Devblog - Inside Shadow Plague’s vampiric soundtrack
The Shadow Plague was a special one for me… I’m from Romania - literally born in Transylvania - so I remember laughing when we first started discussing this update. Talk about right up my alley! A lot of the planning around this cue centred on finding the right mix between the gothic feel of vampire lore and the more modern edge of the existing Plague Inc. music. My goal was to find interesting ways to incorporate some of the classic “vampire” instrumentation (the choir, the church organ, etc.) without falling into stereotypes or deviating from the musical language we’d established for the game up to this point.
Sometimes I find that giving myself a bit of space is important. If you dive in head-first, you run the risk of taking the obvious approach rather than the best one. For projects without tough deadlines, I like to set aside some low-pressure time near the beginning of the process to let the concept percolate before I sit down to write. By the time I started sketching, I had a clear theme in mind, and a good idea of how I wanted to establish the mood for this plague type. The very first work-in-progress sketch I submitted was remarkably close to where we ended up. From that initial sketch, most of the back-and-forth involved finessing the pacing and structure. It’s a tricky aspect of game music, because even though Plague, Inc. isn’t frantically paced, a looping cue has to sound appropriate not only for the beginning of a play session, but also the end where tension is running high. Fun fact: all the various vampire noises - the growls, the hissing, the roars - were recorded by yours truly. By the end of it, my neighbours were very concerned and I had entirely lost my voice!
For most projects, I get a call and write the entire score from start to finish. With Plague, Inc., the core music was written at one point in time, and then each new expansion brings with it an opportunity for new music. I get to come back to the project with a fresh outlook and a new theme to immerse myself in. Each cue brings new challenges, and we often experiment with different writing and implementation techniques in an effort to keep things interesting. It’s a refreshing and deeply inspiring way to work and I’m always profoundly grateful to be involved.
All I’ll say is that it’s part of an old incantation… and I don’t recommend looking up the rest.
A full visual layout of the Nox Eternis track.
[ 2017-04-19 16:39:33 CET ] [ Original post ]
Hi virulent vamps!
Ever wondered how the music behind Plague Inc.’s Shadow Plague was put together? Do you find yourself pondering what dark recesses we have to plumb to get the tone just right? Or maybe you’re wondering what all that ominous chanting is really all about? Meet Marius Masalar, the musician behind the music of the most recent expansion’s tunes.
Hi Marius! To start us off, what were your initial aims as work began on the Shadow Plague update? How was it different to other Plague Inc. tracks you've worked on?
The Shadow Plague was a special one for me… I’m from Romania - literally born in Transylvania - so I remember laughing when we first started discussing this update. Talk about right up my alley! A lot of the planning around this cue centred on finding the right mix between the gothic feel of vampire lore and the more modern edge of the existing Plague Inc. music. My goal was to find interesting ways to incorporate some of the classic “vampire” instrumentation (the choir, the church organ, etc.) without falling into stereotypes or deviating from the musical language we’d established for the game up to this point.
Can you take us through your songwriting process? How did you have to iterate on the piece to make sure it was the perfect fit for the new expansion?
Sometimes I find that giving myself a bit of space is important. If you dive in head-first, you run the risk of taking the obvious approach rather than the best one. For projects without tough deadlines, I like to set aside some low-pressure time near the beginning of the process to let the concept percolate before I sit down to write. By the time I started sketching, I had a clear theme in mind, and a good idea of how I wanted to establish the mood for this plague type. The very first work-in-progress sketch I submitted was remarkably close to where we ended up. From that initial sketch, most of the back-and-forth involved finessing the pacing and structure. It’s a tricky aspect of game music, because even though Plague, Inc. isn’t frantically paced, a looping cue has to sound appropriate not only for the beginning of a play session, but also the end where tension is running high. Fun fact: all the various vampire noises - the growls, the hissing, the roars - were recorded by yours truly. By the end of it, my neighbours were very concerned and I had entirely lost my voice!
Is working on music for Plague Inc. different than working on music for other games?
For most projects, I get a call and write the entire score from start to finish. With Plague, Inc., the core music was written at one point in time, and then each new expansion brings with it an opportunity for new music. I get to come back to the project with a fresh outlook and a new theme to immerse myself in. Each cue brings new challenges, and we often experiment with different writing and implementation techniques in an effort to keep things interesting. It’s a refreshing and deeply inspiring way to work and I’m always profoundly grateful to be involved.
Finally, many fans have asked, what are the vocals in the song actually saying?
