PlatinumGames Official Blog

Let’s Dance! The Music of PlatinumGames in Super Smash Bros. Ultimate

2018.12.21

Super Smash Bros. Ultimate, the latest entry in the beloved Super Smash Bros. series, hit store shelves on December 7 of this year! Bayonetta made her Smash debut in 2016, in Super Smash Bros. for Wii U and 3DS. Now she’s back for Ultimate – and she’s brought her pal Rodin, gunsmith to the gods, along as an Assist Trophy.

Bayonetta’s Smash Bros. arsenal is familiar to anyone who’s played Bayonetta or Bayonetta 2. In addition to summoning massive, demonic limbs into the battlefield for smash attacks, Bayonetta uses Scarborough Fair – her iconic set of four handguns (err, hand-and-footguns) – for thrilling Bullet Climaxes, and she can even slow her opponents’ movements with Witch Time. Her silky-smooth combos and climactic special moves make her a unique addition to the Smash Bros. roster.

But Smash Bros. series director Masahiro Sakurai didn’t stop at bringing back Bayonetta herself. He invited PlatinumGames composer Hiroshi Yamaguchi to arrange a song from the game’s soundtrack.

Yamaguchi chose “The Map Page/Bonus Level” from Donkey Kong Country! He even called in fellow PlatinumGames composer Naofumi Harada to play guitar on the re-arranged track.

Arranged by Hiroshi Yamaguchi:
“The Map Page/Bonus Level” [from Donkey Kong Country]

On top of that, Super Smash Bros. Ultimate also features nineteen songs written by our music team for PlatinumGames titles Bayonetta, Bayonetta 2, The Wonderful 101 and Star Fox Zero. You can hear most of them very soon after you first start playing, but a few of them don’t show up until you’ve made progress in the game – in case you needed some extra motivation!

Song list
“One Of A Kind” [from Bayonetta] Composed by Hiroshi Yamaguchi
“Riders Of The Light” [from Bayonetta] Composed by Hiroshi Yamaguchi
“Theme Of Bayonetta – Mysterious Destiny (instrumental)” [from Bayonetta]
Composed by Masami Ueda, arranged by Junichi Nakatsuru (BANDAI NAMCO Studios)
“Let’s Hit The Climax!” [from Bayonetta] Composed by Masami Ueda
“Red & Black” [from Bayonetta] Composed by Hiroshi Yamaguchi
“After Burner (∞ Climax Mix)” [from Bayonetta]
Composed by Hiro (SEGA), arranged by Masami Ueda
“Friendship” [from Bayonetta] Composed by Rei Kondoh (T’s MUSIC)
“Let’s Dance, Boys!” [from Bayonetta] Composed by Hiroshi Yamaguchi
“The Legend Of Aesir” [from Bayonetta 2] Composed by Hiroshi Yamaguchi
“Theme Of Bayonetta 2 – Tomorrow Is Mine (instrumental)” [from Bayonetta 2]
Composed by Hiroshi Yamaguchi, arranged by Junichi Nakatsuru (BANDAI NAMCO Studios)
“Time For The Climax!” [from Bayonetta 2] Composed by Masami Ueda
“ST01 Roll Out, Wonderful 100! Battle In The Blossom City Burbs” [The Wonderful 101]
Composed by Hiroshi Yamaguchi
“JERGINGHA – PLANET DESTRUCTION FORM” [from The Wonderful 101]
Composed by Rei Kondoh (T’s MUSIC)
“Planet Corneria” [from Star Fox Zero] Composed by Hitomi Kurokawa
“Sector Ω” [from Star Fox Zero] Composed by Yukari Suita
“Return to Corneria” [from Star Fox Zero] Composed by Rei Kondoh (T’s MUSIC)

Here’s Yamaguchi himself with a few words about the project:

It was quite an honor to work on the Super Smash Bros. Ultimate soundtrack! They offered me a choice of tracks to arrange, and I went with one from Donkey Kong Country. I remember playing and beating this game together with my sister when I was a junior high school student. But it wasn’t only a nostalgia pick; it also presented a chance to try my hand at a genre of music that I’m not likely to make here at Platinum.

Still, I think some players who’re familiar with my work on the Bayonetta series will feel a certain Yamaguchi-ness when they hear my arrangement. So even though it’s not a song from the Bayonetta series, I hope Bayonetta fans will keep an ear out for it.

