Nobuo Uematsu

  • Katana314@lemmy.world
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    3 hours ago

    I’d almost like for more of the control to go the other way. A director could negotiate with a composer about what mood is being asked for a particular moment in a game, leading to the composer making ideas for leitmotifs and buildup. Then, the game gets some number of adjustments or early planning to account for it.

    It sounds insane to reconfigure everything to match the music, but honestly, from some of my favorite moments in gaming, it can make a lot of sense. Some of the crescendo periods of Final Fantasy XIV felt incredibly well-earned from the way they had used the expansion’s whole soundtrack as a sort of ballad, repeating a few certain themes both story-wise and in the music.

    One example of a game that I think developed this dissonance is Ace Attorney. The main confrontational “gameplay” of those games is when you’re cross-examining a witness. The “Cross Examination” themes are some of the fan favorites - and since the beginning, they’ve had a second theme, Allegro, for when things are getting more intense. The Investigations games decided to put in a third theme, Presto, which goes loony for the sake of a culminating showdown of wits with the murderer, who has one last excuse as to why accusing them is impossible. It feels EPIC.

    Only one trouble; Ace Attorney is often a comedic series, and side characters are still acting stupid and making flat-falling jokes during that last cross examination, often breaking the mood of that great track. In my view, a “musically-directed” Ace Attorney would be fine with keeping up its signature silliness at all other points in the game, but keep the tone completely serious when that “Presto” theme is playing, to make it feel like a really personal boss fight.