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VGM tracks that do a good job of capturing impossibly weird concepts

So, just like any other fictional medium, video games bring a lot of alien or even downright esoteric ideas to the table, with varying degrees of success from conceptualization to implementation. Playing as fantasy races, geometric shapes, aliens, robots, superhumans and even black people are just a taste of the possible elements at your disposal. One facet that gets commonly overlooked in mainstream games are just how well the actual score complements the ideas at play. Call of Duty's modern titles are scored to bombastic Hans Zimmer brass in portamento and guitar riffs, Golden Sun: Dark Dawn abandoned the notably high-fidelity unique sound the original titles had used in favor of Motoi Sakuraba's hip new french horn samples, and Sonic Chronicles: The Dark Brotherhood was, well... we don't talk about that one. The point of this thread, though, is to highlight music that truly captures unique, the-only-limit-is-your-imagination scenarios presented in games. A lowly car chase scored to Drive-esque synths and beats isn't really what's meant to be at focus in this thread. I'm talking much more alien scenarios, so here's a couple of examples:

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Shatterhail (Theme of Glacius) - Killer Instinct (2013) Season One Original Soundtrack
As of late Mick Gordon went from zero to sixty with regards to soundtrack output; all of his recent work is absolutely insane. The thing that really blows my mind the most is the Shatterhail track, though. Killer Instinct 2013's design philosophy for characters so far has been something along the lines of "take generic fighter concept (e.g. zombie, mummy, werewolf, bare-fisted monk) and then modernize and/or up-to-eleven the shit out of it," with pretty fucking successful results. As a result, Glacius ended up getting one of the more substantial makeovers, going from "generic humanoid ice dudebro guy in a rubber suit" to a mutant-looking, possibly silicon-based crystalline lifeform running all sorts of crazy cryokinetic shit from his integrated power suit. His backstory's still mostly the same: UltraTech somehow intercepted his intended vector and forced him to crash-land on Earth, requiring him to fight. If he wins the tournament, he'll be allowed to return to his home planet. While you can't necessarily pick that up from his design or even his stage (which doesn't really show off the "UltraTech was responsible" elements), the music manages to perfectly set the tone of his encounters. An alternating call-answer series of movements conveys in equal parts tragedy and brutality, all the while being punctuated by crunchy and delightfully icy-sounding, post-processed Dubstep synth percussion. It's not often a score alone makes you feel with a character, but if you're capable of empathy you'll be greeted with a substantial irony in that one of the most alien characters in Killer Instinct is perhaps the most deserving of sympathy.

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Between Beams - Halo: Combat Evolved Anniversary Original Soundtrack (Original)
Possibly the most out there example, Between Beams (originally "Shadows" in the Combat Evolved soundtrack) was the primary leitmotif that stuck in terms of musically characterizing the Flood, a pretty well-known race of space zombies that operate on vaguely fungal properties before amassing enough assumed intelligence through assimilation to form bigger and badder entities that run the show known as Graveminds, or more formally a Compound Intelligence. In contrast to the sharply intelligent Covenant units you fight throughout the games, the Flood generally abandon calculated precision in favor of rushing the player from all sides until their numbers run dry. This change in gameplay, the overall frenetic pace of Flood-dominated levels in the Campaign, and Marty O'Donnell's preference towards pitch-shifted, string ensemble sample weirdness (due to technical limitations during production of CE's score, understandable being it happened in 2001) gives us the aforementioned track as a result. Sometimes, especially in the Combat Evolved Anniversary soundtrack, the Flood's themes are marginalized into more middle-of-the-road "psycho string" pieces, but the most recognizable theme of theirs is undoubtedly the recurring "duaa, duii, duaa, duii" string riff that shows up in just about every game they're present in. In the case of the CEA soundtrack, whose sounds are more controversial, the direct orchestration made it difficult to recreate the string riff effect and as a result the approach makes it sound more like a score to a cumbersome Bollywood horror movie. A more accurate remastering can be found in Halo 3's soundtrack, albeit it still makes use of the original sample. Overall, though, the Flood's motifs somehow manage to accurately convey the claustrophobic, musky air of impending doom and then un-doom. (Undeath.)