On a more personal note, Super Smash Bros. Ultimate also marked the first chance I’ve had in a while to work on a game together with Masami Ueda, a former coworker and dear friend. I know there are some fans of his work out there! I think you’ll know his arrangements when you hear them, too.

Arranged by Masami Ueda:
“Theme of Solid Snake” [from Metal Gear 2: Solid Snake]
“Dance of Gold” [from Castlevania: Symphony of the Night]



Hiroshi Yamaguchi
Hiroshi Yamaguchi worked as lead composter for Bayonetta and composer for Bayonetta 2, creating such iconic songs as “Theme of Bayonetta 2 – Tomorrow is Mine” and “The Legend Of Aesir.” He was also lead composer on World of Demons, The Wonderful 101 and Star Fox Zero. He’s an accomplished composer in all sorts of genres, from Bayonetta 2’s symphonic swell to the hip-hop of Anarchy Reigns.

Super Smash Bros. Ultimate
© 2018 Nintendo
Original Game: © Nintendo / HAL Laboratory, Inc.
Characters: © Nintendo / HAL Laboratory, Inc. / Pokémon. / Creatures Inc. / GAME FREAK inc. / SHIGESATO ITOI / APE inc. / INTELLIGENT SYSTEMS / Konami Digital Entertainment / SEGA / CAPCOM CO., LTD. / BANDAI NAMCO Entertainment Inc. / MONOLITHSOFT / CAPCOM U.S.A., INC. / SQUARE ENIX CO., LTD.



Yusuke Hashimoto, producer of Bayonetta and director of Bayonetta 2, helped count down to Super Smash Bros. Ultimate with this original artwork!

Now, if you’ll excuse us, we have to check in with Lady Gaga and see if she’s planning to main Bayonetta in Smash, too…

We hope all you Bayonetta fans have a magical holiday season with Super Smash Bros. Ultimate! And don’t forget, the witch will be back on the Switch with Bayonetta 3, currently in development!

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PlatinumGames Official Blog

A Wwise approach to acoustics in NieR:Automata- Part 1

2018.12.14

(This post originally appeared on the Audiokinetic Blog)


The spatial acoustics of NieR:Automata, and how we used Wwise to support various forms of gameplay- Part 1

NieR:Automata is an action role-playing game (RPG) taking place on a wasteland that is earth, after extraterrestrial invaders have pushed mankind into exile on the moon. It depicts the war raging between androids which humans created to take back their planet, and machine lifeforms made by the extraterrestrials.

In addition to a third-person camera behind the player, camera angles switch between a top view and various side views. The gameplay can also change into sound novel games and shooting games, and the variety in gameplay is characteristic of this title.

The production team first started working on the wasted planet, the stage for this story. It was a challenge to illustrate the contrast between the wasteland, with depleted high-rise buildings devoid of humans, and the abundance of plants growing in the great outdoors. Additionally, the sound team focused on creating an immersive environment that would let players stop in their tracks to enjoy their surroundings.

In the action scenes, the audio needed to reflect the changing camera angle, as shown here in some screenshots, and we also had to limit the amount of sounds coming from so many objects placed throughout the scenes.

A side view

The top view

Shooting view

Hacking game view

Now, let us explain how the audio team integrated Wwise into the game, step by step.




Using spatial audio techniques to enhance immersion

Spatial audio techniques used in this project include reverb, occlusion, and 3D audio effects. They are to audio what shading is to graphics, and they make the audio more realistic in order to increase immersiveness and create surround effects. They also give the atmosphere a common feeling, helping to blend the sounds together.

First, let us introduce our 3D audio effects and interactive reverb system, which were based on a new approach that we developed for this project.


1. 3D audio effects

For 3D audio, we started out with the idea of creating effects that do not depend on the playback environment. NieR:Automata is not a VR game nor one that recommends headphone use, so we needed to be able to express spatial depth through a normal stereo speaker setup. We were also careful not to damage the original sound, to facilitate the sound designing work.

It was especially important to play back sounds coming from the front exactly as they were designed, for the balancing process. However, we wanted to be able to apply effects to most of the sounds, and it was important to keep the processing costs low. If we apply sound effects on only a few sounds, then the player cannot experience the feeling of being surrounded by sounds in a 3D environment.

Our in-house sound designers and sound programmers discussed these ideas many times to create a shared concept.


Simple3D Plug-in

Based on our shared concept, we integrated the “Simple3D Plug-in” audio effect to our game. This is the digital signal processing (DSP) diagram of Simple3D.

