The audio establishes an enclosed indoor setting through lack of echo in dialogue and background noises. The setting then changes to an imagined ancient area conveyed through dialogue and percussion-based music. The dialogue was likely recorded in a studio with actors and microphones, while background noises may have been Foley artistry or field recordings. The music uses percussion to set a fast-paced, exciting yet dangerous mood that builds the imaginary setting. Swords clashing and other fight sounds suggest the game genre is an RPG or fighter due to actions in the imagined section, with these effects created through Foley artistry. The narrative is clear from dialogue describing actions and sound effects of swords clashing during fighting.