The voices in RO2/RS are some of the finest examples of voice acting in any game ever made. However, they way they are implemented in the slow death animation really makes no sense and it breaks the immersion quite often. Here is how it currently works:
Character enters slow death animation > begins uttering his last few words
Player actually dies > previous phrase is cancelled, and a loud "agh!" is emitted as the player falls over, as if he has been shot again.
I'm quite sure now that this is how it works every time a soldier enters the slow death animation, regardless of whether or not he is shot a second time. It's not a very good way of increasing immersion. Here's a better way to improve atmosphere:
Character enters slow death animation > begins uttering his last few words
IF the player is not shot > the soldier should finish saying his last few words
IF the player is shot > the soldier should fall over silently
I don't know if this is just a minor design oversight that has gone unnoticed for years, or a sound bug, or something else, but I have put this in the suggestions subforum.
Character enters slow death animation > begins uttering his last few words
Player actually dies > previous phrase is cancelled, and a loud "agh!" is emitted as the player falls over, as if he has been shot again.
I'm quite sure now that this is how it works every time a soldier enters the slow death animation, regardless of whether or not he is shot a second time. It's not a very good way of increasing immersion. Here's a better way to improve atmosphere:
Character enters slow death animation > begins uttering his last few words
IF the player is not shot > the soldier should finish saying his last few words
IF the player is shot > the soldier should fall over silently
I don't know if this is just a minor design oversight that has gone unnoticed for years, or a sound bug, or something else, but I have put this in the suggestions subforum.