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{What I Love!}

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Hello! I’m Scruffy, and today, I’d like&nbsp;
to follow up on a previous video I made&nbsp;&nbsp;

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about proximity voice chat in horror games. I&nbsp;
mentioned that communicating with friends is one&nbsp;&nbsp;

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of the easiest ways to mitigate the horror&nbsp;
in media. So some horror games developers,&nbsp;&nbsp;

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like those for Phasmophobia and In Silence, use&nbsp;
a voice chat with volume based on proximity,&nbsp;&nbsp;

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and tamper with the rules of that voice chat&nbsp;
during a game session. That both immerses&nbsp;&nbsp;

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and sometimes isolates the players, keeping the&nbsp;
atmosphere properly spooky and unpredictable. But&nbsp;&nbsp;

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what if the point of a game is to be equal parts&nbsp;
scary… and funny? How does proximity voice chat,&nbsp;&nbsp;

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and the greater approach to sound design, work&nbsp;
differently in a horror comedy game? We’ve got&nbsp;&nbsp;

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two brilliant examples of this niche game genre&nbsp;
to help us explore that today: Lethal Company&nbsp;&nbsp;

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and Content Warning. In Lethal Company, a group&nbsp;
of hazmat-clad employees delve into procedurally&nbsp;&nbsp;

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generated, labyrinthine, abandoned moonbases to&nbsp;
collect scrap for a sinisterly opaque “Company,”&nbsp;&nbsp;

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while avoiding ubiquitous deadly monsters and&nbsp;
hazards. With each mission the Company demands&nbsp;&nbsp;

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a higher scrap quota, pushing the team to&nbsp;
visit more dangerous moons and command a&nbsp;&nbsp;

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tight budget of supplies and tools. But the most&nbsp;
powerful tool in your arsenal is your voice,&nbsp;&nbsp;

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which you use in Lethal Company very similarly to&nbsp;
how you use it in Phasmophobia. You can only hear&nbsp;&nbsp;

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other players and they can only hear you across&nbsp;
a certain distance, and your volume attenuates&nbsp;&nbsp;

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the further you get. It’s also affected by global&nbsp;
reverb and diffusion filters, so near the exterior&nbsp;&nbsp;

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of a moonbase you’ll hear other players’ voices&nbsp;
rebounding off the towering walls, or if you’re a&nbsp;&nbsp;

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room or two away from another player, their voice&nbsp;
is muffled with a low-pass filter. A walkie-talkie&nbsp;&nbsp;

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can bypass these setbacks, especially useful&nbsp;
for someone at the hub spaceship’s radar feed&nbsp;&nbsp;

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to communicate with an expedition about doors they&nbsp;
can open and enemies or scrap nearby… as long as&nbsp;&nbsp;

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all parties keep their walkie-talkies powered. And&nbsp;
if you perish in any way, you are removed from the&nbsp;&nbsp;

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“alive” player proximity voice chat and into&nbsp;
a distinct normal voice chat. You can hear the&nbsp;&nbsp;

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other players as you spectate them, but only other&nbsp;
players who meet their doom can hear you. So far,&nbsp;&nbsp;

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that’s all very similar to the proximity voice&nbsp;
chat system I explained in Phasmophobia, so&nbsp;&nbsp;

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here’s a little more context for this one. Unlike&nbsp;
Phasmophobia or In Silence, and likely on account&nbsp;&nbsp;

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of the procedural maps and health meterd for each&nbsp;
player, there aren’t scripted jumpscares when&nbsp;&nbsp;

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you’re caught by a monster. Instead, the monsters&nbsp;
of Lethal Company are designed to create… shall we&nbsp;&nbsp;

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say, “emergent jumpscares,” where their sudden&nbsp;
presence, unnerving appearance and movement,&nbsp;&nbsp;

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and especially their deliberately loud sounds&nbsp;
create moments of shock just by getting your&nbsp;&nbsp;

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attention. Like, take my favorite and least&nbsp;
favorite example: the Coil-Head. Its distorted&nbsp;&nbsp;

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humanoid form would be enough to put you off&nbsp;
appearing in the darkness, but it also runs at&nbsp;&nbsp;