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Immaterial - Halo 4 Original Soundtrack
One of my favorite tracks in the entire franchise, Immaterial was done by Neil Davidge, whom - along with Kazuma Jinnouchi - scored Halo 4 as per the exchange of hats when the Halo franchise was moved over to 343 Industries for development. Broadly speaking, Halo 4 can be a sore spot for more vocal purists in favor of "classic Halo," but that's neither here nor there. In addition, the actual implementation of the sound design in Halo 4 had some issues from a technical perspective - the massive upswing in graphical fidelity presented 343 with some memory issues, and as a result most of the sounds in-game (particularly audio in cutscenes and background music in the mainline Campaign mode) were compressed way further beyond what was usually done in Halo titles. However, looking past that, Davidge's composition style for Halo 4 really shines with Immaterial in that it's the epitome of musical techniques he used throughout the score: recurring call-answer overscore themes (particularly with strings, also evident in tracks like Escape and Nemesis), darkly ethereal ambient synths, hyper-slow harmonics post-processed into pads or atmospheres for overall tracks, the eerily John Williams-esque piccolo-glockenspiel combo he uses to punctuate tracks with an air of mystery, the rapid slam-bam synth percussion and associated effects he employs in moments of action, and the benefit of a live orchestra, particularly the cello solos in this track. While dark / gritty sci-fi sound design like mimicking Geiger Counters, overwhelming crunchy white noise and backmasking isn't uncommon, the unsettling, almost nauseating air of a "fugue cosmic" presented in this track is one-of-a-kind. Having to convey "you're an aging supersoldier reject trying to keep your AI, who's on the verge of thinking herself to death, sane enough to remain stable until repairs can be made while concurrently combating a legendary war hero-gone-insular madman whose superweapon can immolate swaths of organic life into digital proverbial biomass as everything's going wrong around you and you can't save everyone" is a pretty big job to do, but damn if Davidge doesn't nail it with this track.

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Phendrana Drifts - Metroid Prime Soundtrack
Honestly, the Metroid Prime series has way too much good shit going on to really highlight a single track, but Phendrana Drifts is usually the go-to and I couldn't find a good picture of the Torvus Bog so we're going with it. While snowy or icy areas are usually pretty well-known in gaming culture as having good music, Phendrana Drifts takes it a step above and beyond by mixing elements of Metroid old and new into something unbelievably pleasant-sounding. While "cool music in ice level" isn't exactly an out-there theme to convey, contextually the location's pretty unique (or was for its time) in the Metroid universe because cold is the paramount weakness of the eponymous Metroids, and as a result an icy area hadn't really been explored before in a Metroid title. The Prime series' sound design is pretty flexible, but ultimately encapsulates a lot of elements that go far in fleshing out beautifully atmospheric locations even more: recurring theremin arpeggios, flanged synth pads, recurring choir pads, and distinctly techno-sounding percussion whose beats are further compounded by deep, booming bass drum hits that add an additional air of openness and even isolation to the score. That's what makes the Metroid Prime score so unique. Metroid's played with its own characterization plenty, but the successful formula usually employs non-linear exploration limited only by your gear and the player's own resolve, all framed around the idea of isolation: having to fend for yourself and complete missions and objectives alone against the teeming hordes of enemies, precusrors and grisly automatons that may stand in your way. And, somehow, the music complements that perfectly.
 

Amir0x

Banned
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Sync - Fez Original Soundtrack by Disasterpeace: The soundtrack in the game is a masterpiece through and through, whatever one feels about the game itself. A mix of modern sensibilities, synthetic sounds and classical inspirations, it's often moody, atmospheric, ambient, even creepy. It is also, as in the case of Sync, sometimes a brilliant synthesis between the title's fundamental platforming gameplay and audio cues. The game's 2D-3D world is a weird enough concept for a story, so when you break a code and enter this secret room and you see the platforms shifting in tune with this unbelievably hype music, it perfectly captures everything the game is about.

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You've Come Far, Ness - Earthbound/Mother 2 Original Soundtrack: This is one of the wackiest games in existence, in an endearing way. One moment you're fighting a street gang of skateboarders wearing shark outfits, the next you're trying to get the Undead to stick to Zombie fly paper. And then, every so often, the game lets you take an relaxing breather from the zaniness.. a simple moment to reflect on your journey and where you've been (which impressively mirrors some of the themes of the game itself: it's about the journey, not the destiny; home is where the heart is; etc). How does it do it? With a crazy psychedelic coffee break, of course!
 

thejazzking

Neo Member
I'm sorry I can't contribute to this right now. But I just had to reply to say WOW. What a thread. This is why I joined NeoGAF :) Great job! Your analyses are spot on.
 

Toxi

Banned
Great thread idea.

