Game

Tunic’s sound designer breaks the game’s deepest secrets


Ao Dai
Image: Finji

Ao Dai launched on Switch in less than a month now after gaining an impressive following on Xbox before this point. As those of you who’ve played the game will know (and those who haven’t) Candlestick know), Ao Dai is full of secrets and puzzles. Searching the pages of the mysterious notebook opens up more worlds than you’ve known before, but even this leaves more details to find.

One such detail can be found in the game’s sound design which has now been shared on Twitter by Tunic’s Sound Director Kevin Regamey (@regameyk). In her extremely in-depth topic (below), the artist analyzes how the game’s sound composition directly speaks to the plot and how the role of music may be bigger than we think. To be clear, Regamey’s theme contains quite a few spoilers for Ao DaiSo read on only when you feel ready.

We do not intend to delve into the game’s audio as has been achieved above (we’ll leave that to the experts), although we will continue to cover some information in the topic. , and so we have to say next:

WARNING: Vandals for Ao Dai below! Read on at your own risk!

Now that that’s happened, Regamey’s theme breaks down how the game’s enigmatic language (referred to by players as ‘Tronic’) can’t only be deciphered – a feat this writer has devoted much of his time to. hours trying to learn – but is also heard in the game as, what Regamey calls, the game’s ‘audio language’.

Yes, the complex code used to read Tunic’s symbols can also be applied to its sound design, with different notes on a pentatonic arpeggio (don’t worry, Regamey breaks it all down. this in his series) corresponds to the formula of the game’s language. ‘Tuneic’ becomes ‘Tronic’, if you will.

As shown in the sequence, when decoded, this audio language can be heard speaking directly to the player – announcing ‘heir’ when defeating the Heir at ending A, or saying ‘heir’ this way, this way, you fox’ when using the Seeker Spell to aid the end of B.

Regamey says that these tiny, almost imperceptible details are all part of a phrase that ran throughout the game’s development: ‘nobody content’.

We used that phrase to refer to the small (or big) things that we hide deep in the game, for no other reason than because we love making it and we want to know it’s there. . Will anyone find it? Probably. But maybe not, and that’s okay.

Be it in the details we uncover with each new user manual page, or details that may not be discovered for years to come, we will argue that ‘content is not for anyone’. ‘ This is exactly what makes the game so special. Yes, these details may be for no one in particular, but that makes them well-suited to everyone.

What do you think about this hidden detail in Ao Dai? Have you looked at it before? Leave your spoiler-free comments in the comments section below!

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