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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

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