The sound of silence

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One thing that has always bothered me about the Arkham series—from City onwards—is the ‘local surveillance’ radio feed. Wherever you go, goons are constantly jabbering about how “they ain’t scared of the Bat”, about events in the story, about that time they robbed a bank, about their favourite sandwich. Your average Arkham game is about twenty hours long, and it feels like you spend most of that time listening to street thugs and henchmen wittering on in daft New Yoik accents.

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The Talos Principle is an example of a game that makes sparse use of sound and music to create a quiet, meditative ambience. The gentle music and birdsong provide a soothing backdrop to its brain-melting puzzles. I love Take On Mars, which is silent except for the lonely howl of the Martian wind as you scoop up soil samples and grow potatoes. And it’s not a PC game, but Metal Gear Solid 3: Snake Eater’s famous ladder moment—in which Snake climbs a seemingly endless ladder to a haunting rendition of the game’s ludicrous Bond-style theme—is beautifully minimal.

Alien: Isolation is another game that does silence well. There are loud, dramatic moments, and the shrill strings that herald the arrival of the alien are chilling, but there are moments of relative calm too. Wandering the empty corridors of Sevastopol, you can hear the hum of machines, computers bleeping, and the ruined station creaking as it struggles to stay in orbit. Leaving the player alone with their thoughts like this is a great way to build tension in a horror game. You wonder why it’s so quiet, then start worrying about something suddenly jumping out at you.

Audio design is something we don’t talk about enough on PC Gamer. Not because we don’t care—I’m actually really interested in it personally—but because it’s so difficult to write about. Sound designers are, I think, the unsung heroes of game development, because their work is so critical to the experience. I just wish they would embrace the power of silence a little more often, and say something by saying nothing.

Andy Kelly

If it’s set in space, Andy will probably write about it. He loves sci-fi, adventure games, taking screenshots, Twin Peaks, weird sims, Alien: Isolation, and anything with a good story.