Music Cues In Game
ResolutionBlaze
The Dunes Join Date: 2016-04-06 Member: 215392Members
I am one who believes that music is really what drives a game forward. A game without music is empty of essence, of a "soul". Whether it is to build a beautiful exterior with a terrifying interior (like this game does) or otherwise, music is what gives us a feeling, either of wonder or of dread, of courage and glory or of daunt and depression.
Even the most subtle use of music cues can really make a moment tense or threatening. Which is what I think this game needs more off.
The monster sounds are spot on, I love them. But they need some extra threat to them.
I think there could be some chase music: similar to horror games such as Amnesia, but not exactly the same. I don't think the music should kick in once one sees you, but as one attacks you until you escape. The music can also become more intense as your health is lower. What I was thinking is three "tiers" of music cues should be presented:
Tier 1: The lowest tier, meaning the monster is smaller or of a lower threat. In other words, these are your small fish with sharp teeth and parasites. The music is almost giving you an "oh no!" signal but nothing much more.
Tier 2: Middle tier. These are your "normal" sized monsters; Stalkers, Sandsharks, and the like. These are much more urgent, but not necessarily "desperate" sounding (unless you're on low health).
Tier 3: The highest tier, and engulfs the bigger/more dangerous sea creatures of the game. These are your Leviathans. This music is scary, fast paced, a get-the-hell-out-of-here sort of urgent, and the most threatening.
This is my first discussion post Go easy on me.
Even the most subtle use of music cues can really make a moment tense or threatening. Which is what I think this game needs more off.
The monster sounds are spot on, I love them. But they need some extra threat to them.
I think there could be some chase music: similar to horror games such as Amnesia, but not exactly the same. I don't think the music should kick in once one sees you, but as one attacks you until you escape. The music can also become more intense as your health is lower. What I was thinking is three "tiers" of music cues should be presented:
Tier 1: The lowest tier, meaning the monster is smaller or of a lower threat. In other words, these are your small fish with sharp teeth and parasites. The music is almost giving you an "oh no!" signal but nothing much more.
Tier 2: Middle tier. These are your "normal" sized monsters; Stalkers, Sandsharks, and the like. These are much more urgent, but not necessarily "desperate" sounding (unless you're on low health).
Tier 3: The highest tier, and engulfs the bigger/more dangerous sea creatures of the game. These are your Leviathans. This music is scary, fast paced, a get-the-hell-out-of-here sort of urgent, and the most threatening.
This is my first discussion post Go easy on me.
Comments
Well, I wasn't really necessarily thinking of proximity, more of once the predator does damage to you, the music shifts to more intense music.
Is there? I hadn't noticed. Just the constant screams of predators in some biomes which drives me away.
It would be cool to have more of those.
The chase music wasn't over the top. It was actually subtle at some parts. It really depended on the monster you were up against.
https://youtube.com/watch?v=TElkJFzoA0I
If I had it my way (remember, I said after you take damage not once they spot you):
4:50 - 6:08 ~ Stalker Attack
00:35 - 1:10 ~ Bleeder Attack
7:20 - 8:57 ~ Biter Attack
13:02 - End ~ Sandshark Attack
10:29 - 11:46 ~ Boneshark Attack
8:59 - 10:28 ~ Reaper Leviathan
So on. Just ideas.