poptart_fairy posted:The music across the entire franchise does this for any stealth encounter, I think. As you start taking out more and more goons, extra instruments and lines of music will begin to swell to a peak. It's a neat way of getting the player excited in sections that can look fairly sedate next to combat areas. The music also gets more intense if you're spotted in the predator rooms.
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# ? Sep 30, 2015 18:36 |
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# ? Jun 5, 2024 07:12 |
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There's a similar mechanic in Payday 2 - the same music track plays quiet and subdued if you're in stealth, builds as the SWAT assault ramps up, is the loudest and most frantic at the peak, has a trail-off segment as the cops regroup and a more relaxed part for the breather in between. You can usually tell when a retreat or attack is coming up based entirely off how the current track is being played.
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# ? Sep 30, 2015 18:46 |
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Nuebot posted:So I learned a neat little trick that I like a lot for an annoying mission, thanks to a bug in MGSV. Another thing about that mission is that it doesn't spawn any extra soldiers when you get to the kids, so if you go clear out the route first you can just walk them to the chopper with no trouble. Found that out accidentally as I used that exit route to get into the base in the first place
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# ? Sep 30, 2015 19:53 |
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poptart_fairy posted:The music across the entire franchise does this for any stealth encounter, I think. As you start taking out more and more goons, extra instruments and lines of music will begin to swell to a peak. It's a neat way of getting the player excited in sections that can look fairly sedate next to combat areas. I was more excited for the proximity/LoS music adaptation for the Cobra tanks because I'm terrible at using the Batmobile radar to judge distances.
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# ? Sep 30, 2015 21:41 |
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QuietLion posted:The best Predator room was the final Harvey Dent one, just because the music changes like you said. As I was going full-out and knockout takedown-ing eighteen men, the music kept crescendoing with each unconscious thug. You should use the evidence scanner (up on d-pad in combat mode). It will show the tanks through walls, if you're facing them. It helps a lot.
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# ? Sep 30, 2015 23:26 |
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edit: wrong thread. I'm a doofus. My favorite little thing in Blood Bowl 2 is that the tutorial is a very slow story mode that teaches you.
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# ? Sep 30, 2015 23:56 |
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Soldier: "CP! A cardboard box is moving!" CP: "Knock it off." Soldier: "But.... The box!"
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# ? Oct 1, 2015 03:41 |
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Inco posted:You should use the evidence scanner (up on d-pad in combat mode). It will show the tanks through walls, if you're facing them. It helps a lot.
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# ? Oct 1, 2015 03:51 |
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Tempest_56 posted:There's a similar mechanic in Payday 2 - the same music track plays quiet and subdued if you're in stealth, builds as the SWAT assault ramps up, is the loudest and most frantic at the peak, has a trail-off segment as the cops regroup and a more relaxed part for the breather in between. You can usually tell when a retreat or attack is coming up based entirely off how the current track is being played. I don't think I've ever played a game where the music felt so vital; I tried playing while listening to my own music one time, and was so completely disoriented that I've never done so again.
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# ? Oct 1, 2015 20:54 |
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Tempest_56 posted:There's a similar mechanic in Payday 2 - the same music track plays quiet and subdued if you're in stealth, builds as the SWAT assault ramps up, is the loudest and most frantic at the peak, has a trail-off segment as the cops regroup and a more relaxed part for the breather in between. You can usually tell when a retreat or attack is coming up based entirely off how the current track is being played. Left 4 Dead had this as well, along with music cues for most events in the game. Including unique notes for each of the special infected, so you could hear which of them were coming for you. This kind of music seems to be a really useful feature in wave based games to give the players a sense of what is going to happen without having to resort to a ton of UI elements. The old Lucas Arts adventure games had something like it too, where depending on wherein the area you walked and what you did, the MIDI music would change subtly, like enabling different instruments and sub-tracks.
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# ? Oct 1, 2015 21:25 |
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Yeah, dynamic music isn't a new thing, but it's tricky to do well.
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# ? Oct 1, 2015 22:01 |
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Rare's N64 games had great music for the same reason. All done in MIDI tracks but they swapped instruments out or changed tempo based on where you were and what you were doing. Banjo-Kazooie's soundtrack is almost 7 hours long because of it.
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# ? Oct 1, 2015 22:06 |
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Rectus posted:Left 4 Dead had this as well, along with music cues for most events in the game. Including unique notes for each of the special infected, so you could hear which of them were coming for you. This kind of music seems to be a really useful feature in wave based games to give the players a sense of what is going to happen without having to resort to a ton of UI elements. Whenever The Witch had spawned in the level, you'd hear a very quick clip of her unique music playing as a little "heads up" to attentive players, the Witch's music itself got louder and more intense the closer you got to her, and for good reason since she will kill you in a single blow if you set her off.
