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Post by Ghalion on Jun 6, 2016 8:40:46 GMT -6
I hate to be that guy but Im actually fairly opposed to this.
First, im not sure that sotn example counts as thats more like a track change due to player input kinda. I mean its like having a jukebox in game that lets you change the bgm when you interact with it.
But an early example I can think of is the old super mario bros on nes. Dat bgm would double in tempo or something when the timer was running out.
In any case, im not too keen on this because I think soing it might limit the arrangements of the original tracks. I mean when I think of games with some of the best bgms I think of the series' castlevania, Ys, and Touhou. But dynamic music never seemed like a highlight to any of the games I can think of in any of those series'.
I think its important that the composer has the freedom to maximize the stress and relief and bigness and all that such in one track when and where they see fit without having to water those elements down so the alternate dynamic tracks can fit into those roles across the board.
I hope I explained that well.
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BloodyTears92
Loyal Familiar
[TI1]It is time for darkness. It is a blood banquet.
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[TI1]It is time for darkness. It is a blood banquet.
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Post by BloodyTears92 on Jun 6, 2016 12:33:03 GMT -6
Hmm, I know what you mean and in some games (Like Fire Emblem) it works well since the games transition between an overworld and a "Battle Area" but Caslevania games don't really have that. To me its more about setting a mood or ambiance that gets you into a groove as you move through an area. It worked (how well is up to you) in Mirror of Fate because enemy encounters were a bigger focus: enemies had a lot more health and were in general more dangerous than the average 'Vania mob, thus swapping from an "ambient" theme to a "combat" theme made more sense.
If done poorly the music could bounce back and forth like a hyper child on sugar as you move through a zone OHKO-ing everything.
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Astaroth
Fifty Storms
What a wonderful night to have a curse...
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What a wonderful night to have a curse...
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Post by Astaroth on Jun 6, 2016 14:03:46 GMT -6
ff14 has a bunch of good examples of a dynamic calm and battle theme swapout like blind to the darkness and hamartomania (if you look these up try not to watch the vids cause possible spoilers? >.>), and uses it very well for the most part (sometimes itll switch to another boss or battle theme, but when it does use that method it is EPIC) but like tears mentioned its best used for areas like moving from one part of an area to another or over/underwater or boss rooms as opposed to having it pop up every time you see or attack an enemy because that could quickly devolve into one note songs
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Post by blankslatenator on Jun 25, 2016 7:54:57 GMT -6
Yeah right, I mean too much dynamic is just awful chaos, but the most effective psychological theory behind dynamic audio, from what I have read, isn't just one note repetition. In basic music theory the sound of transitioning from A to G# sounds completely different transitioning from G# to A. The notes are the exact same but the context of the notes leaves the listener to hear a higher change in pitch to a lower change in pitch during the transition, so its the in-between part of the notes that you are actually perceiving, Guthrie Govan, a guitar virtuoso states he could hit the same note 5 times in a row and make it sound different each time. If that is true, the purpose of the note's use is what determines the outcome of the final sound and is what makes a composer so important. Its carefully placed, hard to notice skillful transitions or tonal themes that are shifted accordingly to a situation at hand. The most immediate one that comes to mind is the piano sound in Mass Effect 3, it is present in every single song on the album but in such select areas only the subconscious of a player would pick it up. The composers intended for the piano hook to stick to the player's mind throughout until that final scene where they cut all sound and only had that piano part playing finally. That OST is absolutely brilliant with its dynamic audio; it picks non-invasive, psychological hooks. . This really would be outside an Igavania's norm, though, going full on feels would be really weird, but I think this is still on the level of an indie game, and at least in story mode, indie games tend towards atmosphere and feels. I mean I already hear a thematic similarity between The Galleon of Minerva and The (Currently) Unknown Track. Also I noticed the rain in the demo shifts out as you go through the level, that was awesome!
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Post by blankslatenator on Jun 25, 2016 9:16:01 GMT -6
Mega man X had a great build up transition from level music to boss music. It was quick, efficient, and got you pumped. Man that game is so good.
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