As far as I know, such use of voice does not exist in any game. Player's voice does not really interact with the environment. So, say someone says, "come to me!" through voice-chat.. you still have to look at the map to see where they actually are.
As far as I know, such use of voice does not exist in any game. Player's voice does not really interact with the environment. So, say someone says, "come to me!" through voice-chat.. you still have to look at the map to see where they actually are.
There was "Enemy Zero" for Sega Saturn. I remember being amazed by the pre-rendered scenes, and mostly enjoying the game. But it wasn't great and even in that game sound wasn't super important part of gameplay.
http://en.m.wikipedia.org/wiki/Enemy_Zero
Having said all that my ideas for games that use sound as a key part of play are a bit, uhm, not good.
== Cat Detective ==
You play the part of a cat who is also a detective. You are investigating crimes. You use analogue sticks to generate meows and purrs - this is a cat language that you use to question suspects and witnesses. How well you ask the question governs what kind of i formation you get back.
You and others on voice chat were in a 'virtual' room and the sound was stereo/volume adjusted accordingly.
I remember that when people misbehaved on group voice chat we used to "put them in the corner"
It didn't map to the game environment but the execution was pretty nice; I fear that, if you use the game's physics, you'll quickly realize why radio-comm became such a thing