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superhuman speeds when it’s not being watched, and&nbsp;
it stops so abruptly that its spring neck wobbles&nbsp;&nbsp;

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with a very loud, sharp spring release sound.&nbsp;
That’s just the sound of some old industrial&nbsp;&nbsp;

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spring, that with a sudden change in a creature’s&nbsp;
running speed is all you need to scare someone,&nbsp;&nbsp;

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whether they expected it or not. The reason I&nbsp;
bring this up is that these sounds also fall under&nbsp;&nbsp;

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the proximity filter system: you can hear them&nbsp;
as far as you can hear player voices, and they&nbsp;&nbsp;

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get muffled accordingly across rooms. So while&nbsp;
they’re designed to frighten us, they also make&nbsp;&nbsp;

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great signals for players who aren’t getting their&nbsp;
neck replaced by a metal coil. But has this system&nbsp;&nbsp;

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really been designed to facilitate comedy? Aside&nbsp;
from a couple scrap items that make silly noises,&nbsp;&nbsp;

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like the bulb horn, and some silly decorations&nbsp;
you can purchase for the scavenger spaceship,&nbsp;&nbsp;

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there are few inherently “funny” sounds in the&nbsp;
game. And the sounds attract the attention of&nbsp;&nbsp;

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monsters anyway. It’s strikingly similar to most&nbsp;
other horror games with proximity chat… so let’s&nbsp;&nbsp;

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see if Content Warning does it any differently.&nbsp;
Content Warning has you play as these cartoonish&nbsp;&nbsp;

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humanoid characters with customizable ASCII&nbsp;
glyphs for faces. Cute and simple characters.&nbsp;&nbsp;

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You fill the role of content creators, venturing&nbsp;
out from a cozy facade of a normal world into “the&nbsp;&nbsp;

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Old World,” a dark, cavernous, monochromatic,&nbsp;
procedurally generated, labyrinthine complex.&nbsp;&nbsp;

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This time you aren’t looking for scrap, you’re&nbsp;
looking for the deadly monsters, because filming&nbsp;&nbsp;

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them and publishing a video will earn you clout&nbsp;
on the game’s fictional video sharing site,&nbsp;&nbsp;

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SpookTube. What could go wrong? Well, all the&nbsp;
expert content creators know, the best audio&nbsp;&nbsp;

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tool at your disposal is once again your voice,&nbsp;
and once again, the system works rather like what&nbsp;&nbsp;

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we’ve seen. Voice volume is based on distance,&nbsp;
and perishing moves your voice to an isolated&nbsp;&nbsp;

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voice chat until the end of an expedition. But,&nbsp;
here there are no sound filters through walls,&nbsp;&nbsp;

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and I think that’s for two reasons. One is that&nbsp;
the space here isn’t cramped rooms but yawning&nbsp;&nbsp;

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chambers with high ceilings, clearly not designed&nbsp;
for our player characters. And two is that you’re&nbsp;&nbsp;

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often going to stay together anyway, even if&nbsp;
you pick up the reporter-style microphones that&nbsp;&nbsp;

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function like Lethal Company’s walkie-talkies. And&nbsp;
that’s because there’s an extra VIP member of this&nbsp;&nbsp;

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proximity voice chat: the camera used to film the&nbsp;
expedition. Like, just take a moment to appreciate&nbsp;&nbsp;

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that this object is a separate audio listener from&nbsp;
any player, and it records voices, sound effects,&nbsp;&nbsp;

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and visuals from its own perspective, and renders&nbsp;
them down into a single composition that the game&nbsp;&nbsp;

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can not only play back on Spooktube, but save&nbsp;
to your real-life computer as a lightweight&nbsp;&nbsp;

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video file. All that while up to four players are&nbsp;
synchronized in a generated world instance. That’s&nbsp;&nbsp;

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impressive stuff. That aside, the stuff this&nbsp;
camera is capturing is not directly designed&nbsp;&nbsp;

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to make you laugh. The nightmarish monsters&nbsp;
in this world don’t offer any silly sounds,&nbsp;&nbsp;

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and if any of them catch you, you can’t interact&nbsp;
with other players. It’s fascinating to me that&nbsp;&nbsp;

