Post by wintersky on Apr 14, 2019 7:50:24 GMT 10
If anyone here has ever played Haunting Ground, then you know how creepy that music was...especially the music that played when Fiona was getting chased....First off I'm asking someone if they can, NOT ONLY ADD THE MUSIC, but structure it like it was in the game?
For example, in Haunting Ground there were 3 types of music, normal BGM when nothing was going on, music that was played you got chased by the current pursuer in the game, and a modified chase music when you were heavily injured/dying. But the brilliance of the normal BGM system, was it served as an alert, if you're walking around and just realized the BGM suddenly stopped or you haven't heard the BGM in a while...if it was dead silent, that was a warning to either hide, shut up and stand still or leave the current area without making noise...if you kept making noise, then you would hear footsteps closing in, indicating the pursuer had heard you and they were on the way to do damage.
It also worked the same way after a big chase just happened and you think you might have lost them and/or you found a hiding spot...the chase music would die down and it would be silent until the purser was too far away. The game would tell you when "The Coast Is Clear" but the experienced player would know this was bullshit for the most part, you NEVER left your hiding spot until the silence ended and the normal BGM came back on, and even that was lacking in real trust, because sometimes the BGM would come back and you would exit your hiding spot, only to hear the BGM go silent 5 seconds later. The system was designed that you couldn't trust anything other than the music/lack of music. It was genius. RE2R reminds me so much of Haunting Ground, and hope somebody reads this post and mods the music into the game...or at the very least points me in the right direction so I can do it myself.
For example, in Haunting Ground there were 3 types of music, normal BGM when nothing was going on, music that was played you got chased by the current pursuer in the game, and a modified chase music when you were heavily injured/dying. But the brilliance of the normal BGM system, was it served as an alert, if you're walking around and just realized the BGM suddenly stopped or you haven't heard the BGM in a while...if it was dead silent, that was a warning to either hide, shut up and stand still or leave the current area without making noise...if you kept making noise, then you would hear footsteps closing in, indicating the pursuer had heard you and they were on the way to do damage.
It also worked the same way after a big chase just happened and you think you might have lost them and/or you found a hiding spot...the chase music would die down and it would be silent until the purser was too far away. The game would tell you when "The Coast Is Clear" but the experienced player would know this was bullshit for the most part, you NEVER left your hiding spot until the silence ended and the normal BGM came back on, and even that was lacking in real trust, because sometimes the BGM would come back and you would exit your hiding spot, only to hear the BGM go silent 5 seconds later. The system was designed that you couldn't trust anything other than the music/lack of music. It was genius. RE2R reminds me so much of Haunting Ground, and hope somebody reads this post and mods the music into the game...or at the very least points me in the right direction so I can do it myself.