"However now we can create a sound that can truly startle someone and in terms of sound effects I think the environment that we are in now has improved dramatically"
About this Quote
It is not bragging; its a quiet declaration of liberation. When Nobuo Uematsu talks about being able to "truly startle someone", he is pointing at a shift in power: sound effects stop being decorative and start acting like direction, editing, even jump-scare cinema. The intent is practical (better tools, better playback, better mixing), but the subtext is artistic: if you can control the audience's nervous system, you can control pacing, tension, and memory.
Uematsu comes out of an era where game audio was defined by scarcity. Early hardware forced composers to imply impact rather than deliver it. A "dramatically improved" environment is not just higher fidelity; its more channels, more dynamic range, more spatialization, more budget, more collaboration. The surprise is no longer faked through melody alone. Its authored through texture: the snap of a door, the sudden absence of ambience, the bass hit you feel before you register it.
There is also a gentle defense of sound design as storytelling, not mere technical garnish. "Environment" here reads as both the production ecosystem and the literal in-game world. As games chase immersion, audio becomes the most intimate interface: it reaches you even when you are not looking. Uematsu is flagging a cultural moment when composers and sound designers stop compensating for limitations and start exploiting possibility, turning shock into a craft rather than an accident.
Uematsu comes out of an era where game audio was defined by scarcity. Early hardware forced composers to imply impact rather than deliver it. A "dramatically improved" environment is not just higher fidelity; its more channels, more dynamic range, more spatialization, more budget, more collaboration. The surprise is no longer faked through melody alone. Its authored through texture: the snap of a door, the sudden absence of ambience, the bass hit you feel before you register it.
There is also a gentle defense of sound design as storytelling, not mere technical garnish. "Environment" here reads as both the production ecosystem and the literal in-game world. As games chase immersion, audio becomes the most intimate interface: it reaches you even when you are not looking. Uematsu is flagging a cultural moment when composers and sound designers stop compensating for limitations and start exploiting possibility, turning shock into a craft rather than an accident.
Quote Details
| Topic | Music |
|---|---|
| Source | Help us find the source |
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