30
December
2016
Cue of the Week: “The Ghostly Ballroom”
I recently had great fun scoring a ghost-shooting game by Vitei that launched with the new VR Park Tokyo. This week’s cue comes from the game’s ballroom level, wherein the majesty of formal dance is combined with laser fire and ghost carnage.
(And if you’re wondering just how much fun you’re missing by not being in Tokyo, check out this video.)
The music is © GREE, Inc. All Rights Reserved.
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I enjoyed the cue. I wondered if in writing music for a game, the context entered in to the composing process. For example, is the rhythm or pace of a game cue related to what the composer anticipates the game player will be doing at that point in the game? Faster pace or beat when things get tense/faster at higher game levels? Or does that make the music too intrusive into the game playing process?
Thanks and Happy New Year.
Well done!