So I was taking another look at the gameplay trailer of SFV and while it made me curious enough to want to buy the game, I was very disappointed with the sound effects for blockstrings and hits.
"What? Who cares about that?!“
I know you might be thinking that, but I really feel this is a very important overlooked detail in fighting games.
Overall, I believe sound effects ultimately add to the experience as you can feel the energy through them.
Obvious examples like"Bionic AAARM” or Rufus raising the ceiling come to mind, but I also think that the sound of blockstrings are important.
I really can’t put it in words. I can only give you examples.
By far, in the whole history of fighting games, the game with best block string and normal hit sound is CVS2 hands down.
There is something about those sound effects that makes it very satisfying to land a clean block string in that game.
Same with the sound of normal hits. Even landing something simple like a cr short x2 is just more satisfying than say SF3 or SF4 in terms of the sound.
In CVS2 (which had a guard break just like SF5), those sound effects were the perfect way to make you feel you are actually crushing through that guard.
I know this is the last thing that will be considered by Capcom to be altered, but even if just a little, I wanted to raise awareness of it.
Those sounds in the SF5 demo are too dry. I really feel the experience would be way better with better poke sounds.
Plz Capcom, if you take the time to read forums, take this into consideration.
Your current sound effects are just a few EQing from being good.
I don’t know why they never reused that CVS2 library.
Nah, I think the block sounds in V sounds solid, and I mean that literally as well. Ryu’s heavy attacks, for example sound really hard-hitting and strong on block. I think its satisfying. If anything else, it’s better than SF4 at least.
cvs 2 is my favorite game. i would be happy as fuck if capcom brought those sound effects back. i think the hits do sound a bit low, but it is still early in the games development. there’s still time for them to tweek them to be heard over the background music.
I’d just be happy if block and hit sounds would be clearly distinguishable from each other. Some people hit-confirm on sight, some on sound, most on both so that’s really important and more than just aesthetics.
First thing I’ve done with every SFIV release is modify the sound. Capcom not only botched the effects used for the console + PC releases, but post vanilla they have also screwed up the effect levels. It’s very weird. Ultra is no exception.
Insofar I am not a fan of SF5’s sound effects and I’m hoping they are merely stand-ins while the game is still in development. They actually got a lot of things right with vanilla with respect to sound design so I’m hoping they take some cues from that.
Err…
I remember someone mentioning that the gameplay seen so far uses sound effects ripped straight from SFxT.
Too lazy to check that right now, but i’m pretty damn sure that they’re placeholders nevertheless.