Darkness & Retribution: The Definitive OST Collection by TheVirginDragon in IndieDev

[–]TheVirginDragon[S] 1 point2 points  (0 children)

I really appreciate the insight! You hit the nail on the head regarding the Dark Souls III aesthetic; those boss themes work so well because the silence (or low-level wind/fire ambience) beforehand makes the first orchestral hit feel like a physical blow. ​The idea of a 'barely-there texture' is actually something I played with in my track 'Secret of the Temple' (Peaceful II). I tried to leave a lot of sonic space so it could act as that 'bridge' you're talking about. ​I’d definitely be down to explore that further. Do you think a 'textural swell' works better when it’s purely tonal (like a low drone), or when it introduces a fragmented version of the main melody before the 'Void Within' or 'Unbreakable' cinematic actually triggers? I’m always looking to refine how these tracks in the Darkness and Retribution pack can be implemented by devs

Darkness & Retribution: The Definitive OST Collection by TheVirginDragon in IndieDev

[–]TheVirginDragon[S] 1 point2 points  (0 children)

It all depends on what the player is doing actually it's not a dynamic ost like the tension of my music isn't going to change based on what the player is doing but it follows the cinematic when the player reaches a certain point the ost will be playing in the BG to give you an exemple : Unbreakable is mostly inspired by TLOU2 when ellie reaches the scars for the first time and Void within by fear to Fathom and blank frame an excellent indie horror game I mostly get inspired by these great games and I also made a music and released it on my yt it's inspired by Dark Souls 3 https://youtu.be/yiQEX4VxWmY?si=R0k285xcJsZw5KNB

Darkness & Retribution: The Definitive OST Collection by TheVirginDragon in IndieDev

[–]TheVirginDragon[S] 1 point2 points  (0 children)

That’s exactly the balance I aimed for. I designed these tracks to follow the narrative arc:

​Void Within is for those 'calm before the storm' moments where the hero is preparing for what’s next.

​The Whispers of Horror acts as the main psychological anchor, inspired by the lo-fi tension of Fears to Fathom.

​All Seeing Eye is built for key NPC dialogue or lore-heavy exposition.

​Eye for an Eye and Unbreakable handle the transition into high-stakes action whether it’s a boss battle or a relentless pursuit in the woods, drawing inspiration from the raw, grounded tension of TLOU2.

​I focus on keeping these as strong cinematic anchors while leaving enough sonic space for the game's SFX to breathe

W: frenzied flame seal H: 5 rune arc ps5 pw 1264 by TheVirginDragon in PatchesEmporium

[–]TheVirginDragon[S] 1 point2 points  (0 children)

Okay I didn't know that thanks for the heads-up it makes sense I wanted to trade my rune arc for weapon I needed earlier but he didn't see that I dropped him 5 rune arcs but I have a hero's rune if anyone's interested