72548c No.14557378
>payday 2
>every ost has three versions
>stealth, working as long as the alarm isn't sounded
>normal, during loud missions
>loud, that plays as soon as the assault wave drops
>transistor
>every time you phase shift the music gets muffled
>you have a dedicated singing button that changes the ost when exploring the maps (which also makes some enemies sing)
>sybil boss fight
>you sing to her
>when she gets down half her hp the ost changes and now she's singing to you
c9670c No.14557387
That's some ugly ass tumblr looking motherfucker, kill yourself OP.
fa9b7c No.14557396
>>14557378
yeah it's called guitar hero
c30166 No.14557430
Metal Gear Rising: Revengeance.
The first boss fight starts with you on a rooftop slashing away at a Metal Gear (RAY) – once you do enough damage, the fucker jumps away from you and decides to annihilate the rooftop you're on with an absolute barrage of missiles.
Raiden says fuck that and jumps on the fucking missiles, hopping from missile to missile to close the distance between himself and RAY while the vocals kick in and urge you on to kill that son of a bitch.
Each boss fight has its own song that has vocals or instrumentals that kick in after a certain amount of damage has been done or the fight moves to a different area. It feels like you've got an invisible concert following you around cheering you on as you kill things violently.
120fd8 No.14557454
Age of Mythology had mellow tracks when you had no army and they picked up when you started commanding one, and would shift back if they died. Simple but nifty.
https://hooktube.com/watch?v=uZS4e_NZaoQ
https://hooktube.com/watch?v=m32_PHLNyZM
aa7f9a No.14557459
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You're talking about a dynamic soundtrack and many games have them.
One of the most well-knon early examples would be banjo-kazooie, where almost every level shifted between different mixes for some key areas or being underwater.
For this example the hub world has a lot of different versions it shifts between whenever you approach the entrance of one of the main levels.
85631d No.14557478
Phantasy Star IV added more instruments to the overworld music the more characters you had in your party.
Wind Waker played musical notes when you struck with your sword that meshed with the melody of the fight.
0b2280 No.14557507
>>14557378
In Metal Gear Rising the lyrical version of the song is played during the boss's second half of the fight. When you disarm Sam the lyrics are muted again. There is also dynamic music to ease the transition in music, Bloodborne and Zelda are the first examples off the top of my head that use this but lots of games also use it too. Haven't played the games yet but isn't Phantasy Star well regarded for its dynamic use of its soundtrack and how much it manipulates it?
This is only tangentially related but I really love it when games reward you/encourage you with music. There's the standard way of doing this by having an unlockable music menu/jukebox/etc as you progress through the game. My most memorable use of music as a reward was the quest in Nier where you're trying to get Popola to sing with Devola and the required items are grindy to acquire, but once you did so you were awarded with an amazing version of Song of the Ancients sung by both sisters that made the entire scene incredibly relaxing, soothing, and comfy. That song instantly made the grinding for the materials worth it. You could remain in that bar for as long as you wanted and the song would keep playing. I easily stayed there for 20-30 minutes the first just sitting back and listening to the music. The quest also made what happens later in the game all the more painful.
beadd7 No.14557514
>>14557396
that's really relevant actually since they obviously have the multitrack versions of songs allowing the game to cut out one instrument when wrong notes are played, but not every rhythm/music game has that
cd49a7 No.14557559
0d2ff6 No.14557670
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Muramasa gives each normal areas theme a peace variant and a combat variant (considered "A version" and "B version" to the track), with the jump from one to the other being seamless.
Pretty sure I remember Skies of Arcadia also having dynamic boss music, that changed depending on how a fight was progressing.
0d2ff6 No.14557676
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>>14557670
Also the "A Version" to the "B version" up there.
500f1f No.14557686
The Killer instinct reboot has music that gets more intense after big combos or after a combo gets broken, and music gets calmed down when not much is happening
6d24a5 No.14558665
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Ikaruga's game design is synced perfectly to the soundtrack.
Skies of Arcadia's battle theme changes in tone based on how well/poorly you're doing.
abba7c No.14558779
Lots of games do it. To list a few, Magic Carpet 1 and 2, Deus Ex, Total Annihilation, Freespace 1 and 2, Jedi Outcast/Academy, Dungeon Keeper 2. Some Tetris games when you're under duress. Touhou 13 seamlessly moves to an alternate track when in trance state.
>>14557459
That aspect of the game was godly. Also used in Conker's Bad Fur Day.
