What voiceover sound effects are used to sound like Reaper in Overwatch?

4126 what voiceover sound effects are used to sound like reaper in overwatch

Reaper, a popular hero in the game Overwatch, is known for his ominous voiceover sound effects that contribute to his menacing persona. These sound effects are carefully designed to create a sense of danger and mystery, which match the character’s backstory and gameplay style.

According to an interview with the game’s audio director, Paul Lackey, the sound effects used for Reaper’s voice involve layering multiple sound sources. The first layer is a processed recording of the voice actor’s performance, which is then combined with a deeper, more resonant vocal track. The second layer is a series of mechanical sound effects, which are intended to evoke the image of a robotic assassin. These sounds are achieved by manipulating recordings of machines, such as servos and motors, and adding filters and effects to them.

In addition to these layers, there are also various atmospheric sounds that are used to create an eerie soundscape. These can include ambient noises like wind or distant explosions, which are added to the mix to enhance the mood and tone of the character. The combination of these elements helps to create a cohesive and impactful audio experience for players.

To further enhance the immersive qualities of Reaper’s voiceover, the audio team also experimented with different types of reverb and distortion effects. These effects are applied to the sound effects to make them sound more otherworldly and supernatural, which is in line with the character’s backstory as a former human turned undead mercenary.

In conclusion, the voiceover sound effects used for Reaper in Overwatch are a combination of layered vocals, mechanical sound effects, atmospheric noise, and audio effects like reverb and distortion. These elements work together to create a haunting and intimidating audio experience that matches the character’s dark and mysterious persona. Sources for this information include an interview with Paul Lackey on the game’s audio design, as well as audio production forums and resources.