![]() ![]() This kind of interactive system provides both varying intensity, which mirrors the pacing of the gameplay, and linear sections, which give the music a sense of forward momentum and structure. “WA” can play into “WB”, unless the game state changes to peril, at which it may play into “PB”. ![]() ![]() The core set of each level’s musical building blocks are named with a gameplay state (“W”alking, “P”eril, “C”ombat) and a section (“A”,”B”,”C”,…). The music for each level is not contained in a single file, but instead each level’s music is built procedurally from different musical building blocks, controlled by parameters in the game. Because the music was played back note-by-note through data on the soundcard, this opened many possibilities for how the game dealt with music. This is different than today’s game music, which is for the most part pre-recorded audio files playing back. The original game had a MIDI soundtrack, which would play through various soundcards in order to produce the game’s music. One of the most obvious ways that this shows itself is in its procedural music system. System Shock 1’s soundtrack was far ahead of its time in many respects. I thought I would share a few of the great things about System Shock 1’s soundtrack here with you, some of the game’s most dedicated fans. As such, I’ve gone back to the files for System Shock 1’s soundtrack over and over, spending as much time as I can absorbing what made Greg LoPiccolo’s work on the original music awesome. I wanted to include a quick update to give some insight into an aspect of the musical direction of System Shock! As you all can probably guess, working on a reboot of a classic game definitely has its own set of unique challenges we are all tasked with the job of making a good game by today’s standards, but not losing sight of what made the original game great. You can listen to a number of audio samples in the update itself, but here's an excerpt from the text part: This is Jonathan Peros, Audio Director on System Shock. Jonathan Peros, the Remastered Edition's Audio Director, talks shop, explaining the ways in which System Shock's soudntrack was far ahead of its time. ![]() The latest Kickstarter update for Nightdive Studios' System Shock revolves around the original game's sound design. ![]()
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