces with glistening claws.
An innovative new card system gives players greater control over their forces, while two non-linear, narrative-driven campaigns tell a new, terrifying story in the Warhammer 40,000 universe. A full customisation system is available across four Space Marine chapters and four Genestealer Hive Fleets, letting you design your force down to the last shoulder plate or weapon hilt. A robust mission editor, inspired by the clip-together nature of building scenarios in the board game, means you can design, share, and play your own maps quickly and easily.
Space Hulk: Tactics comes today to PlayStation 4, Xbox One, and PC.
Welcome back to our devblog for Battlefleet Gothic: Armada 2! This week we will introduce you to the game’s backstory and explain what to expect from the three faction campaigns.
Working as tutorial as well as introduction, the prologue to Battlefleet Gothic: Armada 2 kicks off during the Gathering Storm storyline of the Warhammer 40,000 universe. The great fortress world Cadia is under siege from Abaddon the Despoiler’s 13th Black Crusade: the Imperium buckles under the largest invasion it has ever seen as fleet after fleet of Chaos ships filled with foul daemons and irredeemable renegades flood from the Eye of Terror in search of death and destruction.
As the Imperium barely holds Cadia, it also finds a way to close the Eye of Terror, home of the largest concentration of Chaos forces. Abaddon, furious at this defiance, launches the Blackstone Fortress in a collision course with Cadia’s surface, piercing the planetary shields and tectonically destabilising the planet. Cadia falls despite the combined efforts of the Adeptus Mechanicus, Space Marines, and Imperial Navy, even with the help of some Necron allies. This is a tremendous blow from Abaddon’s forces.
The story can go in three very different directions from here, depending on your choice of campaign.
For the Imperium, Admiral Spire returns from the Warp, translating back into real space hundreds of years after the Gothic War to discover his efforts to protect the Imperium were almost in vain. Arriving after the Battle of Cadia, his desire for retaliation is immense and he is ordered to take back control of the highly symbolic ruins of Cadia. Taking command of the Imperial Navy, Adeptus Mechanicus, and Space Marine forces, this campaign follows Spire as he safeguards the galaxy against Chaos and all lurking xeno races of the 41st Millenium.
In the Necron campaign, you play as Amarkun the Gatherer, right-hand of Kephrekh the Unbroken, one of the dynastic lords of the Necrons. You begin by awakening the great tomb planets of the Sentinel Worlds sector, but are quickly embroiled in wars against other races. With the 13th Black Crusade raging each Necron dynasty has its own schemes and you will discover how Trazyn the Infinite has his own suggestions for how Amarkun should assist Kephrekh.
Finally, as the Tyranids, the Great Devourer continues to hunger and finds its way to the Aegis Ocularis. All narrative elements come from how the other races respond to the ever-spreading Tyranid fleet and its never-satiated jaws. Devour every one of them until all of the galaxy is consumed, and help them to find a peaceful end in the belly of the Beast.
Hopefully that gives you a small taste of what to expect from our take on the future of the galaxy in Battlefleet Gothic: Armada 2. Which side will you bring to glory, and who are you most looking forward to ruining? Next time, we’ll go in-depth on how a game of Armada 2 is played.
Battlefleet Gothic: Armada 2 releases on Steam in January 2019. You can already pre-order for Beta Access before the release of the game, and a 10% discount!
Returning Battlefleet Gothic: Armada players on Steam instead benefit from a 25% loyalty discount on their preorder of Battlefleet Gothic: Armada 2.
We’re very thankful for your feedback and support since the First Update Patch. We continue to work on game balance, bugfixes and gameplay improvements, to provide the best experience possible when the game launches on October 9th.
You can see the launch trailer here:
Today, we’re happy to share with you the details of the Pre-Order Beta Second Update Patch. It features plenty of balance changes, bugfixes and gameplay improvements. Please find the details below.
- All cards that affect “the next action” won’t expire at the end of your turn. The effect stays active until consumed by an action.
- The Apothecary “Lock door” ability now costs 0 AP (Action Point).
- The Axe Challenging psy power now costs 1 PP (Psy Point) instead of 2, according to the description displayed on the action tooltip for Librarian.
- Re-added the console and its links on Darakin
- Re-added the links between the console and the door on Khitor
- Pre-Order DLC is now available
- Auto-camera handling during opponent’s turn has been improved.
- Special rules from the current map are now displayed in-game below the objectives.
- In-game objective display has been improved.
- The map legend that appears when your hand of cards is displayed has been improved
- Tweaked the “Disengage Genestealer” button
- Improved AI to better handle Console-Door links
- Added icons for all interactive objects when an action is prepared, instead of only using the door one.
- Added a new dodge animation for Genestealers.
- Improved the Genestealer campaign intro cutscene.
- Fixed the warp bubble not activating in certain situations
- Fixed a crash due to corrupted customisation save data
- Fixed the Guard stance gained from a card not showing in the info tab
- Bonuses to shooting will now also affect move and shoot actions.
- Fixed certain cards using incorrect icons
- Fixed decoy blips not gaining 2 AP with the Screamer Killer card.
- Fixed typos and overlap in various texts and languages
- The “Next frontal attacker is killed” card will now display the correct icon on the ground.
- Fixed an issue where actions wouldn’t correctly display in the gameplay log
- Fixed an issue where text was missing in the gameplay log
- Fixed an issue where icons were missing in the gameplay log
- Tutorial tooltips will no longer display during cutscenes
- Fixed the Terminator card UI breaking when playing a card
- Fixed patterns and emblems not correctly displaying on Hands, Lightning, Claws and Bolters.
- Mission Editor: Removed the option to set Doors, Consoles, Turrets and Rubble as indestructible
- Fixed the Genestealer animation when running under Assault Cannon overwatch
- Corrected an issue where the Dark Angel heavy was able to remove his Eye implant
We look forward to your feedback about this new update for the Beta. Feel free to contact us if you have any questions about what you play, and as always please let us know if you encounter any technical issues.
Space Hulk: Tactics Team