Juno is, like, 90% screwdrivers and synths.

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I do a lot of prattling on about how videogame music is a core component of design. Its exclusion is like baking a cake without any sugar or sweetener. Sure, you can still eat it, but it's not going to taste anywhere near as good without that syrupy twang.
Something I don't prattle too much about, though, are the sounds that reverberate beyond a game's score. Audio design is equally integral, though infinitely more difficult to perfect. Good sound design should feel effortless, despite the mountain of work that certainly goes behind it. Noises that immerse you further in a game's world, or act as audio cues that allow you to react to whatever is happening around you.
Welcome to Critical Hit (formerly known as Soundtrack Sunday), where I celebrate and lament all things videogame music, audio design, and the ways our favourite games make our ears tingle.
I've been thinking a lot about what makes for good sound design since hopping back onto Overwatch—formerly known as Overwatch 2, the sequel to Overwatch—last month. For the tumultuous love-hate relationship I've had with Blizzard's hero shooter over the last decade, the one thing that has remained in my good books is just how robust its overall sound design is.
Footsteps to alert me of a flanking enemy, satisfying little trills each time I eliminate an opponent, wooshes and bleeps that signal what kind of bullets are whizzing past my head or whose ultimate is about to eviscerate me. Even the way my own character communicates—like the sounds that tell me when my Wuyang's water orbs have successfully smacked an enemy around the corner, or the whir of Moira's damage that lets me know I've latched onto a target.
It's not always perfect, mind. New hero Jetpack Cat has drawn ire for being incredibly quiet, coupled with her small frame that makes surprise ambushes from her just a little more frustrating than they need to be.
But for the most part, I really dig it. So imagine my delight when I discovered that some of Overwatch's key sound designers offer glimpses behind the curtain. All of the different ways to manipulate noises that not only act as effective communication, but speak to a character's aesthetic and personality.

I've been having an absolute blast playing Juno since my return to Overwatch. An adorable, slightly skittish Mars-born human who gi...Read more: Full article on www.pcgamer.com
What do you think about this?

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Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
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Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup

Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
I do a lot of prattling on about how videogame music is a core component of design. Its exclusion is like baking a cake without any sugar or sweetener. Sure, you can still eat it, but it's not going to taste anywhere near as good without that syrupy twang.
Something I don't prattle too much about, though, are the sounds that reverberate beyond a game's score. Audio design is equally integral, though infinitely more difficult to perfect. Good sound design should feel effortless, despite the mountain of work that certainly goes behind it. Noises that immerse you further in a game's world, or act as audio cues that allow you to react to whatever is happening around you.
Welcome to Critical Hit (formerly known as Soundtrack Sunday), where I celebrate and lament all things videogame music, audio design, and the ways our favourite games make our ears tingle.
I've been thinking a lot about what makes for good sound design since hopping back onto Overwatch—formerly known as Overwatch 2, the sequel to Overwatch—last month. For the tumultuous love-hate relationship I've had with Blizzard's hero shooter over the last decade, the one thing that has remained in my good books is just how robust its overall sound design is.
Footsteps to alert me of a flanking enemy, satisfying little trills each time I eliminate an opponent, wooshes and bleeps that signal what kind of bullets are whizzing past my head or whose ultimate is about to eviscerate me. Even the way my own character communicates—like the sounds that tell me when my Wuyang's water orbs have successfully smacked an enemy around the corner, or the whir of Moira's damage that lets me know I've latched onto a target.
It's not always perfect, mind. New hero Jetpack Cat has drawn ire for being incredibly quiet, coupled with her small frame that makes surprise ambushes from her just a little more frustrating than they need to be.
But for the most part, I really dig it. So imagine my delight when I discovered that some of Overwatch's key sound designers offer glimpses behind the curtain. All of the different ways to manipulate noises that not only act as effective communication, but speak to a character's aesthetic and personality.

I've been having an absolute blast playing Juno since my return to Overwatch. An adorable, slightly skittish Mars-born human who gi...Read more: Full article on www.pcgamer.com
What do you think about this?