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Torvus Bog - Metroid Prime 2

I feel no music in the Metroid Prime series captures the feel being lost as well as Torvus Bog's. The soft synths are not pleasant like Metroid Prime's Phendrana Drifts, but instead somber to fit the grey and rainy swamp. The percussion beats echo menacingly, giving a sense of emptiness and loneliness. More quiet ambience prickles the back of the neck with its presence. The high-pitched melody perks the ears slightly, a distinct light amidst all the strangeness. Then it flickers out and we are again without direction. Various other types of sounds fade in and out, making nothing seem certain. And the non-traditional synth instrumentation lends the track an otherworldly feel without the reassuring standards we are used to in soundtracks. The music never becomes loud or aggressive, yet it also is never particularly friendly. It is the music of alone in a strange sad world.
 
That's a good OP there, I don't have any particularly strong examples but I'll give it a shot anyway.

Battle Against the Masked Man from Mother 3 hits this fabulously deranged and oppressive spot for the games final showdown, it popped into my mind from the thread title alone so I figure why not.
Better yet is as the battle goes in it weaving in a completely contrasting style of theme on top of the existing base with Memory of Mother.
Of course context is key, it's also straight up endgame spoilers so with that in mind...
A showdown against your brainwashed brother Claus who was presumed to be dead, you can't even attack as Lucas can't bring himself to leading to a very defensive focused endurance test while the spirit of your deceased mother tries to break through to Claus, the secondary theme arises at these points meaning that the music shifts between the two styles throughout the battle depending on the situation.
I'd say both tracks do a great job of setting the confused mood that surrounds this scenario.

And for something completely different here's a song for a literal shit mountain from Conker's Bad Fur Day, jazz and farts together at last.
 

Booshka

Member
Demon's Souls Maiden Astraea OST


After traversing through a swamp of death and disease, you come across Maiden Astraea and Garl Vinland (her bodyguard) at the end of The Valley of Defilement. This track captures the despair of the level, and likely inevitable remorse you will have after defeating Maiden Astraea, because she has become a Demon through this entire ordeal. One of the most haunting video game tracks I know of.
 

Mr. RHC

Member
Amazing thread, sadly I have not played a single game previously mentioned, so I can only imagine what your tracks mean in context. I really enjoy the Shatterhail pick!

@Fat Goron, yeah definitely!


Some picks off the top of my head:
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Compression Of Time (Final Fantasy VIII)
This is a really interesting theme for a rather complicated concept. The compression of time? How do you compress time? What does it mean? Is it regular time travel to the past or to the future or is it something completely different?The track starts at the beginning of an already interesting battle with changing backgrounds(worlds) and distorted visuals. The re-occurring brass like sound seemingly signals that something strange is happening, the choir like synth may signal something spirtual and the harp like melody complements the trinity. Well done Nobuo!

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Luminous Vista (Castlevania: Lords Of Shadow)
Lords of Shadow is an immensely beautiful action adventure, with a passionate story and interesting combat. It also features climbing passages like we've never seen them before with amazing scenery and unique atmosphere. Oscar Araujo just had to do one thing and he did it just right. Compose a track to compliment the visuals and gameplay. We hear Luminous Vista at the start of a level where Gabriel climbs up a gap in a far canyon, ever up towards the fire cemetry, only a few silver linings of light and skeletons stiring up the uproar in a otherwise calm scene and it is amazing. Oscar Araujo realized perfectly what a Luminous Vista is and what it sounds like. A theme elevating the players consciousness to bright, triumphant heights!


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Sailing On The Wind(Flower)
There are a couple of sailing themes out there, some adventurous, some calm. In Flower of course, there is no actual sailing happening but rather flowers flowing with the wind and this theme symbolizes just that. A spriteful, cheerful, easy-going composition by Vincent Diamante.
 
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Abysmal Ball -Intermission-https://www.youtube.com/watch?v=d8Vi5Q59X64
from Phantasy Star Online Episode 1&2
This plays in the Seabed area of Episode 2, an underwater laboratory facility. Now abandoned, this facility was once used by scientists for some pretty seedy experiments on one of the lead antagonists of the game who had become infected with a parasite. The man had given up his whole life to the scientists so they could study his infection and help mankind, but instead, the scientists greedily used him as a biowarfare experiment. This theme perfectly captures the sense of desperation and betrayal Heathcliff Flowen felt in his final days of humanity, before being turned into the monstrosity that you eventually have to fight as the final boss of Episode 2. Parts of the music piece sound optimistic, but then quickly turn somber and distressing. It's really an amazingly composed, beautiful, and haunting piece.
 

