We tried to include as many of our favorite Legend of Zelda songs, enemies, and characters as we could. Trujillo: It feels amazing! We're big fans of the Legend of Zelda series and were honored to get the chance to pay tribute to it with Cadence of Hyrule: Crypt of the NecroDancer Featuring The Legend of Zelda. How does it feel to take that idea you established in Crypt of the NecroDancer and imbue it with something as storied and iconic as The Legend of Zelda ? ![]() I've been doing this a long time, and video games are uniquely difficult in their musical requirements - especially music games! Multiple basses is virtually unheard of in mixing and Joel absolutely smashed it. Joel Ford, who was actually also the mixing engineer on Cadence of Hyrule: Crypt of the NecroDancer Featuring The Legend of Zelda, both recorded the bass and mixed the track, and did an absolutely incredible job mixing it. It was a situation I don't think I ever would have faced in a non-music game! The usable range of a bass guitar is quite limited compared to most instruments, and even trying to fit ONE bass guitar in a mix can be a tough task. On the more technical side, writing five-part harmonies for an ensemble of bass guitars that had to work each individually because each bass guitar's audio would terminate when the corresponding knight was defeated - that was one of the more difficult things I've ever had to do as a composer. ![]() Kate Letourneau played the oboe parts and did an incredible job matching the intensity of the tracks she performed on. An oboe is not exactly a high-energy instrument (at least in terms of electronic music instrumentation), so writing it in to fit with the pseudo-EDM-spookhouse-rock style of Crypt of the NecroDancer was a challenge. When the development team comes to you and says things like, "So there's a wizard with an oboe grafted to their face," and "There are five giant knights with bass guitars," it can be simultaneously thrilling and terrifying. It also can provide unique challenges, both aesthetically and technically. It also gave me an opportunity to write some stuff that had actual rests and space in it! It confers a gameplay benefit, in that it signals to the player that combat has ceased and they are free to move. This is part of the reason behind doing the peaceful versions of the tracks. I'll admit to getting a little tired of writing music that absolutely has to have a strong pulse on every beat. It sort of narrows your scope a bit - you know what you need to do, but you can feel boxed in. Sort of explains my career choice! In some ways it's easier to write a soundtrack for music-based games, but in some ways it's more difficult. What’s the difference in your approach when composing music for a more standard game soundtrack versus composing for a game where music is built into the mechanics?ĭanny Baranowsky: The most interesting thing in the world for me is the way that music interacts with gameplay mechanics. It felt fun, so we ran with the idea and the rest is history. When playing, we quickly discovered that this felt like moving in a rhythm, so we decided to try setting it to the beat of a song. ![]() We set out to make a skill-based roguelike game, and our idea for doing so was making it action-oriented, giving the player only a certain amount of time to make each action. Due to the randomly generated nature of the levels and encounters, in most roguelikes the player can run into situations where an enemy is simply too strong for the player at the time of encounter, which can feel unfun. The dev team has long enjoyed playing roguelike games, but we felt there were some problems with the genre in that they could sometimes feel unfair. ![]() Oliver Trujillo: The genesis of the idea behind the Cadence of Hyrule: Crypt of the NecroDancer Featuring The Legend of Zelda game was an attempt to make a roguelike game that felt more fair. Mashable: What was the spark or idea that led to making these hybrid rhythm/action/adventure games like Crypt of the NecroDancer and Cadence of Hyrule ? With the new DLC out, Cadence of Hyrule's lead designer Oliver Trujillo and composer Danny Baranowsky spoke to Mashable over email about the rare opportunity to create a Zelda game, building rhythm-based action games, and their favorite parts of this genre-mashing game.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |