Sound is something that can make or break a game for me.
As I’ve mentioned before when I wrote about level design,
audio cues can be used to lead the player and to make environments more
believable. Pickups should make appealing sounds when you get them and enemies
should sound the way they look, whether that be scary and alien or something
more quirky. Plus there’s nothing quite like the level up “ding” to alert you
that you’re doing well, or doing awesomely (see Wildstar).
But if there’s one thing that can always enhance a game for
me it’s good music. Nothing makes me more excited for a boss battle than the
promise of some good upbeat or intense music. Nothing disappoints me more than
a boss with some generic orchestral piece in the background with no real hook
to it. This might just be my opinion, but if there’s one thing the whole trend
of making games more ‘cinematic’ has been bad for its letting the drama
overshadow the melody.
I’ve referenced this game countless times already, but I
feel Metroid Prime is a very appropriate title to reference here not only
because of its great sound design but also because I often write these blogs
with music from the game playing in the background. Music from this game (mostly
composed by Kenji Yamamoto) is enjoyable to listen to and appropriately alien
sounding, but not distractingly overpowering. It sounds like it’s just oozing
out of the environment, being made by all of the flora and fauna and everything
in your surroundings. Compare it to the music in Other M where almost all of
the music was limited to traditional orchestral instruments and nothing stood
out.
The boss themes are similarly alien sounding, while more
upbeat with powerful chords and distinctive tunes. One of my favourite pieces
of video game music is the theme for the Hive Totem, a small miniboss near the
start of the game. I remember it from back when I first played the game- for
some reason it stuck out to me. That’s what good music should do, turn
something that wouldn’t ordinarily make a huge impact into a memorable
experience.
Of course music doesn’t have to blend in, it can be a main
feature. I found that the first time I played Super Hexagon I wanted to keep
trying to get further just so I could hear more of the music, and it was really
exciting. The graphics are very simple, and extra colour and movement only
exists to support the music as the shapes pulse to the beat and the colour
changes hue like disco lights. Music with a good beat works wonders for fast
paced games like this, and Chipzel’s work is a perfect fit.
Hotline Miami is similar, with its need for quick reflexes, retro
music, colour changing background and the way you can restart in a split second
after death. This game chooses to have the music continue playing even when you
die so it doesn’t become repetitive, and this works very well in preventing
death from becoming more of an annoyance than is necessary. Super Hexagon
manages to do this too, despite having the music stop and start upon death by
having the music start up from different points in the song, while staying away
from the most intense parts to leave them as reward. This makes the tune seem
newer for longer and prevents restarting from feeling too repetitive.
As a final note, there’s nothing more exciting than an important
boss having a proper song with lyrics as its theme song- even more so if it is
an improved version of a song earlier in the game and/or the title theme. Key
things to consider with this though are repetitiveness and of course how
appropriate it is for the situation. My favourite examples of this would be the
final boss of Sonic Adventure 2 playing the full version of the title theme,
and the final boss of The World Ends With You using a remix of several
different songs from earlier in the game.
All in all, I think the most important factor in game music
composition is making things memorable. Fitting music will always make a huge
difference in the atmosphere of a level or boss and will affect the mood of the
player significantly. Get it right and it’ll make all the difference.
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