Inside used a Skull to make sounds...But...[MAJOR SPOILERS]

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SweetShark

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Source:
http://www.gamasutra.com/view/news/282595/Audio_Design_Deep_Dive_Using_a_human_skull_to_create_the_sounds_of_Inside.php

...Is this a hint for the Story of the game?

I am very serious.
The reason why the composer did this experimentation in the first place, is to show us that when we speak the voice we hear in reality is very different from the voice the others people around us hearing.

With that in mind and if we connect it with the main plot of the game...does this means everything around the boy which see, the people, the locations, etc, aren't 100% real?
Like there aren't all fake, but somehow a twisted reality which the boy have inside his head.
In other words the perspective of the boy is slightly different from the perspective of the other people around him.

And here is another thing: Let say for a moment we, the players, are important also dor the plot of the game.
Does this mean our mindset, our perspective, are false because every action we take aren't logical base the boy see in reality.
Because after all we are INSIDE the head of the boy. We can't see exactly the entirely true nature of the world by ourself...

What do you think about this theory?
 

Neurotic Void Melody

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Well, that seems more like a baseline for a few branching theories than a complete one so far. I am going to give that game a proper run through soon with some ideas that are mulling within to take in all the little details missed previously, before going on any lengthy rambles about subjective metaphors and whatnot.
But that sound design is such a curious subtlety that perhaps hardly anyone including myself would've even noticed enough to appreciate these oddities without reading this kind of article. Wish I had access to human skulls for musical experimentation, but nobody seems willing to donate for some most probably selfish reason. Commit your bodies for the greater good, pink flesh squirmies! He should have used a fresh head to simulate the sound through softer, extra layers anyway. That's what I would've done. Donations still accepted by the way...
 

SweetShark

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Xsjadoblayde said:
Well, that seems more like a baseline for a few branching theories than a complete one so far. I am going to give that game a proper run through soon with some ideas that are mulling within to take in all the little details missed previously, before going on any lengthy rambles about subjective metaphors and whatnot.
But that sound design is such a curious subtlety that perhaps hardly anyone including myself would've even noticed enough to appreciate these oddities without reading this kind of article. Wish I had access to human skulls for musical experimentation, but nobody seems willing to donate for some most probably selfish reason. Commit your bodies for the greater good, pink flesh squirmies! He should have used a fresh head to simulate the sound through softer, extra layers anyway. That's what I would've done. Donations still accepted by the way...
You shall use the head of the Guy you ate to create the song you want to sing Bear.
Btw, the funny thing indeed inside the article NONE said where they get this Skull. This is so weird....

Also yes, it is just the baseline of a theory. After all I just wrote it down as soon as finished the article myself.
If I search more maybe i can't more than that.
I don't event connected my theory with the MindControl Devices in the game.
 

Xprimentyl

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Ah, I can never talk about this game enough! Inside is a meticulously crafted experience; nothing was unintentional and many of the most deliberate and focused design choices go completely unnoticed which, oddly enough, makes them all the more brilliant. Martin Stig Andersen pulled no punches; the sound design in this game is extraordinary. Working closely with the programmers and artists, the sound becomes as much a part of the experience as gameplay or scenery. I forget where I read this, but Andersen also mentioned that the choice to process the sound through a skull harkens back to how we heard sounds in our mothers? wombs, much of it through the vibrations of her bones. Not sure how well this skull recreated that effect, but the idea itself lends to their very directed focus to create a game about introspection and interpretation.

Admittedly, the video below is kind of dry and boring if you?re not interested in the subject matter, so I don?t fault anyone not willing to ?suffer? through the near hour-long runtime, but for those seeking a peek into the amazing mind behind Inside?s sound design, enjoy!

 

Casual Shinji

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Xsjadoblayde said:
But that sound design is such a curious subtlety that perhaps hardly anyone including myself would've even noticed enough to appreciate these oddities without reading this kind of article.
If it needs to be deliberatedly pointed out I don't see what the point of it was. I mean, the sound design was excellent, but you can't tell me you couldn't have achieved the same result by using a different hollow structure or a sampler.

It's not for me to question this guy's artistic process, but it really doesn't add anything significant as far as I know. You could also say they used real skeletal fingers to type in the code the game was running on; Sure it's morbid, which is inline with the game's tone, but beyond that it adds nothing whatsoever to the game itself.
 

SweetShark

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Xprimentyl said:
Ah, I can never talk about this game enough! Inside is a meticulously crafted experience; nothing was unintentional and many of the most deliberate and focused design choices go completely unnoticed which, oddly enough, makes them all the more brilliant. Martin Stig Andersen pulled no punches; the sound design in this game is extraordinary. Working closely with the programmers and artists, the sound becomes as much a part of the experience as gameplay or scenery. I forget where I read this, but Andersen also mentioned that the choice to process the sound through a skull harkens back to how we heard sounds in our mothers? wombs, much of it through the vibrations of her bones. Not sure how well this skull recreated that effect, but the idea itself lends to their very directed focus to create a game about introspection and interpretation.
Glad to hear that you enjoy the analysies o these game as well. Not only I enjoy it for being a really good adventure/platformer game, but for mystery around this unique world as well.
As for the mother wombs sounds: Maybe they get some already recorded sounds and just altered them using the skull. Is the only thing I can think of.
 

Xprimentyl

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Casual Shinji said:
Xsjadoblayde said:
But that sound design is such a curious subtlety that perhaps hardly anyone including myself would've even noticed enough to appreciate these oddities without reading this kind of article.
If it needs to be deliberatedly pointed out I don't see what the point of it was. I mean, the sound design was excellent, but you can't tell me you couldn't have achieved the same result by using a different hollow structure or a sampler.

It's not for me to question this guy's artistic process, but it really doesn't add anything significant as far as I know. You could also say they used real skeletal fingers to type in the code the game was running on; Sure it's morbid, which is inline with the game's tone, but beyond that it adds nothing whatsoever to the game itself.
I don?t Martin Stig Andersen?s purpose was to overtly add anything to the game. Much as with any art, the process is often as much an integral part of the whole as the finished product, even if the observer isn?t able to appreciate it. Art and music are entirely about the human element, and in attempting to connect with and replicate the deepest sense of ?self,? Stig chose to go to the bones; I don?t think he was wondering how best to sell a $20 game. Of course, this is all subjective; no one can force anyone else to appreciate an artistic process, but as an artist myself, I appreciate Andersen?s commitment to and passion for his craft; Inside is evidence of what those qualities can achieve.
 

Casual Shinji

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Xprimentyl said:
I don?t Martin Stig Andersen?s purpose was to overtly add anything to the game. Much as with any art, the process is often as much an integral part of the whole as the finished product, even if the observer isn?t able to appreciate it. Art and music are entirely about the human element, and in attempting to connect with and replicate the deepest sense of ?self,? Stig chose to go to the bones; I don?t think he was wondering how best to sell a $20 game. Of course, this is all subjective; no one can force anyone else to appreciate an artistic process, but as an artist myself, I appreciate Andersen?s commitment to and passion for his craft; Inside is evidence of what those qualities can achieve.
I just can't help but raise an eyebrow whenever I hear about an artist using human skin or human feeces or something in that vein to create their work (that isn't specifically about skin or poop, and even then). But then I don't really take art or the artistic process that serious. Maybe that's because my artistic talents lie mainly in cartoons. In my opinion even an elephant can make a work of art so long as the end result is pleasing to the eye. I don't care too much about the artistic mentallity that went into making a piece of art. So when I hear stories like these it always comes across to me as the artist indulging in some overly serious artistic process, which could have easily been achieved in another less convoluted way.

Still, fantastic sound and all.