Interview with Clark Wen, Lead Audio at Retro Studios
Q: Metroid Prime uses a very different approach to sound and music from past first-person shooter games, achieving spectacular results. Why did you choose such an unconventional route?
A: If you look at the history of the Metroid series, the games have always taken an unconventional approach to sound and music. The audio on the first Metroid game on the NES in particular was very much ahead of its time and I wanted Metroid Prime to have that same kind of forward-thinking approach. There was a deliberate effort to do something stylized in line with the previous Metroid games.
I also have to give a lot of credit to Kenji Yamamoto who was one of the original composers on Super Metroid and did all the music for Metroid Prime. His involvement was invaluable to us.
Q: Was Metroid Prime the first game in which you used Dolby® surround sound?
A: Yes, Metroid Prime was actually the first game I had a chance to do in surround. I was surprised at how easy it was to implement. The people at Dolby were also great in answering any questions I had.
Q: Do you think the use of surround sound has improved gameplay?
A: Yes, definitely. With the addition of surround, not only is the player's immersion in the game world increased but gameplay aspects involving spatial awareness are heightened as well. It's great to be able to place a sound emitter behind the player as a sound cue and use that as a gameplay element. Gamers with surround systems are definitely getting a better gaming experience.
Q: If we may ask, what are you working on at the moment?
A: I'm currently working on a sequel to Metroid Prime. I can't say too much about it, but we have some new and interesting concepts planned for the audio. I think Metroid fans will be pleased.