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  #31  
01-03-2016, 10:29 PM
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Well there has to be a limit to how often it can play a note - a "resolution" that every note played would be limited by. When I say resolution I don't mean of the audio, but the synthesizer. If you want quaver triplets offset by a semiquaver (or a demisemiquaver) at 130bpm then you're going to need a higher resolution synth timer than to just play crotchets.

And the chase music is intended to react to what happens. It's not musically pleasing, and it treats it as more of an effect than anything else. You can't call a creative decision shitty programming though.
Seriously, if you were able to listen to it properly, you'd see that it is a structured beat with rhythm and even melody. You just never get to hear it properly.

Scrabanian Nests, skip to about 30 seconds in.

Paramonian Nests, kicks in at around 40 seconds.
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Last edited by Nepsotic; 01-03-2016 at 10:34 PM..
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  #32  
01-03-2016, 11:02 PM
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How should it be done though? I'm not saying what the music is or isn't, but they obviously made the decision to just have it happen directly in line with what happened in game.
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  #33  
01-04-2016, 06:00 AM
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Have it less sensitive, like P2's dynamic OST. Much less jarring.
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  #34  
01-04-2016, 04:30 PM
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But aren't they supposed to be really sudden and intense, especially the nests ones? The only time it was questionable imo was when slogs or fleeches were on screen and the music often sounded like it was tripping up.
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  #35  
01-05-2016, 10:09 AM
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At first glance I thought this thread was about whether the Oddworld fanbase interacts with explosive farts.

the answer is yes.
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  #36  
01-05-2016, 12:58 PM
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But aren't they supposed to be really sudden and intense, especially the nests ones? The only time it was questionable imo was when slogs or fleeches were on screen and the music often sounded like it was tripping up.
Yes, but it can be intense without tripping up over itself. This is mainly an issue with Scrabanian Nests.
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