Dice//

Banned
Some picks off the top of my head:
RM5AMyd.jpg

Compression Of Time (Final Fantasy VIII)
This is a really interesting theme for a rather complicated concept. The compression of time? How do you compress time? What does it mean? Is it regular time travel to the past or to the future or is it something completely different?The track starts at the beginning of an already interesting battle with changing backgrounds(worlds) and distorted visuals. The re-occurring brass like sound seemingly signals that something strange is happening, the choir like synth may signal something spirtual and the harp like melody complements the trinity. Well done Nobuo!

I actually think this is one of the weaker Final Fantasy soundtracks, but this is the most unique song on there. I love this tune, it's melancholy, mysterious, and very strange --- but it totally works.

Katamari Damacy
Beautiful Star
http://youtu.be/UABf1vJGTs8
featured-katamari-universe-illustration-620x400.jpg

I love how you can hear Earth's citizens chatting, talking, playing, and murmuring in the back. Perfect for such a romantic and celestial song.

Xenoblade
Field of Machinae
http://youtu.be/NPjqILlZsAY
latest

Granted, it matches the environment. But I love the Xenoblade OST because of how perfectly it switches from its more natural instrumentation to something more techy to match its futuristic environments. Mechonis Field especially has that 80s-like synth down to a very cool melody.

Star Ocean: Till the End of Time
Moody Goddess
http://youtu.be/411--Pg9LjE
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What says a "Final Boss Theme" like.... jazz??? It kinda works though, and if nothing else, sticks out because it ISN'T this big, grand, over-the-top instrumentation that most final boss themes are.

Baten Kaitos
Many-Storied Building of Sand
http://youtu.be/7TSjtIzW-4c
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What sort of theme do you give a flying continent that reaches in and out and between another dimension? The towns here are 'unstable' (indeed, one place looks like a 2-dimensional story book, another place is made of desserts[!!], and a dungeon with a fractured camera), but the tune accompanying it equally unique.
 

Fandangox

Member
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The World Ends With You's It's So Wonderful. (And the entire OST) A little different from the above examples, unlike the above games, The World Ends With You rarely has actual set themes that play at specific times, except for a few exceptions, the songs of the game all play randomly as you either explore the overworld, chat with the characters, or battle enemies. So this is more about what the whole OST does to capture the atmosphere of the game.

The game tries to blend story and gameplay mechanics together, All game mechanics have an in-game canonical explanation available, it's the same with the soundtrack. Neku, the main character is always wearing headphones, if you let him idle for a bit, he will start to move his head rhythmically, implying the songs one hear through the game are playing on Neku's headphones. As one progress through the game, more songs start to play randomly as you go through the streets. The entire soundtrack (even the songs I feel are pretty bad) actually complement the entire game really well, most of them have lyrics and are upbeat, they complement well the lively and busy Shibuya. True to the comment about blending gameplay mechanics and plot, the whole OST is available for purchase in the in-game stores, which you can use to customize the in-game menu music.

Basically I think the concept the game tried to capture with its soundtrack was that of being in a lively city with lots of artistic influence around, being able to buy the music oneself as a game-item sets the vibe of the music one is buying being actually real in the in-game world, and not background music that no one is actually hearing, I think its a neat concept.

For a more traditional example:


The above picture is Valak Mountain at daylight, the largest area in the game, a bunch of snowy cliffs and hills that stretch a long path. Aside from the layout of the area (and the fact that its part of a giant god's dead body...), Valak Mountain itself is a regular ice mountain, like the ones you see in most video games. The OST that plays its chilling, butdoesn't really evoke that much emotion except that of being in a large snow mountain, at daylight, that is. At night...

Xenoblade's Valak Mountain, at night.

The whole place changes, even the music changes.

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That's what Valak Mountain looks at night, the various crystals found all over the mountain get filled with Ether (Xenoblade's World word for "magic") and light up to the sky, lighting the whole mountain with a yellow tint. The music becomes much more melancholic, and evokes a feeling of mystery, what was previously a normal looking mountain is now a sight to behold. The track itself even has some shade of isolation, despite it playing when a party of seven is exploring the area. I think it captures being in a unknown natural place really well.
 

