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Mortal Kombat: Komposing Cinematic Audio and the Origins of Toasty!

Dan Forden's Avatar + Posted by Dan Forden on Apr 14, 2011

toastylead

This time around, we’ve made an effort to create a cinematic game audio experience. While we definitely wanted to keep and enhance the bone-crunching audio design of the past, we also wanted to create a dynamic experience, so that big events really stand out but we can also hear things like the rustling of the fighter’s clothes and details in the fighting arenas like branches creaking in the Living Forest, insects buzzing in the Courtyard, and people screaming in the distance in the Dead Pool. With nearly two hours of cinematic cut-scenes, we really wanted the player to have a cinema-quality audio experience throughout the story mode, yet still get the in-your-face game experience during the fights.

A lot of people ask me about where “Toasty” came from…

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