After the introduction of the concepts of acoustic ecology and soundwalks, and of their application to video games study. this paper proposes a framework to produce sound analyses of video games. Based upon the study of two soundwalks enacted in one of the areas of Horizon Zero Dawn (Guerrilla Software, Sony Interactive Entertainment, 2017), three approaches, political, functional and aesthetic, are developed. If the political approach yields results, the functional and aesthetic stances illustrate the framework’s limits. Propositions to overcome these limits are offered in the conclusion of this paper.