Welcome to Pianta Village, home of various multicolored Hawaii blobs who chose to build a town suspended in the crater of a fucking volcano, currently under siege by lava-flavored multicolored blobs. The mushrooms and trees are so god damn trippy you'd get fucked up just by staring at them for too long. It's a natural paradise inhabited by insects and wildlife, the calm of nature and the night sky, and the people love it there when it's not on fire. It's pretty chill. Listen to this and try not to be chill. Can't be done


Melty Monster Galaxy - Super Mario Galaxy 2

You've heard fiery map themes before, Mario is rife with them. But this one really gives you the sense that the lava in this map isn't just dangerous - it's alive and it's out to swallow you whole. So much bombast and triumph in this track


Demise - Skyward Sword
Final Demise - Skyward Sword


So, uh, Evil God isn't exactly the most impossibly weird context for this boss theme, but I've never heard the concept of 'pure evil' communicated in a video game so effectively just through a background track before. As you battle Demise in a stormy void with this playing in the background you just know, this guy is the source of all the evils in the series and he's dead fucking serious

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Phendrana Drifts - Metroid Prime Soundtrack
Honestly, the Metroid Prime series has way too much good shit going on to really highlight a single track, but Phendrana Drifts is usually the go-to and I couldn't find a good picture of the Torvus Bog so we're going with it. While snowy or icy areas are usually pretty well-known in gaming culture as having good music, Phendrana Drifts takes it a step above and beyond by mixing elements of Metroid old and new into something unbelievably pleasant-sounding. While "cool music in ice level" isn't exactly an out-there theme to convey, contextually the location's pretty unique (or was for its time) in the Metroid universe because cold is the paramount weakness of the eponymous Metroids, and as a result an icy area hadn't really been explored before in a Metroid title. The Prime series' sound design is pretty flexible, but ultimately encapsulates a lot of elements that go far in fleshing out beautifully atmospheric locations even more: recurring theremin arpeggios, flanged synth pads, recurring choir pads, and distinctly techno-sounding percussion whose beats are further compounded by deep, booming bass drum hits that add an additional air of openness and even isolation to the score. That's what makes the Metroid Prime score so unique. Metroid's played with its own characterization plenty, but the successful formula usually employs non-linear exploration limited only by your gear and the player's own resolve, all framed around the idea of isolation: having to fend for yourself and complete missions and objectives alone against the teeming hordes of enemies, precusrors and grisly automatons that may stand in your way. And, somehow, the music complements that perfectly.

And that's only half the greatness of Phendrana. Wait until you're underground. This is the map this thread was made for.


The Depths of Phendrana Drifts - Metroid Prime Soundtrack

is my favorite track in all of gaming. All throughout Phendrana are little hints that there used to be a pretty technologically advanced and innovative civilization beneath all this snow. Strange techno-biological enemies, water and platform control mechanisms, and research centers stand alongside religious temples and natural creatures. At one point you accidentally bust straight into these ruins and when this tune starts playing, you know shit's about to get real, shit's about to get straaaaange and mechanical up in here. And it does, ultimately culminating in the most tense and creepy area, music track, and visual motif in the entire Prime series

aight for this next one I'm just gonna dump a video because this one speaks for itself


Jelly Jamboree/Beehive Brawl - Donkey Kong Country Tropical Freeze


The track on its own; click this if nothing else


For context, this is a stage accessed via secret exit from another stage, and the enemies and mechanics here aren't seen anywhere else in the game. This level just blindsides ya. Like all this game's best maps Beehive Brawl takes a central theme and keeps on iterating and expanding on it until it's become a hundred times bigger and more intricate than you thought it would. And the music here compliments this particular map insanely well, really feels like you've stumbled upon some utterly esoteric natural factory and you have no business being there but Fuck It, you're Donkey Kong, you're gonna trapse through it anyway
 

Disgraced

Member
That is a nice OP.



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Coconuts - Silver Lights

Yeah, I know you said Drive-esque synth beats aren't what you're fishing for, but I think this track from Hotline Miami fits the bill requested to the letter. It's hard to truly describe the scene(s) using this track without spoiling everything, so if you know it, you know it. And you'll know it's an undoubtedly incredibly fucking strange concept and this track's most definitely evocative of that.

Also, I'm going to go out on a limb and say that pretty much any Silent Hill track composed by Yamaoka would fit right in here.
 