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this is just how one would design a serious&nbsp;
horror game’s sound and voice chat… so why is&nbsp;&nbsp;

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it funny when these games do it? Well, because&nbsp;
the comedy comes from something else: a setting&nbsp;&nbsp;

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and gameplay that encourage funny interactions on&nbsp;
proximity voice chat. Characters in these games&nbsp;&nbsp;

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are cartoonishly designed and pushed to fill&nbsp;
roles that are obviously dangerous for them:&nbsp;&nbsp;

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cogs in a monstrous corporate entity that only&nbsp;
communicates to them through automated recordings,&nbsp;&nbsp;

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or content creators capitalizing on putting&nbsp;
themselves in mortal danger. Both situations are&nbsp;&nbsp;

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inherently making fun of the player characters’&nbsp;
circumstances, so players already have material&nbsp;&nbsp;

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for something to joke about. Y’know, you&nbsp;
could lean right into the role, complaining&nbsp;&nbsp;

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about a non-safety-compliant workspace as you’re&nbsp;
getting chased by circuit bees in Lethal Company,&nbsp;&nbsp;

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or putting on a YouTuber voice to thank and plug a&nbsp;
video sponsor as you just barely escape a monster&nbsp;&nbsp;

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in Content Warning. The best parodies know to&nbsp;
play their parts straight and avoid winking at&nbsp;&nbsp;

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the audience, because comedy will emerge from&nbsp;
the situations that emerge. So that’s exactly&nbsp;&nbsp;

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what the sound design and voice chat in these&nbsp;
games do: play it as though it were all horror,&nbsp;&nbsp;

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so that you can find the humor in it. Now ther’s&nbsp;
laughing at the folly of the characters and their&nbsp;&nbsp;

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situation, but there’s also just plain laughing at&nbsp;
the folly of your friends. These yawning corridors&nbsp;&nbsp;

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with enemies that pop up and give chase mean&nbsp;
that you’ll hear your friends screaming often,&nbsp;&nbsp;

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and after the fact, it’s funny to reflect on&nbsp;
that momentary panic and suspension of disbelief.&nbsp;&nbsp;

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Content Warning lets you literally rewatch it from&nbsp;
a different perspective, thanks to the camera.&nbsp;&nbsp;

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Lethal Company in particular adds an element of&nbsp;
potential comedy-by-folly by making friendly fire&nbsp;&nbsp;

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possible, accidental or otherwise. Content Warning&nbsp;
doesn’t feature physical friendly fire… but&nbsp;&nbsp;

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there’s certainly potential “social” friendly fire&nbsp;
through the camera-holder subjugating the fear,&nbsp;&nbsp;

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or even the demise, of other players, for the&nbsp;
content. It’s certainly a comedy that can test&nbsp;&nbsp;

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the tensile strength of your friendships,&nbsp;
but those person-to-person funny bits are&nbsp;&nbsp;

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the parts of these games you’ll remember the&nbsp;
most. And it would not function at all without&nbsp;&nbsp;

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a horror-grade voice chat, serious unnerving&nbsp;
sound design, and most of all multiple players&nbsp;&nbsp;

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communicating with each other. Like, try playing&nbsp;
either of these games as a single player, no one&nbsp;&nbsp;

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to interact with. They become very different&nbsp;
games. Not in a bad way, mind you, you just&nbsp;&nbsp;

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might not laugh as much. I hope you enjoyed&nbsp;
this little analysis of horror comedy games,&nbsp;&nbsp;

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and I hope more games of this type come along that&nbsp;
experiment with the roles players fill, the ways&nbsp;&nbsp;

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they interact, and the dramatic irony that ties&nbsp;
the experience together. And as always, I’d like&nbsp;&nbsp;

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to thank my patrons on Patreon, who help keep my&nbsp;
video making process sustainable. If you'd like to&nbsp;&nbsp;

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support my work directly, and get perks like your&nbsp;
credit here, seeing videos early, a vote on what&nbsp;&nbsp;

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music I arrange, and more behind-the-scenes&nbsp;
content, you can visit my Patreon link in&nbsp;&nbsp;

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this video's description. And with that, I’m&nbsp;
Scruffy, and thank you very much for watching.

