Trigger Happy

quite creative in using sound to enhance the player’s involvement. Resident Evil, for instance, shows a superb handling of sound effects that is directly influenced by its movie forebears. One room is eerily silent, whereas a large galleried hall is ominously and stressfully dominated by the solemn ticking of a clock. When the moans of zombies suddenly float out of nowhere, or the silence is broken by the piercing sound of a smashing window, you know you had better run. Silent Hill, too, does this sort of thing very well. Early on in the game, the player’s character is given a radio that seems to be broken, but it emits a nerve-fraying fortissimo jangling noise whenever a monster is approaching. The evocation of fear is deliciously heightened by this aural sign, as you run around panicking when the alarm goes off, not knowing from which direction the beast is going to approach through the omnipresent fog.

Videogames’ musical soundtracks, too, are an important part of the player’s aesthetic experience. But oddly, in the far-off days of the Commodore 64 and Amiga, videogame music was far more distinct as a stylistic genre than it is now. The composers generally had to wrestle with programming languages to force the most sophisticated sound possible out of woefully

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Magnavox Videogames and the Entertainment Revolution Trigger Happy manual