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It wasn't just that the music track changed or something, it's that the music reacted to specific events on screen. If people don't know what MM means, play through the original Scrabanian nests. Notice how every time a scrab drops down or enters the screen, that loop starts again? There are other places in the temples where a percussion hits whenever a scrab hops a gap.
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The music changes depending on what's happening (possessions, alerts etc), don't worry.
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My observations are primarily based on the Stockyards secret area and the Scrabanian Nest, though I have no doubt the technique features in other areas.* When the Scrab chase music plays in AO, percussion is layered over the song in time with the Scrab's jumps. As well as helping the player take in the "rhythm" of the puzzle e.g. jump timing, it's just generally really cool.
In the Scrabanian Temple, the musical shift when you drop down from a ledge is often your only clue at an off-camera Scrab, so the actual track change is important too as a sort of player "spider sense".
In my humble opinion, musical scores in games are more effective the more they sound like an ambient product of the game world itself, rather than something someone sat down and wrote.
I've seen a couple of recordings of that Stockyard area (including the PSNation stream the other night), and I couldn't hear any dynamic effects. I know it was an old build, though, so fingers crossed you've patched it in since.
* Next time you possess a Glukkon in AE, listen carefully as you walk. didlydidlydidlydidly
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If anything, the Scrabanian Nests had some of the most annoying music in the entire game!
All I wanted to do was just hear that epic and ominous drumbeat while in the Nests themselves, but when you actually went through them, it kept looping over and over and over again with the same exact booming sound and it drove me fucking nuts!
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