Mage Knight: Apocalypse Sound Interview

The guys at TeleFragged had the opportunity to chat with dSonic's Simon Amarasingham about the audio work the company has done for Namco's Mage Knight: Apocalypse. A snippet:
Q: How do you think that the audio in Mage Knight: Apocalypse will add to the overall experience?

A: We've tried to put a lot of detail into environmental sounds, so that if players want to explore, they can hear things that might not be immediately obvious, such as a snake hidden a patch of grass or a goat just above them on the side of a mountain.

We're also big on variations of sounds, and as a general policy, the sounds in Mage Knight-and some of the music-are not just one sound, but a collection of variations. For example, instead of just having a single sound for a spell, we have a few subtle variations. Sound in the real world usually varies to some degree-even steady machinery does this-so, to the extent that we can add in that subtle variation, it has the effect of making the world seem more believable.