Behringer X32 - Audio Media
Behringer X32 - Audio Media
Behringer X32 - Audio Media
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FEATURE FINALCUT<br />
26 November 2012 | audiomedia.com<br />
Fable: The Journey<br />
John Broomhall<br />
Lionhead’s latest Kinect-only Fable game casts the<br />
player in the role of main protagonist, Gabriel,<br />
who undertakes an epic journey of destiny.<br />
The award-winning developer’s attention to<br />
detail is exquisite, with sumptuous graphics and superb<br />
characterisation, supported by a rich music score and<br />
wealth of intricate sound design.<br />
Music and sound production took place over an intense<br />
eight-month period, which composer and overall audio<br />
head honcho, Russell Shaw, describes as a ‘head-mash’.<br />
To make it through the epic production journey – 20,000<br />
lines of dialogue, some five hours of music, and thousands<br />
of sound effects – Shaw brought in Sound Supervisor,<br />
Steve Brown, to shoulder the day-to-day burdens of spot<br />
effects, foley, and ambient sound requirements.<br />
Brown: “It was an incredible opportunity. As a big<br />
Fable fan, I’m in love with the game world of Albion, so to<br />
work on its soundscape was really amazing. My job was<br />
to organise and divvy up the work, operating in-house<br />
“We’ve had people playing the game<br />
finding themselves apologising<br />
profusely to Seren when they hear her<br />
emote pain – they’re saying a heartfelt<br />
sorry to a virtual horse! It was quite<br />
an undertaking but that emotional<br />
connection, where the sound makes you<br />
feel something, is striking.”<br />
Russell Shaw, Lionhead<br />
at Lionhead’s UK development studio, as well as sound<br />
designing a key area – the travelling experience – and<br />
especially the horse and cart.”<br />
Working with the Microsoft Game Studio’s Central<br />
<strong>Media</strong> <strong>Audio</strong> team (directed by Kristofor Mellroth),<br />
Soundelux, Pinewood Studios, and a couple of animal<br />
sound effects specialists, Brown controlled the vision and<br />
directed traffic, working closely with Shaw: “Russ and I<br />
would often have creative conversations about say, what<br />
do we want the tone of this particular area to be like?<br />
What are we going to do with sound? What is the feeling<br />
that Russ is going to conjure up music-wise to support that<br />
or jar against it, or maybe we have no sound at all at some<br />
points for dramatic effect?”<br />
Shaw: “It’s been a great working relationship and in<br />
many ways, it’s been more like doing an interactive movie<br />
than a game – it’s a very linear experience and there’s a<br />
sense that you’re building the game from start to end. I<br />
think Gary Carr, the Creative Director, realised quite early<br />
on in the project that we were taking it in a direction that<br />
he was really comfortable with, so he pretty much left us<br />
to it. I’ve worked with Gary on so many games now and<br />
he knows I’m not going to do anything that isn’t in the<br />
game’s best interest.”<br />
Kinecting Ambitious Ideas<br />
One of Brown’s key ambitions was that the sound design<br />
should help tell the story and convey the actions of the<br />
user, particularly bearing in mind the game is Kinect-only<br />
(meaning the player controls and engages with the game<br />
via the movement of their own hands and body which are<br />
tracked by Kinect’s camera technology). For instance, if<br />
the player over-whips Seren the horse, the whip crack will<br />
become much more abrasive and harsh in character subtly<br />
telling the player to rein back. Brown: “I really wanted<br />
to embed the ‘UI’ (user interface) sounds into the things<br />
that you’re interacting with using your hands via Kinect.<br />
We have an iconic sound for Seren’s footsteps as she goes