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# ? Oct 1, 2015 22:13 |
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Judge Tesla posted:Whenever The Witch had spawned in the level, you'd hear a very quick clip of her unique music playing as a little "heads up" to attentive players, the Witch's music itself got louder and more intense the closer you got to her, and for good reason since she will kill you in a single blow if you set her off. All the special zombies had their own special "sting", they were all pretty awesome.
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# ? Oct 1, 2015 22:33 |
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I would kill for another Portal game or L4D, but I think Valve has a strange phobia of the number 3.
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# ? Oct 1, 2015 22:43 |
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I like what Splosion Man did with its music, where each individual piece is like a minute long but all have the same timing and instruments so going from level to level to menu all flows like a single continuous piece of music. Long Live the Queen did something similar where the entire soundtrack is piano music and the different songs all flow together into a single ongoing piano solo.
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# ? Oct 1, 2015 22:53 |
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TontoCorazon posted:All the special zombies had their own special "sting", they were all pretty awesome. The epic Tank music always made me clench my rear end in a top hat. Hated that guy.
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# ? Oct 1, 2015 23:08 |
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I think System Shock is one of the earliest games with contextual music. I don't know if it's the earliest, however.
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# ? Oct 1, 2015 23:15 |
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Early L4D was amazing just because it was so easy to be an rear end in a top hat to your teammates on it. If you just straight ran for it and left everyone else behind you could run in front of the horde spawn. So you'd be in the safe room alone and your teammates would all be laying there being eaten by zombies.
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# ? Oct 1, 2015 23:38 |
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Lady Naga posted:I think System Shock is one of the earliest games with contextual music. I don't know if it's the earliest, however. The earliest was probably a LucasArts adventure game.
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# ? Oct 1, 2015 23:46 |
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Lady Naga posted:I think System Shock is one of the earliest games with contextual music. I don't know if it's the earliest, however. In Super Mario World when riding Yoshi bongos and percussion gets introduced into the already playing track. Yoshi has his own set of music for every song in that game. I don't know if there was any additions to the boss music. I think it even changed the over-world music too.
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# ? Oct 2, 2015 00:07 |
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TontoCorazon posted:In Super Mario World when riding Yoshi bongos and percussion gets introduced into the already playing track. Yoshi has his own set of music for every song in that game. I don't know if there was any additions to the boss music. I think it even changed the over-world music too. I don't think there would be for the boss fights. Mario leaves Yoshi at the entrance before every boss level.
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# ? Oct 2, 2015 00:09 |
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TontoCorazon posted:In Super Mario World when riding Yoshi bongos and percussion gets introduced into the already playing track. Yoshi has his own set of music for every song in that game. I don't know if there was any additions to the boss music. I think it even changed the over-world music too. That's not really the same. System Shock switched between actual music tracks, rather than just adding/removing instruments.
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# ? Oct 2, 2015 00:13 |
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haveblue posted:The earliest was probably a LucasArts adventure game. The X-Wing/TIE Fighter series had fantastic use of dynamic music. You would get leitmotifs of the movies' soundtracks depending on what's going on. One of my favorite bits was in X-Wing Alliance, where the Imperial March would play whenever Imperial ships entered the area. It would sound pretty standard when starfighters and small capital ships were come in. But whenever a Star Destryoyer jumps in, the march would sound grand and really menacing, just to let you know how hosed you were.
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# ? Oct 2, 2015 00:21 |
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Action Tortoise posted:I don't think there would be for the boss fights. Mario leaves Yoshi at the entrance before every boss level. You are correct
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# ? Oct 2, 2015 00:22 |
poonchasta posted:I would kill for another Portal game or L4D, but I think Valve has a strange phobia of the number 3. Aside from the usual jokes, I think this might just be because there's a stigma around the third entry into a franchise, it's usually considered either the best or worst of it so there's a lot of pressure to make it really good or you risk the entire series.
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# ? Oct 2, 2015 01:01 |
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They added a percussion section for castles in Mario Maker, since you can have Yoshi in them. Also, ghost houses and air ships. It is awesome.
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# ? Oct 2, 2015 01:06 |
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codenameFANGIO posted:They added a percussion section for castles in Mario Maker, since you can have Yoshi in them. Also, ghost houses and air ships. It is awesome. I was wondering if they returned with yoshi's music track in Mario Maker, that's good news
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# ? Oct 2, 2015 01:33 |
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Lady Naga posted:That's not really the same. System Shock switched between actual music tracks, rather than just adding/removing instruments.
