Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
Borderlands 2 Krieg introhttp://www.youtube.com/watch?v=aZqmQT89kqU
Provide detailed descriptions from chosen examples that establish…
Clearly state what production technique(s) you think have
been used to create specific soundtrack elements
Deserted area, covered in metal spikes around the area, showing attempt of
previous resistance, now taken over by this psycho.
One stray soldier passing by the area, talking from a narrative tense.
Narrative use, sounds of clanging weapons from
Silent but aware, both characters know that they’re nearby to each other
Narrative speech in the beginning which explains they don’t want to kill them.
Generic backing music to show the non-hostile
nature between the two as of yet
Whole game is based on violence and comedic value around the characters, what
they say, NPC’s language and type of speech.
With the use of the generic music in the cutscene
we can assume the overall nature of the game
being joke-ish with the whole game.
In the beginning the narrator is assumed to be the passing soldier because he’s
talking as if he addresses ‘him’ as the nearby psycho.
We then shortly find out we’re hearing from the Psycho (Krieg) within his
conscience, telling himself to not kill the soldier, as we’re now aware that he can’t
control his actions until he gets into sheer desperation to tell the ‘vault hunter’ to
turn around otherwise she’ll be killed, showing he only controls his actions rarely.
Using trickery to make us think that the soldier is
talking from within his conscience which takes a
turn when we find out that we’re hearing from
Kriegs conscience and perspective.