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Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
Game Title Resident Evil 3 – Nemesis Appears
Provide detailed descriptions from chosen examples that establish… Clearly state what production technique(s) you think have
been used to create specific soundtrack elements
Setting The Scene takes place near the start of the game with the protagonist, Jill Valentine,
trying to get to the Racoon City Police Station shortly after the Zombie Apocalypse
starts. When the scene starts she is about to enter the police station when her
friend Brad appears, visibly wounded, however the Nemesis creature appears and
grabs Brad, and then kills him. Finally the Nemesis creature begins to approach Jill,
groaning the word “STARS” as the scene ends.
The scene begins with dramatic music as Jill
notices Brad, this music plays probably to notify
the surprise of Brad’s appearance and that he is
wounded. Then when the Nemesis arrives the
music quickly shifts to being loud and intimidating
and continues as Nemesis kills Brad, this music
plays probably for the shock value of the Nemesis
appearing for the first time to Jill and to the
player, as well as the shock of him killing Brad.
Then when Nemesis approaches Jill toward s the
end the music plays a high screech, probably to
signify the danger Jill/the player is now in. The
majority of the music plays here sounds like it has
possibly been made with a synthesizer, when the
Nemesis moans “STARS” it sounds like foley
artistry has been used to modify a person’s saying
the line to make it sound more grotesque and
monstrous to suit the character. Some of the
other sounds that play such as the Nemesis’s
footsteps may have been used from an existing
soundbank.
Mood The mood starts very dramatically as there is a sense of danger when Brad appears
and that he is injured so that also adds a sense of urgency to the situation. When
the Nemesis appears it suddenly turns the mood to a very intimidating and scary
one as it is his first appearance and is completely unexpected, and when he quickly
kills Brad it makes him seem like an unstoppable monster with no compassion, so it
adds that immediate feeling that you have to escape.
The music at the start of the scene provides a
good job of providing the suspense with its
mysterious tones with a slightly dramatic tone to
it. When The Nemesis kills brad it continues with a
dramatic tone but uses loud notable tones to give
off the scary, dramatic vibe the Nemesis brings.
Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
Game genre Resident Evil 3: Nemesis is an action survival horror game which in itself provides a
lot of danger and suspense within the game as the game itself makes the player feel
like he is on his own against an army of the undead so it again provides that danger
that anything could be lurking around the next corner.
Throughout the entire game the music consists of
a lot of ambience which has dramatic and intense
music with the low, quiet tones playing whenever
the player finds himself alone and in seemingly
abandoned areas, however as soon as danger
presents itself it suddenly changes to loud high,
tones to scare the player and make their heart
race. Both of these traits are shown greatly within
the cutscene, particularly the latter.
Narrative The Narrative is mainly shown throughout the cutscene with the brief interactions
between Jill and Brad, but soon stops when the Nemesis appears.
The emotions shown by the cutscene throughout
the cutscene coincides with the music, for
example when the nemesis catches Brad he is
panicking and shouting for Jill whilst Jill is frozen
in fear of the Nemesis, the music reflects these
emotions very well.

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Ig1 task 2 analysis work sheet re

  • 1. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games Game Title Resident Evil 3 – Nemesis Appears Provide detailed descriptions from chosen examples that establish… Clearly state what production technique(s) you think have been used to create specific soundtrack elements Setting The Scene takes place near the start of the game with the protagonist, Jill Valentine, trying to get to the Racoon City Police Station shortly after the Zombie Apocalypse starts. When the scene starts she is about to enter the police station when her friend Brad appears, visibly wounded, however the Nemesis creature appears and grabs Brad, and then kills him. Finally the Nemesis creature begins to approach Jill, groaning the word “STARS” as the scene ends. The scene begins with dramatic music as Jill notices Brad, this music plays probably to notify the surprise of Brad’s appearance and that he is wounded. Then when the Nemesis arrives the music quickly shifts to being loud and intimidating and continues as Nemesis kills Brad, this music plays probably for the shock value of the Nemesis appearing for the first time to Jill and to the player, as well as the shock of him killing Brad. Then when Nemesis approaches Jill toward s the end the music plays a high screech, probably to signify the danger Jill/the player is now in. The majority of the music plays here sounds like it has possibly been made with a synthesizer, when the Nemesis moans “STARS” it sounds like foley artistry has been used to modify a person’s saying the line to make it sound more grotesque and monstrous to suit the character. Some of the other sounds that play such as the Nemesis’s footsteps may have been used from an existing soundbank. Mood The mood starts very dramatically as there is a sense of danger when Brad appears and that he is injured so that also adds a sense of urgency to the situation. When the Nemesis appears it suddenly turns the mood to a very intimidating and scary one as it is his first appearance and is completely unexpected, and when he quickly kills Brad it makes him seem like an unstoppable monster with no compassion, so it adds that immediate feeling that you have to escape. The music at the start of the scene provides a good job of providing the suspense with its mysterious tones with a slightly dramatic tone to it. When The Nemesis kills brad it continues with a dramatic tone but uses loud notable tones to give off the scary, dramatic vibe the Nemesis brings.
  • 2. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games Game genre Resident Evil 3: Nemesis is an action survival horror game which in itself provides a lot of danger and suspense within the game as the game itself makes the player feel like he is on his own against an army of the undead so it again provides that danger that anything could be lurking around the next corner. Throughout the entire game the music consists of a lot of ambience which has dramatic and intense music with the low, quiet tones playing whenever the player finds himself alone and in seemingly abandoned areas, however as soon as danger presents itself it suddenly changes to loud high, tones to scare the player and make their heart race. Both of these traits are shown greatly within the cutscene, particularly the latter. Narrative The Narrative is mainly shown throughout the cutscene with the brief interactions between Jill and Brad, but soon stops when the Nemesis appears. The emotions shown by the cutscene throughout the cutscene coincides with the music, for example when the nemesis catches Brad he is panicking and shouting for Jill whilst Jill is frozen in fear of the Nemesis, the music reflects these emotions very well.