FoA2 will feature wavetable music and sound effects. Music will be used more sparsely; in order to enhance immersion a number of locations will rely on a sound effects soundscape. As a result there will be less looping of tracks, however the score is still going to be an ambient one that 'reacts' to player actions or trigger events.
This is a selection of musical pieces by our composer, =eMail( "TheDeath", "thedeath" )?>. He has added comments for several of them.
- Colossus Escape (1:44)
A test for music to be played during the Colossus escape sequence (see Intro/Teaser Trailer Draft, Spoilers!). Composer's notes: "Such fast-paced orchestrations are highly intricate; programming a whole orchestra isn't exactly an easy task."
- Jones, Your Time Has Come (0:26)
Composer's notes: "Indy faces an uncertain fate in the hands of his enemies."
- Bad Guy Theme (1:06)
Composer's notes: "Every hero needs a nemesis! And there couldn't be a proper nemesis without its own theme. So it never hurts to have a little dark march to accompany their evil machinations... After all, what would Darth Vader be without the Imperial March?"
- Raiders March (excerpt) (0:31)
Composer's notes: "A light version of the Raiders March, to be cued to the pace of Indy's first steps into a new, exciting adventure."
- Travel Map theme (looping) (0:53)
This is the tune to be played whenever the travel map is displayed.
- Travel Map theme (red line cue) (0:15)
Concluding part of the theme after a travel destination has been selected.