>>14557507
Relatedly, Drakengard 3 alters music during Intoner mode. For the stages it's just operatic singing type thing, but the boss fights add chaotic-sounding electronic vocals. Annoyingly the latter aren't in the soundtrack.
a2707f No.14558783
A pretty simple one, but Super Mario World adds drums when you ride Yoshi. Also, 5th Gen Pokemon has NPCs that you could ask to play music that then adds a new intrument to the track.
01686c No.14558804
Mystery Dungeon games
There is a single theme which gets changes based on situations and areas.
Space Invaders Exteme also has "dynamic" music which syncs up to your shots.
104186 No.14558816
>>14558665
Phantasy Star Online had a similar system where the music would blend between the regular and 'battle' version of the level theme when enemies appeared. For both of those games, the Gamecube version broke the smooth transitions and just abruptly cuts to the other version of the music. A lot of the sound effects in the Gamecube SoA were badly compressed, too.
I'm not sure what was so special about the way the Dreamcast handled sound but for some reason none of the ports from it ever seem to work properly in this regard. Even the PC version of Jet Set Radio is missing the smooth fades between tracks that the Dreamcast version had.
fba333 No.14558896
>>14557378
FYI you're probably looking for "dynamic", not "interactive" music. Anyway, Freelancer's music would change depending on a few things, including whether you're in combat or even certain known hostile regions. The music would wind down and blend back into the ambient stuff after a fight wrapped up. Every region of space had its own set of music, and if I remember right, the triggers were enemies detected and active combat. It's a lot like Payday 2's dynamic music, as you've already mentioned.
abba7c No.14558918
To add some extra examples: Battle Chess (fairly light theme early game, darker themes as pieces get captured), F-Zero GX (seamlessly moves into a faster variant of the song during the last lap), most 3D Zelda games (annoying battle theme).
>>14558783
Also in NSMB Wii.
>>14558816
I've only ever played the Vita version of JSR, but that connects tracks like a non-stop mix CD would. Which is cool, but not exactly related to the thread.
0397bf No.14558925
The BIT.TRIP games play a note with each successful input. Better play makes the melody and harmony more intricate, while bad play simplifies it until it's reduced to single-tone bloops.
188235 No.14562509
Fuck y'all I'm bumping this thread
FTL does this to some degree, but it's more the fact that the music style is so consistent throughout the entire thing.
In Konami's "Aliens" arcade game during the rail shooter sequences, King Crimson's "Sleepless" plays during normal fights, and the Dance Mix plays when a large number appear on screen
97d3fb No.14562536
Unreal and Deus Ex do it, as do Soul Reaver 1 and 2. I think System Shock also has the music get more intense when there's enemies nearby or based on the number of enemies around you.
703e0b No.14562549
>>14562536
>>14558779
Deus Ex and Unreal have different tracks in their music packages, including "action" tracks and "calm" tracks.
abba7c No.14562572
>>14562549
For Deus Ex you additionally have death and interaction pieces.
>>14562509
Oh right, add Aliens vs. Predator 2.
7c1864 No.14562597
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>ctrl+f "MGS" / "Metal Gear Solid"
>nothing
have you guys been living under a rock??
97d3fb No.14562750
>>14562572
>>14562549
Yeah it's great, I love that shit.
fb77e1 No.14562811
Them's Fighting Herds has a music system where it'll change what instruments are being used along with the stage theme based on who's winning at the time. This also happens in the character select menu, mixing both characters' instruments (different layers or something so it's not a clusterfuck).
I haven't checked but I think there's day/night changes for each stage as well.
66caaa No.14565078
In WipEout Omega, whenever you use a shield or just are airborne the music gets distorted.
b6d441 No.14565098
>>14562811
>Still pushing this shit
You don't deserve those dubs.
15eee5 No.14565105
Splinter Cell Kayoss Theory changes the music depending on how alert the enemies are to your presence.
9c0a25 No.14565131
b53182 No.14565329
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One odd example is Killer7, where highlighting one of the two difficulty modes when starting a new game plays the same song at a different pace.
1d6cfd No.14565380
>>14565105
it's a pretty good soundtrack on its own as well
56f8c0 No.14565398
Endless Space 2 has a dynamic soundtrack for everything in its OST, sans battle music.
When you go in and out of certain menus, certain elements of the track drop out. It's pretty goddamn zen inducing.
3b0214 No.14565443
>>14558665
>Ikaruga's game design is synced perfectly to the soundtrack.
Hellsinker does this even better. In fact if the game runs below the proper frame rate the music actually re-syncs itself to events.
