00:04Hey everyone, my name's Glen Andrew Brown and I worked on the music team for Returnal.
00:10I'm going to be showing you behind the scenes of some of the music systems that we at PlayStation Studios
00:15created for the newly released Ascension DLC.
00:18For those of you who are already familiar with the game, this is a totally new biome and world for
00:23you to explore.
00:24There's new maps, new narrative sections, a new boss, and lots of combat.
00:29So without further ado, welcome to the music of the Tower of Sisyphus.
01:12So notice as you wake up here the use of some 3D positional bells.
01:16Now the bells are designed to really draw you deeper into and up the tower.
01:21Now we'll come back to these later as this is by no means the last time you can hear them.
01:25So this tower is never ending.
01:28You keep battling your way through each level and climbing higher and higher, with the enemies getting stronger the further
01:34you progress.
01:36And one of the things we tried to achieve with the music was a sense of never ending rising tension.
01:41The higher you climb in the tower, the more intense the combat music becomes.
02:07One of the key systems we implemented was to have all of the music move up a semitone each time
02:13you progress higher in the tower.
02:14This means that all combat and explore music was composed, edited, and implemented in all 12 musical keys.
02:34Now the combat music works in a combination of both horizontal and vertical implementation.
02:39Now basically what that means is that the music responds to the current threat level of the player, or in
02:45other words, how much danger you're in.
02:47So the more enemies that are attacking you, or the lower your health bar, the more intense the music will
02:53become.
02:53The more instruments get added and the intensity increases.
02:58You can also hear here how the music moves up a key each time the player rises by a level
03:02in the tower.
03:17You can also hear those high layers coming in.
03:26We applied exactly the same principles of the combat music to the explore music.
03:31You can hear here how the music transposes upper key every time you move up in the tower.
03:41So I mentioned that our goal here was really to make the music become more intense the higher you are
03:46in the tower.
03:47As well as changing musical keys, we also composed tons of layers and variations
03:53so that the music itself becomes more abstract and airy the higher you climb.
04:10Now as well as there being tons of hardcore combat, the tower also features loads of really cool optical core
04:17style levels.
04:18These levels really give a chance for the explore music to shine.
04:28Now if you've achieved Returnal Jedi Master status and somehow progressed high enough, you will eventually reach the tower's boss.
04:36Notice again here how we're using the bells of the boss to really draw you in closer.
04:41We're using 3D audio on these to make them positional and we use them throughout the whole level to really
04:46help guide the player exactly where they need to go.
05:26AHEAD
05:37Now, there's so much more to the tower than just endless carnage.
05:41There's a whole new narrative sequence, which beautifully builds on the ending of the main game.
05:57This corridor... I know this, too.
06:07Broken.
06:11Restored.
06:13Empty.
06:16Returnal has been such a privilege for all of us at PlayStation Studios to work on.
06:20There's so much we were able to musically play and experiment with.
06:25I feel I've barely scratched the surface here, but I want to thank everybody for watching.
06:29We really hope you enjoy the score just as much as you do the game.
06:52PlayStation.
06:54Grazie a tutti.
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