The Double-Edged Nature of Video Game Music

preview_player
Показать описание
Ever thought about the existential randomness of the music in video games?
No?....
Ok, then don't watch this video.

Рекомендации по теме
Комментарии
Автор

I feel like sideways made with channel as a passive aggressive message against his music school

myopinionsarefacts
Автор

Fun fact:
In NieR: Automata, every time you use the Hack command, the music becomes an 8-bit (early electronic sounds) version of the song that was playing in the background, picking up at the exact place the last song left off. But the weird thing is, there are no 8-bit files in the game. That’s because they actually created a program that will, on the fly, make an 8-bit version of each song- processing or fading out the background, vocals and all- each time you Hack, that stops running as soon as you’re done.

This can still be seen in the last area of the game, because of a glitch. Technically there are 2 songs playing, but one mutes itself and switches to the other depending on where you are and what you’re doing... except when Hacking. The music program makes a song out if both tracks at once, by accident. (Even now, I don’t think it’s been patched).

When they made a CD with just the Hacking songs, technically, they had to create concrete, replayable versions for the first time. And since they didn’t reproduce every song... that mean some of those song only exist when the game is being played and the midi program is running, for only as long as you are Hacking.

*shrug* Not quite the same as a “chance” song, but pretty interesting, I think.

(edited to correct my use of the word “midi” with “8-bit”. Thanks, Bryan E. A :) )

ShePudding
Автор

In the game Undertale there’s a part in it where Toby Fox got tricky (game dev and composer). It loops the first part of the song over and over until you move to the next room, where it cuts to the second part. Then the second part is timed for players who keep moving at the well estimated pace so that the music builds up and bursts at a certain point.

venomousviperkin
Автор

God damn, that was in depth. Amazing work.

Exurba
Автор

New Sideways video heck YES I wanna get LEARNED on a topic I know ABSOLUTELY NOTHING ABOUT because it's INTERESTING

milesboop
Автор

You could do an entire episode on the Portal 2 soundtrack. Like how Triple Laser Phase could play for years and no two parts would be exactly the same. Or how some music changes depending on how fast you're moving.

InvisibreadInc
Автор

Splatoon 2’s Inkopolis News music loops, and then when it’s done, it just somehow leads right into the end, every time, no matter what pace you go through text at. The same thing goes for the battle music.

jamieklein
Автор

I love how every time you want a "big blast" song you go to Star Wars, because we both no that when Williams swung that baton for the first time, pure gold shot out of it

codeviper
Автор

You should tell us who these composers you keep referencing. I don't recognize them by their faces.

austinbaker
Автор

I like how Touhou games have the soundtrack composed first and the game is then structured around the songs...

...doesn't relate to the video to much, but I thought I'd share that! ;)

Alienrun
Автор

In Legend of Zelda: Wind Waker, I was always impressed by how the music adapted when you would make contact with your sword and how it transitioned from the battle theme

Hello-pphl
Автор

Somehow the track "undertale" in Undertale when you visit new home synchs up perfectly every time.

MiseryLovesCompany
Автор

Surprised you didn't mention how Journey and Metal Gear Rising both have it set so certain parts of their track are cut through in order to match the on-screen actions. Like Journey's slide to the underground when you launch of the ramp it always hits the same segment of music, or how in Rising whenever the first boss's QTE activates it will ALWAYS cut to the moment in the track that goes "RULES OF NATURE!!" Like you said, the music has to be structured improperly at times to make sense in context, but those two examples I gave would be nice additions to show how developers have tried to overcome those obstacles.

BriHarded
Автор

I'm kind of surprised you didn't bring up Mick Gordon. Both Doom and Killer Instinct gave soundtracks that adapt to the players action, with Doom in particular having dozens of variations for each chord and transition.

ZdkDzk
Автор

I'm not the only one who intentionally waits for 'swells' or 'climaxes' in soundtracks to do something 'cool' in games?

Most recent example I can think of off the top of my head is the third and final movement of Monster Hunter World's Rotten Vale large monster battle music, where a deceptively quiet french horn sets off the melody as an orchestra surges in the background, and the timpani sets a martial tone to the song. Very uplifting piece without being ridiculously over-the-top with WOW THIS IS SO EPIC... and I will intentionally be really careful not to do too much to the giant red good boi until that moment comes, then go for the biggest moves and highest damage I can.

angrytigermpc
Автор

Alien Isolation had a system where the track that signals the alien's presence would trigger when it was nearby and then crescendo when it actually appeared. It was a really cool use of music that helped increase tension, especially since most of the game is silent or prefers ambiance.

yourfriendlyneighborhoodfb
Автор

I think that game music is more unique than a standard film or television score because if must stand on its own. This creates a bit of a disconnect, as unlike in film, the score is not a completely subservient tool of the story. The most similar comparison I can think of in non interactive media would be musicals, since a large piece of the work is dedicated to it.

Because of this situation, game music is more identifiable, I believe. I can remember at least a dozen songs from Mario. I can barely think of more than the main theme with any given film.

jedisquidward
Автор

the mobile game Monument Valley had a really interesting method for dealing with this. The majority of the backing music is made up of atmospheric drones, but when the player interacts with the different elements of a puzzle, each motion plays a note lying somewhere within the harmonic structure of the background drone texture. The player completes the piece of music by completing the level.

IceCreamIslander
Автор

I think the piece "Failing, " for solo string bass, is another good example of aleatoric music. Not only is the end partially improvised, but the piece is made to be so difficult that it would be nearly impossible to play without failing. Because this is meant to be part of the piece, every performance is different.

erikgrundy
Автор

I love listening to music from my favourite games outside of the game itself because it reminds me of that time when I _was_ playing the game and that music _just fit so perfect._ I love the emotion I get from BAATH and Deoxys' theme without actually being _in_ that fight with Undyne or Deoxys _in the current moment._ Not only is that just great music design but a great game as well. If the game has instilled an emotion-fueled memory so strong, and the music is so well written, that I can recall that memory and that emotion and that experience so clearly, that game is instantly one of my favourites, as well as the music. Instant sub, I'm glad I found someone as passionate about video game music as myself :)

SnoFitzroy