History Main / VariableMix

3rd Jan '17 5:31:16 PM Wyldchyld
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* This is the point of the soundtrack for ''VideoGame/FableII'': in fights, the music becomes more intense as you do cooler things; be a big enough BadAss and you'll hear a symphony, more or less. Oh, and [[RuleOfCool the cooler you fight, the more experience you get.]]

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* This is the point of the soundtrack for ''VideoGame/FableII'': in fights, the music becomes more intense as you do cooler things; be a big enough BadAss badass and you'll hear a symphony, more or less. Oh, and [[RuleOfCool the cooler you fight, the more experience you get.]]
30th Dec '16 8:53:08 AM OldBen
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* Keeping with the series' tradition, in ''VideoGame/MetalGearRisingRevengeance'', music regularly gains and loses instruments and tempo depending on events within the game. Boss themes in particular often shift to different parts of the song to go along with the actions of the battle, usually ending in a full vocal performance.
28th Dec '16 7:53:41 PM TheGreatKomodo
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** ''VideoGame/GrandTheftAutoV'' works the same way with mission-specific music, which builds up track by track the further along in the mission you get.

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** ''VideoGame/GrandTheftAutoV'' works the same way with mission-specific music, which builds up track by track the further along in the mission you get. Background music also plays when the player gets a 3 star wanted level in free roam, which progressively intensifies as the chase drags on and the player gets more stars.
29th Nov '16 6:21:43 PM mariofan12ify
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* In ''VideoGame/FinalFantasyXV'', when riding a chocobo, the music changes depending on how fast you go. For example, when you walk slowly, the music starts off by playing a relaxing flute and acoustic guitar and when you start dashing/running, the music changes to an upbeat version of the same song.
28th Nov '16 6:27:11 PM DastardlyDemolition
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* ''VideoGame/JediKnightIIJediOutcast'' and ''VideoGame/VideoGame/JediKnightJediAcademy'' near-seamlessly mixes and matches Music/JohnWilliams's music from ''Franchise/StarWars'', with calm pieces playing when exploring, seguing into dramatic and fast-paced when spotted by enemies, and cooling back down after the encounter.

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* ''VideoGame/JediKnightIIJediOutcast'' and ''VideoGame/VideoGame/JediKnightJediAcademy'' ''VideoGame/JediKnightJediAcademy'' near-seamlessly mixes and matches Music/JohnWilliams's music from ''Franchise/StarWars'', with calm pieces playing when exploring, seguing into dramatic and fast-paced when spotted by enemies, and cooling back down after the encounter.
31st Oct '16 10:06:26 AM KamenRiderOokalf
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* Used a lot in the ''VideoGame/SilentHill'' series; sometimes there's a variation of a music piece that only plays when entering or exiting a room (like the scary music when you return to the clock room for the last time in the second game, and the ScareChord when you jump across the alleyway), or different variations are used for different types and numbers of enemies (e.g. the music quiets down when there's only one or two left), as well as different rooms (the alternate mall in the third game is a major example).

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* Used a lot in the ''VideoGame/SilentHill'' ''Franchise/SilentHill'' series; sometimes there's a variation of a music piece that only plays when entering or exiting a room (like the scary music when you return to the clock room for the last time in the second game, and the ScareChord when you jump across the alleyway), or different variations are used for different types and numbers of enemies (e.g. the music quiets down when there's only one or two left), as well as different rooms (the alternate mall in the third game is a major example).
26th Oct '16 2:46:39 PM BeeKirbysNewComputer
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* ''[[VideoGame/JetSetRadio Jet Set Radio Future]]'' has horribly abrupt music changes, or no changes at all, depending on what part of the game is occurring, but this is expected as the music is coming from the player's own CD player or radio most of the time.



** In ''VideoGame/SonicGenerations'', the music would gain a more fast-paced drum beat when boosting in Modern Sonic's Green Hill and Sky Sanctuary stages.

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** In ''VideoGame/SonicGenerations'', the music would gain a more fast-paced drum beat when boosting in Modern Sonic's Green Hill and Sky Sanctuary stages. (In all other stages, boosting simply adds a filter to the music).



*** Reversed in ''VideoGame/SonicUnleashed'' where the drum & base would be drowned out, sometimes completely, when boosting.

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*** Reversed in ''VideoGame/SonicUnleashed'' where the drum & base bass would be drowned out, sometimes completely, when boosting.



