It's time to learn more about some of the music that will appear in The Witcher 3: Wild Hunt. Make sure to check out Gameinformer.com and watch the new video where our audio lead, Gene Rozenberg talks about team's inspirations for creating the soundtrack to the upcoming RPG.
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NEWS: New Game Informer Video - The Music Of The Witcher 3: Wild Hunt
26.02.2013 @ 11:23 #3
I really do hope the battle music is improved because I didn't really like it in either witcher game ( I did prefer W1 to W2 in that regard ).
At the very least, a state leader should have a head. - Vladimir Putin
Jan Bartkowicz: Your tribute video "Lands Of North" is awesome!
Witcher: Enhanced Edition Walkthrough [Hard]
Witcher II: Enhanced Edition Walkthroughs [Hard]
Jan Bartkowicz: Your tribute video "Lands Of North" is awesome!
Witcher: Enhanced Edition Walkthrough [Hard]
Witcher II: Enhanced Edition Walkthroughs [Hard]
26.02.2013 @ 11:41 #5
For sure we will have bigger variety of songs as now soundtrack is being made by 4 artists instead of 2. What he said about "evolving soundtrack" sounds really promising and I hope it wasn't just a pure marketing.
If you see a grammar mistake in my post, then I don't mind if you send me a notice about it via PM. I always want to improve my English grammar.
26.02.2013 @ 13:45 #8
slimgrin said:
I must be the only who liked TW2's track as much as TW1. In fact, I thought parts of it were better. ›››
You're not.
More mellancholic, haunting in the first, more fast paced and epic in the second...
Still secret admirer of the Scoia'tael... women. P:
26.02.2013 @ 15:10 #11
Have you ever thought of taking non-essential pieces of the track (like additional beats, occasional organ sounds, stuff that is minor but adds depth)and syncing it with actions of the player?
For example during combat when you make an exceptional heavy combo, an enriching sound from the track will play, adding depth to combat and improving it's flow.
It's not the same as sounds of the weapons as it has to be taken from the original song. So in a sense you take the song apart and leave the "ambient" background theme in and then sync the variation bits with certain actios of the player, whether that is a combo, a decision in a dialogue, a QTE or minigame action or just a flock of birds flying by.
An example of this in a very simplified way is the technique of some games to jump to the end of "combat track" once the combat is finished to get the "outing". I think Witcher 2 does that too, no? What I am suggesting is to take it a level further by taking certain bits from the song that can play in line with it's ambient layer at any time and then assigning them to the player so his actions also have an effect on the background music.
I noticed that when creating machinima videos this method is an extremely easy and sure way to give the viewer a feeling of smoothness and keep the flow, although since I don't compose music myself it was far more difficult for me to do when i did it, and I usually synced video itself, rather than added "music-compatible" sounds.
Regardless, just a simple suggestion that you might find interesting. Whatever you do Witcher 3 will be awesome!
Also if you still take feedback:
I actually prefer music variety the most in any soundtrack so I can't say I liked any of The Witcher 2 game's OSTs more. They were both good, quite good, but I think the best would be not to "return to the roots" but rather thing about a particular event in the game and compose for that event without confining yourselves to any specific style. You have the world of The Witcher to guide your inspiration, what other confinement do you need?
For example during combat when you make an exceptional heavy combo, an enriching sound from the track will play, adding depth to combat and improving it's flow.
It's not the same as sounds of the weapons as it has to be taken from the original song. So in a sense you take the song apart and leave the "ambient" background theme in and then sync the variation bits with certain actios of the player, whether that is a combo, a decision in a dialogue, a QTE or minigame action or just a flock of birds flying by.
An example of this in a very simplified way is the technique of some games to jump to the end of "combat track" once the combat is finished to get the "outing". I think Witcher 2 does that too, no? What I am suggesting is to take it a level further by taking certain bits from the song that can play in line with it's ambient layer at any time and then assigning them to the player so his actions also have an effect on the background music.
I noticed that when creating machinima videos this method is an extremely easy and sure way to give the viewer a feeling of smoothness and keep the flow, although since I don't compose music myself it was far more difficult for me to do when i did it, and I usually synced video itself, rather than added "music-compatible" sounds.
Regardless, just a simple suggestion that you might find interesting. Whatever you do Witcher 3 will be awesome!
