• 2 months ago
A trailer for GreedFall II: The Dying World
Transcript
00:00What was very interesting on the first one for us in terms of music was that we were leaving this civilization, this slightly modern world, which was in destruction by the disease, and we were going in a momentum of hope, maybe going to find a solution, a remedy, and on music already at the time, we had done a lot of work on, as soon as we landed on the island, we had this feeling of,
00:29I don't know where I am, it's a kind of world that I don't know, and that, we find it in the two, but we find it the other way around. We leave a native who is going to be captured and who is going to leave on the continent, we had the character, I would say, made of modern cities, and which contrasted with the much more natural character, the much more integrated character to nature of the natives of the island, that's what we wanted in fact.
00:56So it's about arriving in this world with a certain curiosity, almost a certain fascination, but there is something that is not balanced, and that's what we would like to bring out in music. We are lucky to have a real orchestra, which gives the epic aspect of the adventure, we can say.
01:16What happened on the first game, we had a guitar, in fact, and this guitar, we found it almost never, but there, precisely, the guitar becomes central, because it is precisely this color, a little, I would say, Italian, Venetian, which is also in the art of the game, that we wanted to fully integrate into the adventure of the two.
01:35We said to ourselves, we will first start by giving a constant variety of music, which will not necessarily be on the faction as such, in which we can visit, for example, the city, but more, what is the feeling we want to give here, it is more the action that will change the music than the universe that will decide for the player.
01:53We will have, in fact, the music that will follow what the player has decided through things. We will be able to almost, I would say, support in an emotion what the player has decided to do. Then, above all, it is a game that is tentacular in terms of possibilities, and from one player to the other, it will completely change what the players have the ability to choose.
02:13And that's really what it's about, that is to say, to try to support as much as possible what the players will experience in adventure through music. A place that we will have crossed once, where we will feel very comfortable, we will cross it a second time, and we will say to ourselves, well, it's not necessarily the same emotion that I have there, because something happened in the meantime.
02:31The biggest challenge for Music Design is obviously the fights, and I think that Early Access will also help us a lot. So we're going to do something that will be, I hope, appreciated by players, but they have to know that according to their game mode, we will be inspired and maybe we will find solutions and offer other things.
02:49That's what I like about video games, in a more general way, and that's why I really like working with Spiders, is that video games are not just a toy, it's not just a game, it's also through a game pleasure to be confronted with situations that resonate in us. And I think that Gridfall is one of the games that manages to do that in a mature fantasy universe.
03:19Gridfall

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