Kink-Link5
Smash Hero
So if a character is caught up in a combo or just continuously being hit, the music will add rolling trumpets to emphasise the action. Or when the match is in a 1v1 situation and both players are far from one another, the music calms down to a lulling drum roll as both characters stay safe/keep the match slow. When a player is at high percents, the music picks up into harsher chords, and when all the players are at high percents, the music becomes almost drowned in these tense chords looking for a win.
Nintendo is a HUGE fan of variable mixes and has been putting it in their games for at least as long as Mario 64 with the underwater theme and various super star remixes. This kind of subtle immersion can have a huge impact on how the game feels, even though the effect can be dismissed as having "no real impact," in spite of that being total bull****. Plenty of people just can't play to crap music and it's a real concern, so in the same line of thought, certain tracks having variations to fit the battle mood can have a big impact on how the game is played.
If it weren't for auditory cues, we would be at a huge disadvantage when reacting since our reaction is so reliant on discerning sounds when animations don't fully telegraph moves, and that's the same principle that applies to variable mixes. Auditory feedback is a great way to communicate between players in much the same way as a percent meter is. Do we NEED to see the enemy's percent, when we should be able to just know how close they are to death based on the previous attacks done to them? No, but it still helps convey the information easily to the player. There's nothing wrong with the game doing this in other ways, and mixed tracks are a fun venture for players on a less serious level as well, just by the immersion they provide.
So thoughts on including tracks with variable mixes into the game?
Nintendo is a HUGE fan of variable mixes and has been putting it in their games for at least as long as Mario 64 with the underwater theme and various super star remixes. This kind of subtle immersion can have a huge impact on how the game feels, even though the effect can be dismissed as having "no real impact," in spite of that being total bull****. Plenty of people just can't play to crap music and it's a real concern, so in the same line of thought, certain tracks having variations to fit the battle mood can have a big impact on how the game is played.
If it weren't for auditory cues, we would be at a huge disadvantage when reacting since our reaction is so reliant on discerning sounds when animations don't fully telegraph moves, and that's the same principle that applies to variable mixes. Auditory feedback is a great way to communicate between players in much the same way as a percent meter is. Do we NEED to see the enemy's percent, when we should be able to just know how close they are to death based on the previous attacks done to them? No, but it still helps convey the information easily to the player. There's nothing wrong with the game doing this in other ways, and mixed tracks are a fun venture for players on a less serious level as well, just by the immersion they provide.
So thoughts on including tracks with variable mixes into the game?