Both n64 TLoZ and Diablo II are great
Unreal Tournament. A soundtrack made by the sceners and trackers. If you know, you know.
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!
Balatro, game has 1 song (with variations), and after 100+ hours I'm still not tired of it.
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
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
Tony Hawk Pro skater 2 (but probably many of Birds games)
Breath of the Wild which also does dynamic music that shifts and changes as you play/encounter enemies
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.
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?
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.
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.
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.
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.
Superhexagon
WarCraft 2
Wytchwood has a soundtrack that goes unnecessarily hard. Especially by the docks. Everything about that game is satisfying.
Honestly, The Last Of Us games. Gustavo Santaolalla is a ridiculously talented musician/producer. Apparently, the guy never learned to read music either!
Stellaris.
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
Battlefield: Vietnam
I feel like licensed music with historical context is cheating, but I'll get behind that
Boneworks
Video Game Art
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