Also if you still take feedback:
I actually prefer music variety the most in any soundtrack so I can't say I liked any of The Witcher 2 game's OSTs more. They were both good, quite good, but I think the best would be not to "return to the roots" but rather thing about a particular event in the game and compose for that event without confining yourselves to any specific style. You have the world of The Witcher to guide your inspiration, what other confinement do you need?
26.02.2013 @ 15:35 #13
slimgrin said:
I must be the only who liked TW2's track as much as TW1. In fact, I thought parts of it were better. ›››
I think many songs were done right and amazing in their own right. I love "A Nearly Peaceful Place, The End is never the Same, Dwarven Stone upon Dwarven Stone, Path of the Kingslayer, Tough times, and the music that plays in the La Valette Castle." I think I enjoyed the atmosphere a lot more in the first Witcher. It was calm, slow, and really beautiful.
"It is not knowledge, but the act of learning, not possession but the act of getting there, which grants the greatest enjoyment" - Carl Friedrich Gauss
26.02.2013 @ 20:00 #15
slimgrin said:
I must be the only who liked TW2's track as much as TW1. In fact, I thought parts of it were better. ›››
I agree slim, I listen to TW2's tracks when I drive around town, I never got too far in TW1 so I can't say how much better it was, but imo its the best game soundtrack ever made. I think its so good I was quite worried about how they would top it in TW3, but now I'm not worried as long as the former artists are still in cahoots.
nature bless you <--see what i did there?
26.02.2013 @ 21:10 #16
At first I was immediately soured when hearing there are new composers afoot, being the antagonist of change that I am (when there's something I truly like, at least). Then I saw the full video, and my mind was instantly put at ease.
Quoted for awesomeness. Something like this, when done right, adds a lot of feeling to the combat.
Megakoresh said:
Have you ever thought of taking non-essential pieces of the track (like additional beats, occasional organ sounds, stuff that is minor but adds depth)and syncing it with actions of the player?
For example during combat when you make an exceptional heavy combo, an enriching sound from the track will play, adding depth to combat and improving it's flow.
It's not the same as sounds of the weapons as it has to be taken from the original song. So in a sense you take the song apart and leave the "ambient" background theme in and then sync the variation bits with certain actios of the player, whether that is a combo, a decision in a dialogue, a QTE or minigame action or just a flock of birds flying by.
An example of this in a very simplified way is the technique of some games to jump to the end of "combat track" once the combat is finished to get the "outing". I think Witcher 2 does that too, no? What I am suggesting is to take it a level further by taking certain bits from the song that can play in line with it's ambient layer at any time and then assigning them to the player so his actions also have an effect on the background music.
I noticed that when creating machinima videos this method is an extremely easy and sure way to give the viewer a feeling of smoothness and keep the flow, although since I don't compose music myself it was far more difficult for me to do when i did it, and I usually synced video itself, rather than added "music-compatible" sounds. ›››
For example during combat when you make an exceptional heavy combo, an enriching sound from the track will play, adding depth to combat and improving it's flow.
It's not the same as sounds of the weapons as it has to be taken from the original song. So in a sense you take the song apart and leave the "ambient" background theme in and then sync the variation bits with certain actios of the player, whether that is a combo, a decision in a dialogue, a QTE or minigame action or just a flock of birds flying by.
An example of this in a very simplified way is the technique of some games to jump to the end of "combat track" once the combat is finished to get the "outing". I think Witcher 2 does that too, no? What I am suggesting is to take it a level further by taking certain bits from the song that can play in line with it's ambient layer at any time and then assigning them to the player so his actions also have an effect on the background music.
I noticed that when creating machinima videos this method is an extremely easy and sure way to give the viewer a feeling of smoothness and keep the flow, although since I don't compose music myself it was far more difficult for me to do when i did it, and I usually synced video itself, rather than added "music-compatible" sounds. ›››
Quoted for awesomeness. Something like this, when done right, adds a lot of feeling to the combat.
26.02.2013 @ 21:29 #17
Sounds goody gum drops to me.
I have waited many years for the Incline to begin. False prophets I have followed and obscure lore perused, but always there has been nought but the bitter taste of disappointment at the end of my travails. Still I do not give up, I do not falter with weariness. Even if it should never come to pass I will still believe and search, for the Incline is beautiful and it SHOULD exist.
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