Simple3D DSP Diagram

As its name implies, it has a very simple processing structure. Depending on the angle from the listener to the sound source, the volume and band pass filter parameters are changed for each route, to generate a feeling of direction.

Of the three routes shown above, the first goes through both 4kHz and 500Hz LPF, the second goes through the 4kHz LPF only, and the third passes the input signal as-is, and by changing the volume ratios, you can increase or decrease the high and low frequencies.

The bottom route is for when the sound source goes behind, and for other times where the frequency changes, and we settled on this band pass filter that allows frequency changes, after searching for elements that would be effective besides raising and lowering the high and low frequencies.

Next, let’s look at the design of this DSP, and how we adjusted the coefficients. They represent the effect’s characteristics quite well.

Subjective EQ

As you can see in this diagram, one speaker is always in front of the player character, while the other can be placed in any direction. Pink noise is played in turn from the two speakers, and EQ is applied to the front speaker.

Later, we listened and compared the pink noise from the two, and adjusted the EQ until we felt that subjectively, the two sounded the same. This was done for all directions, and we took note of the EQ parameters for each direction so that we could design effects based on these parameters.

This approach of relying on our own acoustic aesthetics to make adjustments allowed us to create changes that are different from HRTF factors, and are easier for players to appreciate.



2. Interactive reverb

The second point of our spatial acoustic design is about interactive reverb.



The raycast system

We started out by trying to create a system that can automatically recognize the surrounding geometry to generate the appropriate reverberation, but the intent was to have, at some point in the future, all the parameters evolve constantly based on other conditions too. We wanted to take advantage of the interactivity unique to games, and if we were going to have an automated system, we wanted to achieve something that was too complicated to do manually. The goal was to integrate geological material data and other factors and recreate the reflection intensity,
time, and sound quality based on the direction from the listener, and respond in real time to the changing landscape.

We chose the raycast method to determine the geometry. For each frame, several rays are cast in random directions, and we recorded the impact points and gave them a limited lifespan. Based on the impact point clusters and the player’s position, we calculated the distance, reflection strength, and filter intensity for each direction. The game operates at 60 frames per second, meaning that we cast 8 rays per frame, and 480 rays per second. The following two screenshots visually represent the raycast method, with impact points displayed in green. The first screenshot is in a small space, while the second is in a relatively large space, and you can see the difference between the two. The box on the lower right corner shows the size of the space.



K-verb Plug-in

The geometric information retrieved via raycast was used to set parameters and generate reverb, and we decided to design a new reverb plug-in to support this structure. Through trial and error, we realized that expressing reflections that have a strong presence, and that resonate in the space, is more persuasive than faithfully following the listener orientation, and in our sound design, we were quite determined to realize these details.

Simple3D Plug-in and raycast systems focus on delivering aesthetically pleasing sounds with interesting developments rather than conducting accurate simulations, and we were conscious of this not just in our effector plug-in, but in our sound design ideas. It was also important to keep the processing load small by using these plug-ins.

By the way, the name “K-verb” comes from the surname of co-author and audio programmer, Shuji Kohata, and it was a nickname used internally, but it sounded catchy, and Misaki Shindo, the other co-author who “christened” it with the name, liked it so much that it stuck.

Now, let’s look at what makes K-verb DSP so special.

K-verb DSP Diagram

On the left, you see the input which is the dry component, and AUX, the mix for the wet component. The AUX is 5 channels for the listener, and it is remixed into 8 channels, for each of the eight angles on the absolute horizontal plane around the listener.

The loop in the middle is the reverb itself, and the delay duration, the level, and the filter intensity are based on the parameters calculated from the impact points of the different directions. This alone accentuates the delay too much, so reverbs are generated through an all-pass filter and crossfeeds from each direction. Next, the resulting reverb sound is turned back into four channels for the listener, and mixed into the main output.

Stay tuned for Part 2 of this blog.






Misaki Shindo
After playing in an indies band and working at a musical instrument shop, Misaki joined PlatinumGames in 2008 as a sound designer. In the latest game, NieR:Automata, she was the lead sound designer in charge of sound effect creation, Wwise implementation, and building the sound effect system.



Shuji Kohata
Shuji worked in an electronic instrument development firm before joining PlatinumGames in 2013. As the audio programmer, he oversees the technical aspects of acoustic effects. In NieR:Automata, he was in charge of system maintenance and audio effect implementation. Shuji’s objective is to research ways to express new sounds and utilize those results in future games, and he is continuously working to refine game audio technologies.

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