Silicon Knights Too Human dev news: Wwise
According to the Official QJ Thesaurus and Wordfinder, Unreal Engine is a synonym for “good game”. Unreal Engine 3 is a synonym for “suddenly, I am feeling closer to god.” Just look at the Unreal 3 games: Gears of War, Rainbow Six: Vegas, Unreal Tournament 2007, Roboblitz, Medal of Honor: Airborne, Mass Effect, Bioshock…
So when we found out that Too Human from the Canadian developer Silicon Knights was using the Unreal Engine 3, we were excited.
Now we’re excited again. We found out the game is also using Wwise: the WaveWorks Interactive Sound Engine.
WaveWorks Interactive Sound Engine. Wwise is Audiokinetic Inc.’s baby. They revealed it at the 2006 Game Developers Conference at San Jose, and it impressed some people because of its easy-to-use interface while at the same time allowing developers to really take advantage of next-gen gaming technology. In other words, it’s a good tool to make great sounds.
Is Wwise any good? Back in August it was announced that Microsoft Game Studios (MGS) went into a long-term agreement with Audiokinetic to use Wwise in all games developed and published by MGS. So there you go. MGS thinks this sound engine is good enough.
And Silicon Knights likes it. A change that would have taken 30 minutes now only takes 12 seconds, or so said Steve Henifin, the game’s audio director.
As for the game, let’s just hope it doesn’t vanish. Remember, there was supposed to be a Too Human for the PSOne and then for the GameCube but neither happened, and then Microsoft scored bigtime and got Too Human as an exclusive for the Xbox 360.
Norse mythology and future technology – with Unreal Engine 3 and a good sound engine. That’s a game with pwnage potential.
According to the Official QJ Thesaurus and Wordfinder, Unreal Engine is a synonym for “good game”. Unreal Engine 3 is a synonym for “suddenly, I am feeling closer to god.” Just look at the Unreal 3 games: Gears of War, Rainbow Six: Vegas, Unreal Tournament 2007, Roboblitz, Medal of Honor: Airborne, Mass Effect, Bioshock…
So when we found out that Too Human from the Canadian developer Silicon Knights was using the Unreal Engine 3, we were excited.
Now we’re excited again. We found out the game is also using Wwise: the WaveWorks Interactive Sound Engine.
WaveWorks Interactive Sound Engine. Wwise is Audiokinetic Inc.’s baby. They revealed it at the 2006 Game Developers Conference at San Jose, and it impressed some people because of its easy-to-use interface while at the same time allowing developers to really take advantage of next-gen gaming technology. In other words, it’s a good tool to make great sounds.
Is Wwise any good? Back in August it was announced that Microsoft Game Studios (MGS) went into a long-term agreement with Audiokinetic to use Wwise in all games developed and published by MGS. So there you go. MGS thinks this sound engine is good enough.
And Silicon Knights likes it. A change that would have taken 30 minutes now only takes 12 seconds, or so said Steve Henifin, the game’s audio director.
As for the game, let’s just hope it doesn’t vanish. Remember, there was supposed to be a Too Human for the PSOne and then for the GameCube but neither happened, and then Microsoft scored bigtime and got Too Human as an exclusive for the Xbox 360.
Norse mythology and future technology – with Unreal Engine 3 and a good sound engine. That’s a game with pwnage potential.