Dripping blood, gooey brains, and terrifying cries of the Haunted. When playing The Evil Within – Resident Evil creator Shinji Mikami’s return to survival horror – you can expect plenty of gruesome sounds that beg to be played with surround speakers or noise -cancelling headphones.
What you wouldn’t expect is how these sounds are engineered. Stomach-turning noises that could make squeamish players lose their lunch are, actually, created by the very foods you might eat during lunch. On a recent trip to Tango Gameworks, the sound team had the Bethesda Underground team (myself included) track down items to create heinous sound effects for the game.
With a short grocery list of cantaloupe and raw beef from sound designer Mashahiro Izumi, we decided to have some fun and surprise him with additional items to throw into the mix.: noodles, marshmallows, potato chips, and more.
The results? The experience was nearly as terrifying as the game itself. Well versed in the arena of Foley work, Izumi-san assaulted the foods we provided with the same tenacity as some of the game’s most challenging opponents.
The Evil Within releases in North America and Europe on Tuesday, October 14th and on October 16th in Australia/New Zealand. Pre-ordering the game today allows you to gain access to the Fighting Chance Pack.
As we draw nearer to “The Evil Within’s” release date (October 14 in North America, October 17th in Europe), we’re giving you a closer look at the names and faces of Tango Gameworks — the developers behind Shinji Mikami’s return to survival horror. These videos come from a recent trip to Tango’s office located in Tokyo, Japan.
As the old saying goes: “It takes a Village”. That’s certainly the case when it comes to volunteers for QuakeCon. In a new video from the Bethesda Underground team, meet three QuakeCon volunteers and find out what brings them back to QuakeCon every year.
Want to be one of the villagers that makes QuakeCon so awesome? Be sure to visit the BYOC volunteer desk at this year’s show.
With our newly-released Wolfenstein gameplay video, the Bethesda Underground team is happy to share our newest “Know Your Devs” profile. This time around, we highlight one of MachineGames’ leads that helped make the game’s train sequence happen — narrative designer Tommy Tordsson Björk.
Today on our official Bethesda YouTube channel we’ve released an extended scene from Wolfenstein: The Order. Praised by press for its unique storytelling, the early-chapter sequence centers around B.J. Blazkowicz having an unexpected run in with one of Wolfenstein’s most cunning villains, Frau Engel.
As we move closer to Wolfenstein’s release date (May 20th for North America & May 23rd for Europe), be on the lookout for new gameplay footage.
The video is broken out into two parts. First, we interviewed Axel to learn more about working at Machinegames and creating concept art for Wolfenstein: The New Order.
In the second half of the video, he demonstrates his daily routine of speedpainting — his method of mentally preparing for the work day by spending 15-20 minutes to create a concept image from scratch.
In the coming weeks and months, we’ll be sharing more Bethesda Underground videos from our trip to MachineGames. If you’ve missed any of the previous videos, check out our playlist on the official Bethesda YouTube Channel.
In a rush to get Bethesda Underground out of their office and avoid the camera, MachineGames (the devs behind Wolfenstein: The New Order) sent us on a quest to find “culture” in the quiet town of Uppsala, Sweden.
Will we succeed or will we return back to the office in defeat, licking our wounds, hungry and in search of candies and amazing wallpapers?
Today we kick off our series of Bethesda Underground videos from our recent trip to Machinegames HQ. Up first, we meet one of the principal founders of MachineGames, executive producer/managing director, Jerk Gustafsson (pronounced Yerk).
In the video (it’s not a dev diary), Jerk discusses working on Wolfenstein, how he got started in the industry, and what he almost got instead of his first computer.