#Too much Music?

1 messages · Page 1 of 1 (latest)

brave jetty
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Been playing more of the update yadda yadda "intro to discussion here". It seems rn like there's too much music. I mean more music is cool but it seems like there isn't alot of rhyme or reason to it's placements. I kinda liked it better when each map more or less had it's own music that plays in that map specifically. Hearing the new music + some of the old music just being played at random kinda takes away that unique feeling. Honestly I don't like it like at all. Hearing Angels Plea while i'm fighting for my life doesn't hit as hard as Full Concept. Anyway what do you guys think?

south basin
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Lucas my boi

eternal topaz
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Moosic to my ears

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🎵 capyroar3 🎶

mystic badger
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Yeah man... I'm on the opposite side of that.

brave jetty
sand thunder
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i can see the point

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i love i'll catch the next one

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but it would hit harder if you as the last responder decide not to take the chopper cuz ur infected

hot grotto
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i mean, nmrih 1 did play music alot, whether it was ambient or combat

sand thunder
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and there You can hear the melancholic melody representing your responder

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"i'll catch the next one"
we both know there's not a next one

sand thunder
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i think nmrih2 does a better job cuz of the dynamic ost system

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playing broadway i love how the song changes from depressing to tense the moment 30 zombies are coming for me

hot grotto
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where it would swap from ambient tracks to the action ones when killing or getting surrounded by zombies

sand thunder
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it had one that detected when You we're focused

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but nmrih2 has like 3 variations depending of the situation

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low mid and high intensity

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the higher the intensity, the louder and intense the music gets

hidden holly
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Sorry but the music in game is actually peak

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I will not accept this slander

brave jetty
# hidden holly I will not accept this slander

The music in the game is peak, I just don't like how spontaneous and random it is now. Pre 0.8.0 music was tailored for each map (for the most part), now it doesn't really feel like that.

hidden holly
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It's not random, it usually plays when there isn't stuff happening, and then when stuff is happening it just transitions into one of the action tracks

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For it being ambient music and not being overly loud, i think it fits perfectly

brave jetty
ebon latch
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I miss sound from nmrih 1 when zombie grabbed you and bite

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disorted violing/string or smth

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gave a little horror vibe

oblique crest
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This is a completely valid criticism, as MoonMoon even said they want the right balance of moments with music and without so you can take in the ambience: #1463993054552653949 message

It sounds like stuff is playing just a bit too often when at low threat levels? Which I believe is where all the old tracks got put in but MoonMoon can correct me if he ever sees this.

Other music in the game is a lot more deliberate as it tends to be tied to specific actions(reaching a POI/Hitting K, In the case of the Dynamic tracks scaling based on the number of nearby zombies actively in combat/targeting you.)

So I can understand if the music feels a bit too much or out of place when it's coming in at low threat/intensity levels which you're commonly at.

rough mantle
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Thanks for your points 😊 So the music I was able to add in is indeed on lower intensity levels, which means that in general when you hear it you’re generally high health, there may be a few zombies around, but you’re not running into a horde.

The intention is that this is the breathing moment where the world doesnt feel completely empty and you’re getting just ambience (that’s when no music is played). It’s where you’re seeing the direct result of the apocalypse which rings with more despair/sadness at what things have become. It allows for fighting off maybe a few zombies but the pressure doesn’t make you feel desperate.

If you’re at the point of fighting for your life and things are starting to take a bad turn, that’s when you’re hearing the music you mentioned you expected

The new tracks added in are unique to each map since there was a fair bit to work with, with perhaps some overlap. Exception being powerplant which has no changes 🙂 it had its own pre-combat drones when the game came out.

Like I said though, that’s the intention xD if a lot of feedback comes in saying it doesn’t feel appropriate situationally we could potentially take a look!

Thanks for all the feedback everyone!

rough mantle
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I’d be curious to see video examples where it doesnt feel fitting actually, feel free to post here 🙂

sand thunder
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the grapple sfx is better in nmrih1 than nmrih2

ebon latch
# sand thunder the grapple sfx is better in nmrih1 than nmrih2

It’s a bit off-topic, but the zombie grab in NMRiH 2 is kind of “it is what it is” at this point — insanely long and you immediately know what’s happening.
In the first game it was surprising because it was instant — the zombie just snapped onto you, and the SFX only amplified that “oh shit, I’m screwed (or nearly was)” feeling. I’d compare it to that moment when, I don’t know… something suddenly falls right in front of you, or a car on the street would smash if you’d taken just one more step forward. It was more tense in sfx and animation sense.

brave jetty
sand thunder
ebon latch
brave jetty
sand thunder
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like you have to be kinda fast in order to take the zed off

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worse if a crawler grabs you and it's dark and you don't have a lightsource

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like the desperation is better yknow

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while nmrih2 is just "oh, grabbed, guess ill take some free hits"

ebon latch
sand thunder
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im not saying that devs should introduce the nmrih1 grapple but add some more stuff for the new grapple to make it more menacing

brave jetty
# sand thunder while in nmrih1 is more skilled based imo

No cuz people say that but you will genuinely never be fast enough to shove a zombie off that's behind you in nmrih1. Tried it and had a loose rate of damn near 100%. And that's when I knew the zombie was going to grab me, it's 100% if you don't see it coming.

brave jetty
ebon latch
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In part 1 if had enough muscle memory u could know how far zombie is and how long it takes to get to you by fast look behind shoulder, in part 2 they change pace while going for bite, maybe not much, but sometimes is enough
but more problematic for me atleast is that camera slide for animation and sometimes desync/huge hitbox where you think it's after stepping to the side but then it slides you back to the animation
I mean, it's better than it was made part 1 in organic way, but think it should have little diff variant when grabbed from behind instead of robotic move turning you behind ?

If you want we can take this disccusion on other thread or I just delete my messeges to not make unnecessary offtop spam