* In some levels with ''VideoGame/Portal2'', the background music gets instruments or changes when various puzzle elements are used. For an example, music becomes muffled inside excursion funnel or gets a line of instruments when running on propulsion gel.
** Actually, the excursion funnels always play the same tune (though I think the natural music is barely audible in the background), and the gels work differently -- the Blue gel always plays the same weird little tune when you bounce on it, and the repulsion gel applies the same "instruments" that any High Velocity situation would, Gel or no Gel. Aerial Faith Plates always add the same instruments/tune to whatever music is being played too, no matter which Plate in Which Level it is. Laser receptacles do the same; this is most notable in the room with the 3 near the door that you have to light up simultaneously. All of the above (almost) always add the same set of instruments to whatever is playing in the background. In fact, these are mere sound effects that are attached to the puzzle elements themselves. To test this, simply find an aerial faith plate and drop a cube on it. Note how the sound effect plays. Next, throw a portal and drop the cube on the faith plate and back up, note how the sound effect is quieter. They are simply scripted sound effects that sound like music that meshes well with music played in those levels.
*** Examining the game's sound files reveals a mix of both overlaid effects tracks (level-specific to fit the timing of the theme for that level), and also some variations on themes for specific levels which will use a mechanic-specific effect as a segue.
** In one level, staying close to a Companion Cube causes a single-instrument tune to begin playing over the already-playing background music. Moving away from the Companion Cube causes the tune to fade out.

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* In some levels with ''VideoGame/Portal2'', Most of the background music gets instruments or changes when various puzzle elements are used. For an example, music becomes muffled inside excursion funnel or gets a line of tracks in ''VideoGame/Portal2'' gain instruments when running on propulsion gel.
** Actually,
the excursion funnels always play the same tune (though I think the natural music is barely audible in the background), and the gels work differently -- the Blue gel always plays the same weird little tune when you bounce on it, and the repulsion gel applies the same "instruments" that any High Velocity situation would, Gel player gets close to certain objects or no Gel. Aerial Faith Plates always add the same instruments/tune to whatever music is being played too, no matter which Plate in Which Level it is. Laser receptacles do the same; this is most notable in the room interacts with the 3 near the door that you have to light up simultaneously. All of the above (almost) always add the same set of instruments to whatever is playing in the background. In fact, these are mere sound effects that are attached to the certain puzzle elements themselves. To test this, simply find an aerial faith plate and drop a cube on it. Note how elements. For example, the sound effect plays. Next, throw a portal and drop the cube on the faith plate and back up, note how the sound effect is quieter. They are simply scripted sound effects that sound like music that meshes well with music played in those levels.
*** Examining the game's sound files reveals a mix of both overlaid effects tracks (level-specific to fit the timing of the theme for that level), and also some variations on themes for specific levels which will use a mechanic-specific effect
track "[[https://www.youtube.com/watch?v=OFSwT7Xvpj0 Love as a segue.
** In one level, staying
Construct]]" gains a synthesized "vocal" track when the player gets close to a Companion Cube causes a single-instrument tune to begin playing over the already-playing background music. Moving away from the Companion Cube causes the tune to fade out.Cube.


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** The background tracks in ''[=PiCTOBiTS=]'' become more complex the closer the stage is to being completed. In some of the Dark World stages, the music tracks go an extra "level" and turn into [[BossRemix Boss Remixes]].
26th Oct '16 2:26:30 PM BeeKirbysNewComputer
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** The same applies for ''[[VideoGame/MarioAndLuigiDreamTeam Mario & Luigi: Dream Team]]''. One for each area in the Real World and one for their Dream World counterparts.
19th Aug '16 5:47:26 PM SolidSonicTH
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** Unsurprisingly, SpiritualSuccessor ''VideoGame/YookaLaylee'' has the same kind of effect in the playable "Toybox" pre-alpha (which will probably be implemented for the game's HubWorld).
19th Aug '16 1:13:21 PM CamelCase
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* ''VideoGame/LittleBigPlanet'':
** In all of the games, the Pod Music will change based on what menu you're in or where you are. On the Main Menu, the Create Moon, etc.
** In all games, there are also Interactive Music Tracks. These songs have anywhere from 2-6 different sliders that will increase or decrease the volume of different vocals, instruments, sound effects, and the like. [[http://archive.lolrus.mediamolecule.com/2014/uploads/wordpress/2008/10/lbp_interactive_music.jpg Here's what the menu for a typical Interactive Music item looks like.]]
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