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== [[Stealth Based Game]] ==
* ''[[Metal Gear Solid]] 1'', ''[[Metal Gear Solid 2: Sons of Liberty|2]]'', and ''[[Metal Gear Solid 3: Snake Eater|3]]'' have two versions of the Alert theme, one for the "Alert" phase and one for the "Evasion" and "Clearing" phases. They are alternate versions of the same theme, and fade between each other seamlessly when the phase changes. An experimental "Making Of..." compendium called ''The Document of Metal Gear Solid 2'' allowed users to ([[wikipedia:The Document of Metal Gear Solid 2#The Document of Metal Gear Solid 2|among other things]]) segue between the moods of each track at the push of a button. (For the curious, compare and contrast [http://www.mgstus.org/downloads/music/mgs2_documix/04%20-%20sons%20of%20liberty%20-%20lethal%20encounter.mp3 the Tanker Alert music] with [http://www.mgstus.org/downloads/music/mgs2_documix/05%20-%20sons%20of%20liberty%20-%20tanker%20-%20evasion%20mode.mp3 the Tanker Evasion music]. As you can hear, the claustrophobic Evasion theme is a stripped-down version of the passionate, exciting Alert theme with the same chords - so if Snake gets seen again, the melody of the Alert theme can cut straight in.)
** There's also the "suspicion" theme, a more tense version of the main stealth theme, played when a guard notices something, before going to full alert, ala ''[[Splinter Cell]]''.
** Also used a bit in some other situations. The music in the Shell 1 Conference Hall in ''[[Metal Gear Solid 2: Sons of Liberty]]'' gains a creepy string track if Raiden takes off his disguise, and an electric piano line is added to the music when Raiden is leading Emma by the hand, and a drum track when he's trying to snipe her pursuers. In ''[[Metal Gear Solid 3: Snake Eater]]'', several of the boss tracks change depending on what the boss is doing - instrumentation changes when The Fear is hungry, when Ocelot is breaking from the fight to reload his gun, when The Pain is shooting Bullet Bees, when The Fury's suit gets ripped, and so on. The vocal track only cuts in while fighting The Boss if you sustain nearly to the end of the ten minutes, and before that, you only hear the instrumental backing.
* Because of the importance of listening to your surroundings, the ''[[Thief]]'' games tended to avoid background music of any sort... until they wanted to make you jump out of your skin. The very first level of the first game had one notable moment where you would be following a side hallway, and once you got to a more central passage, the game would suddenly play a single deep, loud note. ''DOOOOOOM.''
* ''[[Splinter Cell]]'' series: Arouse suspicion, a [[Scare Chord]] plays and the ambient music gets tense. Once on full alert, a techno track kicks in.
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