Current Features: Music Details
Yesterday I talked about features that give the game a dynamic, free-flowing relationship with the music. Today is about how the music will be integrated in detail, and how music really is involved with at least 90% of the game features.
There are some parts that just need to be choreographed in detail with the music – events on-screen happening with a specific guitar strum or crash of a cymbal. Solo sections in the music will make great use of this, particularly for the inevitable boss battles and other epic climaxes. This is where the story of the game can be told, acting as a more intimate and interactive kind of cut-scene, where you’re truly part of the music.
Vocals are also very linked in with the game. Several sections will have their own lip-sync to go with it. Hordes of enemies will sing and roar lyrics at you, bosses will scream at you their objectives, how and why they’re here. Entire levels are alive, they are the music, and as I’ve said in a previous post, you will be fighting the music. Trust me, it’s badass. I recently just finished a section where both the enemies and the background sing in chorus. In terms of gameplay, it’s a fairly simple section (actually, it’s a lot like Asteroids… that’s kinda cool), but with those singing effects it’s seriously cool.
As well as the features above that are chosen for specific parts of the music, there is a more general method of detailing the game using the music. The game goes with the beat and the tempo of the music using a number of counters set to activate events at 1/16ths, 1/8ths, 1/4ths etc. – changing the frequency of certain actions like enemies shooting guns. For example, a large enemy with a powerful gun might only shoot every 1/4 beat, whereas a drone with a machinegun might shoot rapidly every 1/16 or 1/32.
This tempo control is spread across many things, from the frequency a transporter spawns a group of drones to things like a platform moving back and forth. Since tempo varies from song to song, each level kind of gets it’s own character from it. For most levels it will be a subtle difference, but the fact that the game takes tempo into account for so much will really draw you into the song, and make the levels come alive.
I believe that covers most details of the fusion between music and game. My next post is a mystery, even to me!