Tired of hearing the same three words every time you kill someone in Far Cry 3? Why not take control of your own ear candy?
This Far Cry 3 sound file pack contains 24 different voice packs to choose from, including sultry female, insane male, and justplain psychotic. The best part is that they're all free. Go ahead and get your listening on. The introduction should read: It's just
one symptom of a proliferating trend: video games are becoming more immersive with soundtracks that stand up on their own
merits. Misses the mark in several ways. The article seems written from a "Game Informer" style fanboy perspective when it
comes to "Soundtracks that stand up on their own merits". The author also makes no mention of the fact that you can use yourown MP3's in game, providing your MP3's are of the correct format. "(Skyrim) is yet another game that shows Bethesda at theirbest - forcing interactivity with music by actually having tracks play out based on what you're doing." - This statement iscompletely false, there are several videos on YouTube showing track changes based not only on what you're doing, but also
based upon NPC dialogue and pure randomness. The article should read "... forcing interactivity with music...". "The first pieceof music was a stirring average of 70 beats per minute, and the second was a simple melody that fit the sparse aesthetic
perfectly." - The second piece of music actually had a very different beat. According to Wikipedia, it is adagio for strings in C
minor, written by Johann Sebastian Bach. However, this particular piece is just as common as the 2nd piece of music used in thevideo. The article should read "...a stirring average...". "Electronic or acoustic pieces can fit well into a natural setting. Mostoften, however, the faster electronic tracks are tuned or programmed to have a "higher" or "tighter" sound that's easier to hearover other environmental sounds. For this reason, you'll often see them placed in games aimed at younger audiences. The article
makes several mistakes about fitting music to the game. It claims an electronic piece is easy to hear over other environmental
sounds because it is tuned or programmed to have a higher sound quality, not because it is easy to hear over other environmental
sounds. The article should read "...have a..." It seems that the author has difficulty understanding polyphony and how it relates toaudio. The article goes on to say "If you're looking for inspiration when it comes time to assign music to your game, look nofurther than this list. Don't get caught up in the specifics, though. While atmospheric music works well, certain themes may
sound better depending on what type of gameplay you have." Not only does the author make the mistake of saying that these are
the best tracks for "Atmospheric Music", he also contradicts himself by saying "Don't get caught up in the specifics" & "Thislist is meant to be a starting point". The article concludes with 5 examples of great game soundtracks you can use.
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