Nice game. But...

PC : Battle Academy is a turn based tactical WWII game with almost limitless modding opportnuities.

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jomni
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Nice game. But...

Post by jomni »

Hi definitely loving the art style. The game looks so polished compared to other war games.
But the sound effects... I've heard them before.
Tank movement sounds like the one from John Tiller's Campaign Series.
"Target Eliminated" sounds like the one from Close Combat.
No budget to create your original sounds?
adherbal
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Post by adherbal »

Most sound effects are the same as CC I believe. Way back when the game didn't have sound yet I thought "I'll be cool when it has sound effects similar to CC, with shells bouncing of armour etc". So IMO that's not a bad thing, those sound effects are very nice.
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Post by IainMcNeil »

It is not so much a budget issue as there is no need to waste money on this issue :) We own the CC sounds so why remake the wheel. Where CC had sounds that ciovered what we needed we used. Where it didn't we made new ones. I'm struggling to see why this is an issue :)
jomni
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Post by jomni »

Not really a big issue but just surprised.
CC sounds work though and I'm liking the game.
Just finished the first campaign mission.
I like the music.
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Post by IainMcNeil »

Exactly - when you have the exact sound of a BAR rifle, why would you want to re-record it :)
jomni
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Post by jomni »

Well if it was a different company then I would say plagiarism. But since you own the CC sounds then it's ok.

BTW the downside is that you are using German voices for the Italians since there were no Italian voices in CC. :wink:
pomakli
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Viva Italia!

Post by pomakli »

jomni wrote:BTW the downside is that you are using German voices for the Italians since there were no Italian voices in CC. :wink:
Yeap!

They are in work!

(I miss them too!)

:wink:
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Post by IainMcNeil »

We did have some but the quality was not good enough so we are in the process of redoing them.
pomakli
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Suggestion!

Post by pomakli »

I have an italian friend!

He can shout and cry out, while I am recording!

:wink:
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Post by IainMcNeil »

We have a whole office in Italy but thanks! :)
pomakli
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realistic!

Post by pomakli »

iainmcneil wrote:We have a whole office in Italy but thanks! :)
Oley!

That will be the REALISTIC recording in the whole game branche!

A group of italians crying....

:P
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Post by Zeek »

iainmcneil wrote:It is not so much a budget issue as there is no need to waste money on this issue :) We own the CC sounds so why remake the wheel. Where CC had sounds that ciovered what we needed we used. Where it didn't we made new ones. I'm struggling to see why this is an issue :)
Wow!! When did Matrix/Slitherine come to own CC? We thought development on the Matrix CC re-releases has only been licensed from Destineer/Atomic for the purpose of 'refreshing' the older versions of CC to run on current PC systems. In fact, some CC fans were thinking that Eric Rutins' "exciting news regarding CC in the future, probably early next year" might be referring to an upcoming announcement that Matrix had finally acquired CC.
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Post by IainMcNeil »

I meant we owned the assets in Close Combat as we had produced them. Matrix did license the games from Destineer.

I can't say what the exciting news is - you'll have to keep guessing but it is big news ;)
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Post by TJD »

iainmcneil wrote:Exactly - when you have the exact sound of a BAR rifle, why would you want to re-record it :)
The sound of the M1 Garand is especially pleasing, the way it captures the unique ringing sound of the en bloc clip being ejected. Very cool!

Tim
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Post by XShadowY »

@jomni

I can understand your wish for original sound effects. Sometimes I`m watching a film and recognize a particular sound effect which also has been used over and over again.

But, in my opinion there are only two "war" games which stand out from all others: "Company of Heroes" and the "Battlefield" series, which use so many variations and different sound files for different situations and distances that it is hard to keep up with that.

However, both games have in common that they try to suck the player in to convey the feeling of being in the middle of the battle.

But how does a turned based hex game wants to deliver that? How much "in the heat of battle atmosphere" can a game create when you are able to walk to the kitchen and pick up some coffee while playing it? ;-)

I`m also a fan of fabricated sound effects, but is this really necessary for Panzer Corps? For example, if you look for a M60 sound effect on serious sound effect sites you will notice that they all sound the same, because that`s the way a M60 sounds. :-)

So, don`t you think it will be enough, if you have one decent sound of a vehicle or weapon (which even could be the original sound) and use that for the few seconds of unit movement or action? :-)

There are also other examples: For the "Theatre of War" series I would have wished for the use of well known sound effects. ...actually, anything except the sounds which found their way into the game. ;-)
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Post by Zeek »

iainmcneil wrote:I meant we owned the assets in Close Combat as we had produced them. Matrix did license the games from Destineer.
I can't say what the exciting news is - you'll have to keep guessing but it is big news ;)
Quite the unexpected blast from the past to hear some of those old CC1 & 2 vox cues being utilized in BA.
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