Music Progress
People asked me by mail last week: "Why did you wait so much to start making the game music?". Well, back when the project started I had a very different idea of what the game was going to be like when finished. Now I can see and actually feel how this game is evolving, and these are some ideas I have about the soundtrack:
It won't be orchestrated. Not because I can't make nice arrangements, I just want to differentiate AM2R from VonRichter's Metroid:SR388 in terms of style, and this includes music.
And besides, VonRichter clearly kicks my ass at composing epic soundtracks.
So, I chose a more electronic approach. I'm using some elements from Metroid Prime 1 (filtered drums with background choirs and pads), and the Metroid fights will be like boss battles in Fusion (upbeat techno, just to raise the tension). This kind of sound will fit the game style.
For example, the main tunnel theme is catchy and invites to the adventure of exploring SR388. The ruins areas are calm and mysterious, the player senses something terrible happened there.
After clearing an area, as you go deeper into the planet, the main theme changes according to the new areas. Caves become darker, and the music becomes atmospheric and clautrophobic.
I hope you could understand anything I wrote, it's even more evident that English isn't my native language when I try to describe music.
About the music progress: I just finished the first version of the main tunnel theme. I'll show you a preview on my next post, right now I'm tweaking the song everytime I get my hands on it.
NCFC 2008 has been announced, and I've registered a booth. I'm preparing some exclusive material: A new trailer, some new screens of the latest developed areas, and a new demo. The trailer might give you a preview of a Metroid fight, the demo will be mostly an update fixing some bugs, improving performance and adding customizable controls (Finally!!).
Regarding your comments about the endings: Yes, there will be multiple endings in the game, depending on completion time, item percentage and difficulty level (there are 3). When the time comes I'll be choosing an artist to draw the ending screens, since I totally suck at drawing, and HyruleSwordsMan is specialized in sprites.
Thank you all for your support.
It won't be orchestrated. Not because I can't make nice arrangements, I just want to differentiate AM2R from VonRichter's Metroid:SR388 in terms of style, and this includes music.
And besides, VonRichter clearly kicks my ass at composing epic soundtracks.
So, I chose a more electronic approach. I'm using some elements from Metroid Prime 1 (filtered drums with background choirs and pads), and the Metroid fights will be like boss battles in Fusion (upbeat techno, just to raise the tension). This kind of sound will fit the game style.
For example, the main tunnel theme is catchy and invites to the adventure of exploring SR388. The ruins areas are calm and mysterious, the player senses something terrible happened there.
After clearing an area, as you go deeper into the planet, the main theme changes according to the new areas. Caves become darker, and the music becomes atmospheric and clautrophobic.
I hope you could understand anything I wrote, it's even more evident that English isn't my native language when I try to describe music.
About the music progress: I just finished the first version of the main tunnel theme. I'll show you a preview on my next post, right now I'm tweaking the song everytime I get my hands on it.
This is how the project looked like before automation made it a mess
NCFC 2008 has been announced, and I've registered a booth. I'm preparing some exclusive material: A new trailer, some new screens of the latest developed areas, and a new demo. The trailer might give you a preview of a Metroid fight, the demo will be mostly an update fixing some bugs, improving performance and adding customizable controls (Finally!!).
Regarding your comments about the endings: Yes, there will be multiple endings in the game, depending on completion time, item percentage and difficulty level (there are 3). When the time comes I'll be choosing an artist to draw the ending screens, since I totally suck at drawing, and HyruleSwordsMan is specialized in sprites.
Thank you all for your support.
Comments
The first prime game had a cool and effective soundtrack. My favorit was Meta Ridley's theme and the second prime battle theme.
Will there be a different theme with each metroid evolution?
If so, my suggestion is have the same beat but with a different setting.
Alpha: base theme
Gamma: upped the beat, more techno sounds.
Zeta: More gritty and edgy.
Omega: more base and slow the tune down a little.
Oh btw, I'm a native english speaker and you write it better than I do :)
My favorite metroid soundtrack was probably Super Metroid's or Zero Mission's.
The only Prime game I played was the 3rd one on the Wii (no gamecube ; ;) so I have no idea how Prime 1 sounded.
I think whatever the new main tunnel theme is should sound pretty close to the original, but enhanced with today's sound quality. However, all those little beeps and stuff the original metroid II played when you were in each sector branch could definitely use replacement with something very nice, very atmospheric, but not irritating like the original cart.
I don't even know the first on how to make music for games. I am just a graphics person, that's all I can do ;).
For one, my gamepad's 'button 1' and 'button 2' are not arranged very playably for platformers- thus I need the ability to remap the buttons. :)
The only thing I am concerned about is how long it took to build up the speedbooster. It takes longer than it is supposed to for the superspeed to build up in the tech demo, than it did in the original games. Is that intentional?
I can't imagine how scary difficult it would be to go against the queen with only fifteen missles or so, the morph ball, and ice beam.
That way, you can have another secret ending like in zero mission.
the music is by r kelly
Fusion's boss music never felt...right...though. I'd ask you to reconsider that part.
seeing that DR.M said "When the time comes I'll be choosing an artist to draw the ending screens, since I totally suck at drawing, and HyruleSwordsMan is specialized in sprites."
... makes me sorta wish i could draw
Alpha: Kinda slow and very technoy
Gamma: very fast, less techno
Zeta: fast, but not as fast as gamma music, even less techno
Omega: almost no techno and very slow
Queen: Average Speed, techno sounds, but not techno music
Larvas: the fastest of them all, and with no techno at all
i just c c c came back from camp and went into withdrawl without metroid!!
in the room to have him slither into the room from a hole in the ceiling instead of hearing its screech then it suddenly dash at you randomly. for the music i would suggest the red hatch part of sector 4 from metroid fusion or the
underwater level of super metroid. also for there to be a tropical area using the music from the green area of brinstar from super metroid. finally to have a miniboss
like mother plant or the jumping boss that gives you high jump + spring ball both from sector 2 from metroid fusion. i know this was a long comment/suggestion but please put these into some consideration
alpha- normal
gamma- speed up slightly- with a little base added
zeta- slowed down from the alphas version more base then gammas
omega- slowed down even more with even more base added
queen- i think the queen should have a new theme, but not techno , but it has a semi techno beat in it
larva- just a remix from the original metroid 2's theme from the
larva to keep it simple
good and when the original metroids appear the music sounds even eerier and depending on how it turns out have the queen's sounds from the room above her may or may not sound well with it even though i think it should be kept
I can't wait for the next demo, keep up the good work!