>the sound of your footsteps changes as you walk on different floors
>Footsteps have different sounds
>Virtually every other collision effect does not
>the sounds your melee weapons make changes depending on the angle, force of impact, and object hit
> You go in water and as you walk in there's a sound for the steps on water, for the body of water being "pushed" while you're half in and other for the swimming motions
Or
> Sound of stealth-character is almost unnoticeable
>>380717007
>tfw you go thunder boots on a metal catwalk in r6 siege
Unnerving as fuck
>>380717007
literally just noticed this while playing birth by sleep
>>380717007
>game only has one footstep sound and you spend the whole game walking slowly but it's atmospheric so it works well
King's Field is perfect in every way.
>every character has a distinct footstep sound
>heavier characters have louder footsteps
>you can tell what character is where simply by listening
Of all the things Overwatch fucked up, they got sound design down right.
>horror game
>footsteps have a considerable higher volume output to make it more present for the player making a more immersive experience
>>380717007
>bullet shells have generates different sounds on different floors
>>380717586
>Go into water
>Sound and even the music is altered like it would be
>>380717007
>Game uses common stock grass and dirt walking sounds
>game deals with time control
>the entire sound engine is designed around warping, stretching, speeding up and slowing down
>>380724151
>games that ACTUALLY do this
>>380724327
those gooks sure know what to do despite being just f2p cs clone