All I’ll say is that it’s part of an old incantation… and I don’t recommend looking up the rest.
A full visual layout of the Nox Eternis track.
If you’re keen to discover the Shadow Plague track, Nox Eternis, for yourself, as well as the rest of the Plague Inc: Evolved Soundtrack - including more tracks from Joshua Kaplan and Marius - then you can head here: http://store.steampowered.com/app/315960/ This is a shorter, Steam-friendly version of a longer, more in-depth interview. If you want to read the whole thing then you can: over on our official site!
Plague Inc: Evolved
Ndemic Creations
Ndemic Creations
2016-02-18
Indie Strategy Simulation Singleplayer Multiplayer Coop
Game News Posts 112
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(46774 reviews)
http://www.plagueincevolved.com
https://store.steampowered.com/app/246620 
The Game includes VR Support
Plague Inc: Evolved Depot - Linux [815.54 M]Plague Inc: Evolved - Scenario Creator Linux [220.91 M]
Plague Inc: The Cure
Plague Inc: Evolved is a unique mix of high strategy and terrifyingly realistic simulation. Your pathogen has just infected 'Patient Zero' - now you must bring about the end of human history by evolving a deadly, global Plague whilst adapting against everything humanity can do to defend itself.
Plague Inc. is so realistic that the CDC even asked the developer to come and speak about the infection models in the game! http://blogs.cdc.gov/publichealthmatters/2013/04/plague-inc/.
Over 65 million players have been infected by Plague Inc. already. Now, Plague Inc: Evolved combines the original critically acclaimed gameplay with significant, all-new features for PC including multiplayer, user-generated content support, improved graphics and lots more.
- 10 Different Disease Types – Master every pathogen; from bacteria to bio-weapons and mind control to zombies, end humanity by any means possible – different diseases will need radically different approaches.
- 20 Unique Scenarios – Adapt your strategy; scenarios create further challenges for your pandemic – how will you handle a new strain of Swine Flu, or infect a world in Ice Age?
- Hyper-Realistic World – Strategize in the real world; advanced AI and use of real-world data and events make Plague Inc: Evolved a highly authentic simulation of a world-ending pathogen. Even the CDC likes it!
- Competitive Multiplayer - The world is unlucky enough to be infected with two plagues, but how will you win the battle for genetic dominance against your opponent? Players get all new evolutions, abilities and genes to help them fight for global control and destroy their opponent!
- Co-Operative Mode - Two different diseases team up to infect and destroy the world together but Humanity has new tricks up its sleeve to fight back! Work closely with your partner and use brand-new genes, traits and strategies to smash cure labs all over the world before they eradicate you.
- Contagious Content Creator - Hit the lab and develop your own custom scenarios - creating new plague types, worlds and in-game events. Sophisticated tools support user-generated content to let players bring their deadliest ideas to life and share them on Steam Workshop. With over 10,000 custom scenarios already released - there is always something new to infect!
- Blinding Graphics - Full 3D disease models take you closer to your plague than ever before, city-cams show humanity's struggle at street level, and the body scanner highlights the full effect of your mutations, organ by organ.
- Deadly Data - Geek out with stats and graphs; monitor infection and death levels, track government reactions and cure efforts, then review your plague's success (or failure!) with full game replays.
- And much more... - Including speed runs, Mega-Brutal difficulty and genetic modification... Plus loads of new disease types and scenarios in future (free!) updates.
MINIMAL SETUP
- OS: Ubuntu 20.04 & Steam OS 2.0 (64bit. Versions Steam itself supports)
- Processor: 2.0 GHz Dual Core ProcessorMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Intel HD Graphics 4000 or greater
- Storage: 500 MB available spaceAdditional Notes: Additional Notes: Requires a system running DirectX 11 as a minimum. Graphics cards over 10 years old may find some graphics display issues. Unsupported video chipsets: Intel HD Graphics 3000. Intel GMA X3100. Intel GMA 950.
- OS: Ubuntu 20.04 & Steam OS 2.0 (64bit. Versions Steam itself supports)
- Processor: 3.0 GHz Quad Core ProcessorMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVidia GeForce GT640 / AMD R7 Series or greater
- Storage: 1 GB available spaceAdditional Notes: Additional Notes: Requires a system running DirectX 11 as a minimum. Graphics cards over 10 years old may find some graphics display issues. Unsupported video chipsets: Intel HD Graphics 3000. Intel GMA X3100. Intel GMA 950.
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