https://ilikeinterfaces.com/2015/01/08/settings-ui-the-last-of-us/ &
http://www.gamefaqs.com/pc/959255-plants-vs-zombies/images/22
On the other hand, PopCap (the creators of Plants vs Zombies) gives the
player a sense of foreshadowing as their main menu music plays. [2] Their
main menu music isnt cryptic, but because of the pentatonic scales, it
sounds ghastly despite it being a smooth track. [3] Similarly, the
pentatonic scales used for the main menu music of The Last of Us,
provides information that the atmosphere of the game will be murky and
deathly despite the music sounding quite calm. On the contrary, due to
the music sounding calm, it can lure the player into a calm mood when in
actuality the player needs to prepare for an up-beat emotional
rollercoaster thats present during the entirety of the game. Another
example of how well non-diegetic music is used is when Sarah goes back
to sleep; the dialogue between both Joel and Sarah is substituted by
soothing, non-dynamic linear music (when Joel carries Sarah upstairs to
bed). This game music aesthetic describes how strong the bond is
between Joel/father and Sarah/daughter which makes the death of Sarah
(later on in the prologue) much more heart-wrenching. After this, the
soothing music stops and gets replaced by the ringing of a phone by
Sarahs bedside which on the other end is Uncle Tommy who sounds
worried before he gets cut off suddenly, creating impactful suspense just
before the player plays in Sarahs perspective.
http://thelastofus.wikia.com/wiki/Joel_%26_Sarah_Photo
In contrast to this, PopCaps level music is calm, but the waveform of the
level music alters as the player reaches flag-points in the level (or is near
to completing the level), clarifying that the level music of Plants vs
Zombies is tension music. When these situations occur, the levels music
increases in decibel level and more instruments play in the background to
emphasise how important these moments are, building the tension up so
that the player cracks under pressure when an enormous wave of
zombies head towards the house.
http://www.vampiresandzombies.com/plants-vs-zombies-game.html
Also, when it comes to the sounds of the zombies, the pitch of the sounds
varies for Gargantuars and Imps to provide information on how tough
these zombies are to defeat (although there are other methods such as
added items e.g. Bucket-Head Zombies and vehicles e.g. Zambonis), Imps
sounding high-pitched because theyre the weakest in the game and
Gargantuars grunting low-pitch because theyre the toughest in the game.
http://plantsvszombies.wikia.com/wiki/Imp/Gallery &
http://plantsvszombies.wikia.com/wiki/File:PVZ_2_Gargantuar_HD.png
Going back to the end of the intro cut-scene in The Last of Us, the last,
significant acousmatic, diegetic sound thats heard (before actually
playing) is Uncle Tommys voice of panic (when talking on the phone with
Sarah). This reiterates that this game will be murky and deathly, not
soothing and calm, as told by the main menu music of the game. Not to
mention that Uncle Tommys tone of voice indicates that raw feelings and
emotions such as panic will be constantly portrayed and felt throughout
the game!
Like it was mentioned earlier, the sound of wind can be heard as it blows
the window curtains in the main menu of The Last of Us. The wind is
there as an ambience sound to signify that the world behind the window is
about to fade like the quality of the walls that encompass the window it
gives the player a sense of urgency since the player will be dumped into a
series of tragic events. Whereas, although the events of Plants vs
Zombies arent tragic, PopCap uses sound samples such as lightning
when bold text e.g. A huge wave of zombies is approaching appears to
give the player a sense of urgency (as well) and braces the player for the
impending event.
In addition to ambience sounds, PopCap uses symbolic leitmotifs e.g.
zombies saying brains to warn the player the consequences which will
follow if the players plants are defeated and the zombies reach the
house, giving the player incentive to ensure that this dreadful possibility is
prevented by any means necessary.
http://plantsvszombies.wikia.com/wiki/I,_Zombie_hack
http://thebloodybaronishere.tumblr.com/post/108779564418/the-last-of-us
In terms of the legality of their sounds, although only the main menu and
intro cut-scene of The Last of Us has been focused on, both this game
and Plants vs Zombies wouldnt have used public domain music and
sounds for their games. Even though the companies can commercially use
them without permission, the developers (and publishers) wouldnt own
the property rights those sounds because anyone can access them on
sound libraries without permission. Plus, the companies wouldnt be able
http://creativedojo.net/starting-music-sound-library/ &
https://en.wikipedia.org/wiki/Thriller_(song)
[4] Because of these reasons, Naughty Dog and PopCap would have [most
likely] recorded the sounds for the games using the method of in-studio
recording: Almost all of the sounds being heard in the games would be
achievable under controllable conditions and the studio team would have
access to higher-quality sound equipment, allowing for easier and better
results when creating music and sounds for the game. Plus, those sounds
would be the companys own intellectual property, thus the company can
copyright-protect the audio-visual work done and register it with a
copyright office so rewards can be reaped off of copyright infringement.
[5] [6] To add, both companies would have used the technique called
original recording because the sounds in both of these games can be
associated with the objects that are accompanied in real-life.
http://www.gettyimages.co.uk/detail/news-photo/an-employee-works-on-a-voicerecording-for-a-video-game-at-news-photo/94597670
However, some sounds such as gunfire in The Last of Us and thunder and
lightning in Plants vs Zombies cant be achieved in a studio alone.
In conclusion, solely for The Last of Us, Naughty Dog may have required
the help of Foley to re-create whats visualised on the film/game cinematic
cut-scenes and mix the sounds carefully the actions being portrayed
during the cut-scene.
Bibliography
[1] The Last of Us (0:00-3:16 & 4:17-5:20):
https://www.youtube.com/watch?v=HawhjjF5qFc [Accessed 5 Sep. 2016].
[2] Plants vs Zombies: https://www.youtube.com/watch?v=lPie0xqd2Rk
[Accessed 5 Sep. 2016].
[3] Psychology of Sound Word Document [Accessed 5 Sep. 2016].
[4] https://drive.google.com/file/d/0B6qO7NfG9txETjJRNFk4SW1XNkE/view
[Accessed 16 Sep. 2016].
[5] Sound Recordings & Soundtracks Word Document [Accessed 16 Sep.
2016].
[6] http://estudy.wiltshire.ac.uk/mod/resource/view.php?id=2298625
[Accessed 16 Sep. 2016].