this post was submitted on 08 Jun 2024
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Video Game Art

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Video games are not mere time killers. They are albums of sound, aesthetics, animation and narrative.

This community is in appreciation of that. Screenshots, fanart, animations, gameplay clips. It is all welcome here.

The one common thread should be an eye for the aesthetic. This is not a place to discuss mechanics or stats, but to show off simply the artistic, expressed through the video game medium.

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Many games feature amazing music, but certain games take it beyond even that.

Games like DOOM are known for the "procedural" composition they use to marry gameplay and sound, and not only that, the way the music is a perfect tonal match to what is happening.

What games have you played that feature music that doesn't just make you notice it, but also pulls you further in?

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[–] [email protected] 4 points 5 months ago* (last edited 5 months ago)

Myth II Soulblighter

RimWorld - see the YouTube comments for people telling stories of what each song reminds them of.

Shoutout to 'simple' music that works well in a game - Project Highrise [procedural], Shapez, or Outbound for example.

[–] [email protected] 4 points 5 months ago

Both n64 TLoZ and Diablo II are great

[–] [email protected] 3 points 5 months ago (1 children)

Breath of the Wild which also does dynamic music that shifts and changes as you play/encounter enemies

[–] [email protected] 4 points 5 months ago* (last edited 5 months ago) (1 children)

Most modern games do this. It's a little different depending on implementation, but usually there are short loops of music which can transition into one another, and the game attempts to detect what's going on and make smooth transition at the end of each loop into an appropriate new loop based on the situation, so that the music is seamless but still reactive to what's going on. When it's done well, it's basically invisible that anything special is even happening, which I'm sure is irritating if you're the one who had to do the ball-busting labor of getting it all to work.

Fun fact, LucasArts was already doing this all the way back in 1991, back when video game sound beyond the bleeps and boops stage was still bleeding edge technology. One of a few different ways in which they were ahead of the curve by about 20-30 years if not more.

[–] [email protected] 2 points 5 months ago (1 children)

Like good CGI. The best work is the one you don’t notice.

Wonder how they did that back then? Shifting the tones up and down?

[–] [email protected] 2 points 5 months ago (1 children)

The wiki article goes into it; the canonical example (if you know to pay attention to it) is walking around in Woodtick in Monkey Island 2, and you can hear how the melody that’s playing is continuous, but some of the backing instruments will insert or change depending on which buildings you go into. You can probably find Let’s Play of the game on YouTube or etc to hear it in action.

[–] [email protected] 2 points 5 months ago

Thanks. Read it and yeah, that had to be hard with a limited set of sound channels.

The entire arrangement would have to be smaller chunks that are flowed one into another or swapped out when an event changed.

Considering the memory and code space limitations of the time that was no small feat.

[–] [email protected] 3 points 5 months ago

Demon's Souls. Sparse and somber and sad and like with this vibe of overwhelming (but not overly melodramatic) loss - just like the game (though it's a tad less restrained with the melodrama) haha

[–] [email protected] 3 points 5 months ago

Balatro, game has 1 song (with variations), and after 100+ hours I'm still not tired of it.

[–] [email protected] 3 points 5 months ago

Tony Hawk Pro skater 2 (but probably many of Birds games)

[–] [email protected] 3 points 5 months ago

Literally any of the Ace Combat games! They have absolutely no business going as hard as they do in an arcade-y flight sim but good lord they are just incredible. I listen to the OSTs whilst I’m working all the time when I need pump up music - Zero is particularly good!

[–] [email protected] 3 points 4 months ago (1 children)

I havent seen it mentioned yet, but ultrakill. Holy fuck this game's soundtrack is like cocaine, nothing beats the absolute rush that is every song in this track. From the guitar/percussion in prelude slamming away the drums like your bullets breaking the skulls of whats in your line of sight, to the absolute state of HOLY FUCK the tracks in the p- levels rip into your soul. Its fantastic

[–] [email protected] 2 points 5 months ago

Superhexagon

[–] [email protected] 2 points 5 months ago

Animal Crossing. Each hour of the day has a different track and it really makes it feel special to play at every different time of day. When your playing and the song switches or makes you want to play more.

[–] [email protected] 2 points 5 months ago

Honestly, The Last Of Us games. Gustavo Santaolalla is a ridiculously talented musician/producer. Apparently, the guy never learned to read music either!

[–] [email protected] 2 points 5 months ago

First one that comes to mind is wing commander prophecy. Opened my ears to new styles of metal and industrial music I had never heard before then. If I'm limiting to video game composers streets of rage, I still listen to it sometimes.

[–] [email protected] 2 points 5 months ago

Wytchwood has a soundtrack that goes unnecessarily hard. Especially by the docks. Everything about that game is satisfying.

[–] [email protected] 2 points 5 months ago
[–] [email protected] 2 points 5 months ago

Lately I’ve been playing Angel Pop! It’s a tough little bullet hell from playdate, I’m not very good but the soundtrack is great https://studionnnn.bandcamp.com/album/angel-pop-playdate-soundtrack

[–] [email protected] 2 points 5 months ago
[–] [email protected] 1 points 5 months ago (1 children)
[–] [email protected] 2 points 5 months ago

I feel like licensed music with historical context is cheating, but I'll get behind that

[–] [email protected] 1 points 5 months ago
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