067f18 No.14565454
>>14557430
RULES OF NATURE
4269fd No.14565468
658018 No.14566123
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Hat Time has alternate tracks that fade in when you go to certain areas like the beach in Mafia Town or the swamp in Subcon. Also groovy tunes when you ride the scooter
ac0db4 No.14566200
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Shining Blade
>boss enemies have a barrier that makes them take next to no damage
>only way to disengage it is to activate a song from any of the many female characters that can sing
>each of the possible singers has two full vocal songs
>once activated, the BGM changes to the song, the enemy's barrier is nullified, and the party gets some kind of boost that varies depending on the song (like HP regen each turn, boosted attack stats, ect.) for as long as the song is active
2ff186 No.14566306
Touch My Katamari has a gimmick where you can make the katamari flat or narrow. When flat, the EQ adjusts for more bass, and when narrow, it adjusts for treble. This works at varying degrees of flattening. Too bad the game sucks.
Chibi-Robo doesn't have an interactive soundtrack, but the sound effects Chibi-Robo makes as he walks are musical. Walking on carpets plays a violin sound, brick plays xylophone, etc. Some areas have no music, and the tone relies purely on the surfaces you walk on.
I haven't found a source for this, but I've heard the soundtrack to Spacechem changes based on how you solve the puzzle. Sit and think, and it'll play inspirational music. Move a lot of pieces around, and it'll change tracks to a more energetic score. But it could just be coincidence since it only has a handful of tracks anyways
7c1864 No.14566691
>>14566306
>too bad the game sucks
It was too short, but you cant deny the gameplay was the best in the series, especially the stretch dynamic. the final level was the best part.
also the Pacman DLC was fucking fantastic
a50620 No.14566809
Xenoblade's music changes between night and day cycles.
ef98e0 No.14566836
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>>14557378
>a thread about interactive soundtrack
>nobody posted SH radio static noises
Name a game that did better interactive soundtrack. No rhythm game plz
5d6c14 No.14566843
Assault Android Cactus has music that fades or gets more intense depending on how well you are playing.
>>14557478
They actually introduced it with 3 where the combat music would change depending on if you are winning or losing. PSO2 also does it a lot with all of its tracks seamlessly shifting between normal and combat, boss tracks changing with the phases, and defense track changing based on a bunch of different states.
756f24 No.14566848
>>14557507
>Hollow dreams version
My nigger and speaking of Nier ashes of dreams has about 6 versions including the orchestra versions I believe.
c12520 No.14566850
>>14566836
Radio static isn't music.
ef98e0 No.14566853
>>14566850
Well, damn. Then how about this one?
ed59f0 No.14566869
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Invisible inc's music gets heavier with each alarm level, it's pretty atmospheric and ramps up the tension nicely
7c1864 No.14566878
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>>14566836
>>14566850
Silent Hill games did more than just Static. you would know if you weren't a pussy and turned the radio off
000244 No.14566882
>>14557378
Giana Sisters Twisted dreams. All soundtracks have two versions - a poppy clean one and a darker, more hard rock one. Swapping between the two characters seamlessly switches from one version of the track to the other.
9cc910 No.14566884
>>14557430
>Sword gets knocked out of your hands
>Lyrics stop
>They come back when you pick it up
That was pretty cool.
a6d541 No.14566897
>>14566884
>>14557430
Regular in-level enemy fights lose the vocals if your fuel cells drops below 100% outside of ripper mode, too.
533d3a No.14566904
I can't believe the thread got this far without anyone mentioning Lucasarts iMUSE.
f6c46b No.14566930
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>>14557378
>Luftrausers
>music is made up from three tracks that change depending on the parts you choose for your plane
>weapon influences drum
>body influences lead
>engine influences base
dbc063 No.14566976
>>14558783
Gen V Pokémon also had a special theme for low life and a special theme for Gym Leaders' last Pokémon
ef98e0 No.14566996
>>14566904
>Lucasarts
Here another good one too.
dbc063 No.14567012
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>>14566976
Just remembered it has a slightly more hectic battle theme for rustling grass encounters too
525112 No.14567069
Calm, anticipatory music when no battle
Battle music when battle
dbc063 No.14567075
>>14566809
Pokémon Gen IV and Gen 7 do this
>>14567012
>>14566976
last post, pic related cover some other stuff
some of it is super subtle, and I bet there's still more that hasn't been mentioned yet
d956cf No.14567098
>>14565398
The faction themes on their own are golden even without the dynamic fades. Easily one of the best vidya music compositions in recent memory.
24a1e2 No.14567172
>>14567098
my fucking nigga
f25256 No.14567198
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Syphon Filter on the PS1 had two versions of every stage theme (Normal and Danger) that would run at the same time (with the unused one muted), and the game would switch between them on the fly based on what's going on.