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Contra - Alien's Lair

One of the more novel things about the Contra series, especially the older entries is how they start off with obvious homages to movies like Rambo and the like, but as you get further in the game(s), the more alien flavored things start appearing, and you go from raiding jungle bases to alien hives with pulsing, almost alive-looking walls everywhere. It's a hallmark of the series that also gets reflected in each game's soundtrack as well, and the first Contra game is the ultimate example of it. As you get further in the game, the music compositions start getting a little more complex. The melodies start getting a little more erratic. The time signatures get weirder and weirder, and it all culminates with the Alien's Lair theme, a composition that completely nails the alien nature of the stage. It has unusual time signatures that (in addition to being something rarely done on an NES) add to the completely bizarre atmosphere the track provides.

Fantastic OP, by the way.
 

Moonkid

Member
Really tough to pick a song from Lone Survivor because Jasper Byrne just did an all-round fantastic job at nailing the atmosphere. In the context of the game, "Where is it going?" probably captures the most unexpected 'concept' during a very touching scene.
 

dickroach

Member

Silence and Motion (Esthar) - Final Fantasy VIII

hidden by technology in the middle of that giant deserted continent, it's the first/only really giant, sprawling city you encounter in the game. it makes Deling City look like a little dinky town.
The quirky sounds at the beginning of the track let you know it's different than anything you've encountered before, and when the violins come in the track really opens up. Te reverb on the weird noises, seemingly echoing throughout the big city. The grandioseness of the violins and cellos making the city feel really important. The urgency of the xylophones near the end of the loop as if there's millions of people in the city who are all running around with somewhere to go. the track captures the feel of the city wonderfully.
 

Micken

Banned
Lots of Metroid ITT, and with good reason... Here's another couple for the pile.


Super Metroid - Maridia Rocky Underwater Area

Being underwater was a new concept for Metroid games at the time. When you first
blow up that tube
, you hear this tranquil, almost sad music. It's really magical. You feel really out of place because of how weird the controls are at first. But the calm music makes it seem like a fairly harmless place, with peaceful aquatic creatures floating about. Then, later on, you get into the meat of the area and experience this beauty:

Super Metroid - Maridia Drifting Sand Underwater Area

From the very beginning of the track something seems wrong... The music seems to be telling you that this isn't just a sad, lonely, meaningless place. There's something going on... I really love the part beginning at 1:23 where it really starts to sound weird and off. And then you see all the strange creatures wandering through the water... It's a really great area and song.
 

Teknoman

Member
earthboundlove4fsol.png


You've Come Far, Ness - Earthbound/Mother 2 Original Soundtrack: This is one of the wackiest games in existence, in an endearing way. One moment you're fighting a street gang of skateboarders wearing shark outfits, the next you're trying to get the Undead to stick to Zombie fly paper. And then, every so often, the game lets you take an relaxing breather from the zaniness.. a simple moment to reflect on your journey and where you've been (which impressively mirrors some of the themes of the game itself: it's about the journey, not the destiny; home is where the heart is; etc). How does it do it? With a crazy psychedelic coffee break, of course!

I know this sounds really cheesy as hell...but that theme actually kicked in when I was going through a kinda rough time not so long ago. Actually helped out alot. First time hearing it, since I never really played the game in earnest aside from a quick rental back in the Blockbuster days.



Anyway i'll toss some into the ring:


Persona 4 The Genesis

Shoji Meguro seems like the go to guy when creating a theme that conveys the emotion of a battle, pitting humans against the unknown.


Unreal: Dusk Horizon
Unreal: Shared Dig


Metroid series might be top at conveying being isolated on an alien world, but Unreal 1 was second. I really wish we could get another Sci-Fi first person shooter with such a mysterious feel and soundtrack again, with next to no cutscenes, but in this gaming climate, that seems very unlikely.
 
Submerged Castle - Pikmin 2

Easily the strangest dungeon in not only the game, but arguably the entire franchise because only water pikmin can come with you since the entrance is submerged under water. However there are plenty of elemental traps that will destroy your blue pikmin like electricity and fire.

The dungeon is dark and the music is perfectly creepy and odd for a really special reason you'll have to see for yourself if you ever play through the game.
 

Deadbeat

Banned
Metroid series might be top at conveying being isolated on an alien world, but Unreal 1 was second. I really wish we could get another Sci-Fi first person shooter with such a mysterious feel and soundtrack again, with next to no cutscenes, but in this gaming climate, that seems very unlikely.
I played this a few years ago as I never bothered with it and honestly this gets ignored next to Half-Life which is bullshit. This game puts half life to shame. Half life had ups and downs in its levels and design, this game dipped rarely for me. It was an amazing experience all the way.

I cant say its the best fps of the year since thief exists then as well, but its one of those things where each game does something better.
 
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