
By Winifred Phillips | Contact | Follow
Welcome to the fourth installment of my five-part article series discussing music composition techniques that heighten tension and suspense for video game projects. These articles are based on the presentation I gave at this year’s Game Developers Conference in San Francisco, entitled Homefront to God of War: Using Music to Build Suspense. If you haven’t read the previous three articles, you’ll find them here:
Before we move on to the next music composition technique in our suspense-building arsenal, I’d like to briefly revisit a video game project we discussed in our last article; the popular Dragon Front VR game for the Oculus Rift, developed by High Voltage Software.
VR considerations
Like all elements of a VR experience, music has the responsibility to help players remain at their most comfortable as they navigate the virtual world. So, while we can compose music that’s great at creating a disturbing atmosphere, we have to be careful that we aren’t agitating players enough to exacerbate VIMS – visually induced motion sickness.
The Drones of Dread technique
The Drones of Dread technique is such an iconic tool of audio suspense that it has its own article on the TV Tropes website – that awesome compendium of techniques and concepts that have permeated popular culture. According to TV Tropes, a good suspenseful ‘drone of dread’ consists of “sustained, continuous sound,” which is particularly effective if it uses infrasound, defined as “sound pitched so low that it’s just barely above the human threshold of hearing.”
As we mentioned before, infrasound has the ability to make listeners nervous and physically uncomfortable. In the journal Science, engineer and audio researcher Vic Tandy tells us that “infrasound triggers the body’s fight-or-flight response.”
So, if low frequencies can bring about such dramatic physical and psychological reactions, how can we game composers employ low drones to instill the same kind of nervous energy in our compositions?
Example: God of War
In my music for the famous God of War video game from Sony Computer Entertainment America, I wrote atmospheric tracks that included those unnerving low drones of dread. Here’s an example, from music I composed for the Challenge of Hades sequence of the God of War video game. Notice the pervasive and continuous low frequencies that form the backbone of the musical structure in this piece:
Conclusion
This concludes part four of this five part series based on my GDC 2017 talk, “Homefront to God of War: Using Music to Build Suspense.” In part five we’ll wrap up this discussion by tackling the “Semi-Silence” technique, including examples of my music from The Da Vinci Code and Homefront: The Revolution video games. In the meantime, please feel free to share your thoughts in the comments section below!