2ff186 No.14567646
>>14566691
The levels were too few and the levels themselves were pretty bad: not enough items, and paths through each level were too boring. Even if the stretching mechanics are good, there are too few times that actually require you to fit under or between somethimg, making flattening the only useful mechanic for most levels.
Microtransactions to unlock DLC levels are just unacceptable though, so I'd hate the pac-man level even if it's good.
7c1864 No.14567787
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>>14567646
>microtransactions
but you can get them for free if you git gud
abba7c No.14571973
>>14567787
>git gud
You mean if you spend ages grinding those rare finds. It's like 10 to unlock a level and there's 9 or 10 of them. The game isn't that replayable even if at its heart Katamari Damacy is a good game.
3b846f No.14572151
>>14562549
What's really interesting is that since the Deus Ex and Unreal soundtracks were made as tracker music, which is like a much more advanced version of MIDI music, they really could be dynamic in a way that a lot of soundtracks wouldn't be able to; all the different music variations would fit into a single file of what amounted to sheet music file that would recompose itself on the fly to fit the different modes for each game's music.
7c1864 No.14572611
>>14571973
>spend ages
literally no eternal mode level lasts more than 10 minutes
do the diet one and get the fan within two
like I said, git gud nigga
abba7c No.14573058
>>14572611
That's not "git gud" that's "git grindan".
d1ab36 No.14573158
>Ctrl-F Dune 2
>no results
Dune 2 was the first game to ever do music that changes according to what happens in the game. When you attack or are attacked it goes through several combat music tunes ever escalating as long as the fighting continues.
When fighting stops it goes back to chill tunes.
5636f3 No.14573581
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>>14557459
>>14558779
Although I liked BK's music, I always preferred Isle o' Hags. I dunno , it just felt like there was more going on in this.
7c1864 No.14573909
>>14573058
>you need to collect x items to get extra content
have you ever played a video game??
hell, at least you dont require double digit amounts either. and again, if you were GUD, you wouldve had enough just from completing the stages normally
abba7c No.14576495
>>14573909
>you wouldve had enough just from completing the stages normally
Stop with your excuses and bullshit. Grinding is not skill and the game is not that hard even if you're trying for 100 points on each level. You don't see Fan Damacy's that commonly unless you repeatedly re-roll the stage, and even then you sure as hell don't go through the 12 stages that many times, even with the variant modes. The fact they even make you pay for them should signal that they know it's tedious.
>>14573581
Both do the soundtrack side of it 10/10. Conker too.
7c1864 No.14578824
>>14576495
tony hawks pro skater
mario 64
any zelda game
hell, Katamari's entire gameplay revolves around collectathon. what is your definition of grind???
abba7c No.14581552
>>14578824
Typical (good) collectathons reward stars/jiggies/cash/etc by solving different challenges, which further reward you with progress to new interesting locations and progress through the main story. Katamari Damacy keeps things interesting with all its different items, how they are composed, and the obsessive want to hoover up everything in a level (or being selective with what you do depending on the stage).
Fan Damacy hunting isn't remotely interesting. You're just doing the same shit over and over, and again, it's clearly designed to be to try for microtransactions to bypass it.
Also while I am a sucker for item farming in games like the IGAvanias or Dark Souls, those have the stronger incentive of cool weapons to use, and more importantly the games aren't designed to need it to finish the game, and it's more intended for you to play regularly and see what your luck provides you with.
f7c2ca No.14581682
2ff186 No.14582361
>>14572611
There are 9 DLC levels. Each level requires 10 fan damacy to purchase. Therefore you need 90 fans to be able to play the full game. If, as you say, it takes 2 minutes to get 1 fan damacy, that's 180 minutes. That's not just 3 hours of playing Katamari, that's 3 hours of restarting the same level over and over again, mashing the start button to get past dialogue, looking at loading screens, amd repeating the whole process when the Fan Damacy doesn't spawn. Tell me this isn't grinding.
And it doesn't take 2 minutes to find one, it takes about 10 restarts (each restart being AT LEAST 2 minutes if you get lucky on loading) to find one out of 90. I found about 8 in my normal playthrough. This is not collect-a-thon, this is mobile-tier garbage to make you pay for microtransactions.
0b2280 No.14588253
>>14558779
Fuck I somehow forgot about Drakenguard 3 using dynamic music too, I really need to play the Drakenguard games again it has been a while.
>>14566848
Yeah both Song of the Ancients and Ashes of Dreams have a bunch of variations and arrangements. SoA appears at least once in every album release of the game's music (main, arrange, piano, tribute, and jazz albums).