Music Cues In Game

ResolutionBlazeResolutionBlaze 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 :wink: Go easy on me.

Comments

  • sayerulzsayerulz oregon Join Date: 2015-04-15 Member: 203493Members
    Their is ambient music for biomes. I feel that having the music change based of the proximity of predators would result in some odd cutting in and out that just doesn't work very well. Music would be changing to suddenly and often for people to appreciate it fully.
  • ResolutionBlazeResolutionBlaze The Dunes Join Date: 2016-04-06 Member: 215392Members
    sayerulz wrote: »
    Their is ambient music for biomes. I feel that having the music change based of the proximity of predators would result in some odd cutting in and out that just doesn't work very well. Music would be changing to suddenly and often for people to appreciate it fully.

    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.
  • KlinnKlinn Lost in a cave Join Date: 2016-03-09 Member: 214022Members
    edited April 2016
    sayerulz wrote: »
    Their is ambient music for biomes.
    Interesting side point -- the Observatory is considered a unique biome, and I think it's defined that way so they can play that special "zen" ambient music in that location.
  • HaliosHalios Oz Join Date: 2015-11-27 Member: 209514Members
    sayerulz wrote: »
    Their is ambient music for biomes.

    Is there? I hadn't noticed. Just the constant screams of predators in some biomes which drives me away.
  • OsydiusOsydius France Join Date: 2015-09-19 Member: 208031Members
    I got a music cue the first time I went to the Blood Kelp Biome, and the music was perfect, it went perfectly with the biome's feeling. Gave me goosebumps :smiley:

    It would be cool to have more of those.
  • CoranthCoranth Join Date: 2015-06-02 Member: 205160Members
    ... hate it when the music 'cuts off' as you enter/exit the various Biomes; they need to gently mix it and/or fade it in and out, so it's relatively seamless.
  • MagelanMagelan France Join Date: 2016-04-07 Member: 215464Members
    They could take the main theme and in stead of cutting it each time you change biome or environment, modify it to make it appropriate to the situation, using different instruments and tones
  • ResolutionBlazeResolutionBlaze The Dunes Join Date: 2016-04-06 Member: 215392Members
    edited April 2016
    I think this game, in terms of what I am talking about, can take some notes from SOMA. Underwater based horror game made by Frictional Games, the same guys behind Amnesia: The Dark Descent and the Penumbra series.

    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.

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