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# ? Oct 2, 2015 01:45 |
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Nuebot posted:So I learned a neat little trick that I like a lot for an annoying mission, thanks to a bug in MGSV. I always loved that you could do that with Emma in MGS2 and EVA in MGS3. Don't feel like being slowed down? Tranq em and sling em over your shoulder. Bam.
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# ? Oct 2, 2015 02:03 |
gamingCaffeinator posted:I always loved that you could do that with Emma in MGS2. I never even thought to do that in 2!
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# ? Oct 2, 2015 02:04 |
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Nuebot posted:I never even thought to do that in 2! now that's some lateral thinking!
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# ? Oct 2, 2015 02:13 |
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Fire Emblem Awakening does dynamic music pretty nicely. It's an SRPG with cutaways for battles, and the rest of the series has a problem with only ever hearing the first few seconds of the battle theme. In Awakening, the music instead smoothly transitions to an "Ablaze" (or "Galvanised" on enemy turns) version, with much more bombastic instrumentation, and then back to the normal version after the battle. I'm on phone or I'd link some songs for comparison. A related-to-this-but-not-dynamic-music little thing is the way the game handles boss music but I can't remember if the post by Fedule that made me appreciate it was in here or an LP thread.
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# ? Oct 2, 2015 02:24 |
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It gets mentioned a lot, but: in MGR: Revengeance the boss fights have a typical score initially, and as the action heats up and moves into the final phase the song gains a vocal track (and if you look up the words it usually has something to do with the boss's character and motivation). The end boss's vocals are only heard while Raiden is holding his sword; if it gets knocked out of his hand they go silent until you pick it back up. This includes a brief instant during the climactic QTE where he deliberately lets go for a moment. haveblue has a new favorite as of 02:34 on Oct 2, 2015 |
# ? Oct 2, 2015 02:31 |
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Nuebot posted:Aside from the usual jokes, I think this might just be because there's a stigma around the third entry into a franchise, it's usually considered either the best or worst of it so there's a lot of pressure to make it really good or you risk the entire series. I just happened to look up Left 4 Dead 3 today to see where it was at and pretty much found an article that flat out said that HL3 has a skeleton crew on it because they're afraid of having a Mass Effect 3 ending debacle on their hands. Also their Multiplayer Games are bringing in so much cash that they don't have a real need or reason to put out an HL3 or L4D3, sort of like Konami backing away from AAA games to focus on pachinko and mobile cash games.
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# ? Oct 2, 2015 02:32 |
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During the child soldier escort in MGSV you could also air drop two jeeps in, load the kids up and send them off that way. I should redo that mission now that I have the special wormhole Fulton. That should make it ridiculously easy.
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# ? Oct 2, 2015 02:32 |
Smelly posted:During the child soldier escort in MGSV you could also air drop two jeeps in, load the kids up and send them off that way. honestly the landing space is like, five feet to the right of the cave and it takes no time to get them all in. The hardest part of that mission is getting all the tanks and snipers if you want to get all the objectives done.
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# ? Oct 2, 2015 02:39 |
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Tamayachi posted:I just happened to look up Left 4 Dead 3 today to see where it was at and pretty much found an article that flat out said that HL3 has a skeleton crew on it because they're afraid of having a Mass Effect 3 ending debacle on their hands. Also their Multiplayer Games are bringing in so much cash that they don't have a real need or reason to put out an HL3 or L4D3, sort of like Konami backing away from AAA games to focus on pachinko and mobile cash games. OTOH, Episode 3/HL3 has been in development limbo way longer than the Mass Effect 3 ending debacle has been a thing.
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# ? Oct 2, 2015 02:46 |
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Also there is some pretty good evidence that Left4Dead 3 is most likely coming out in the near future with their new engine. Valve is allergic to Half Life 3 though.
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# ? Oct 2, 2015 03:01 |
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# ? Jun 5, 2024 07:12 |
TontoCorazon posted:Also there is some pretty good evidence that Left4Dead 3 is most likely coming out in the near future with their new engine. Valve is allergic to Half Life 3 though. By this point they're looking at a duke nukem forever scenario, especially after they canned Half Life 2's episodic thing. If the game isn't the next coming of digital Jesus then people are going to be pissed. But there's just no way for the game to live up to the time it's taken to make it or the expectations the fans have built up for it.
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# ? Oct 2, 2015 03:08 |