It's easier to express, like, I could play you something that I felt is “Hyper Lighty.” It's a combination of heroic and tragic, and desolate, but also beautiful. Like so many musical things, it's hard to put into words. What are some of the “vocabulary words” in Hyper Light Breaker ’s musical design language?Ĭorelitz: That’s a great question. Q: You used the term “design language” regarding the game’s score. ![]() But you can't solve these things in the same way. That's a challenging thing to figure out, while it also has to sound like Hyper Light Drifter. You want it to feel like it’s this enemy that's making the sound sounds that way, but it exists in a real space, and that's what you're hearing. Where do you put any kind of bit crushing and stuff on sounds without them sounding like the presentation is Lo-Fi, like your speakers are the thing that are bit crushing? So it's been this adventure to figure out how to make something feel worn, but make it feel like it's in a world. ![]() My point is we start by plugging in a whole bunch of sounds, and so we plugged in all these Hyper Light Drifter sounds, and it just didn't feel right. Since sound is a concussive wave, the lowest frequency that you can hear is something like 18 feet long for something like a 20-hertz wave, so you need an 18-foot wall to block it. The mids travel far and the lows and the highs behave in different ways. Johnson: Different frequencies travel with different amounts of power, so if you are 100 feet away from somebody, their voice is not going to have the same chest depth that you get up close. How do we approach Hyper Light Breaker from a sound design standpoint as a successor to Hyper Light Drifter, and how do we make it related but make it its own thing? There was an immediate need to do that because Hyper Light Drifter is a 2d retro-looking and feeling game and had sounds that had a lot of “wear” to them, it felt more “Lo-Fi” in presentation than what really works in 3d and 3d space. And that's where it's like, “Wait, did that thing end? Or is it still going?” and that's kind of amazing because it's going back and forth between the tracks that Joel and Troupe wrote. We're getting the implementation to a point where it's this fairly well-blended cohesive whole. Johnson: Yeah, especially now that we have some stuff like dovetailing and cross-fading. I feel like about a year in, we've got a pretty strong musical design language so that between Troupe and myself, we’re able to speak the same language to the point where a lot of times we'll play the game and we'll be like, “Did you write this? Or did I write this?” Once we had a basic understanding of how that felt, once we had a design language and a musical vocabulary to understand what that meant, then we started to figure out “Alright, now what makes it sound like Hyper Light Breaker?” We had a lot of conversations early on about what made something sound “ Hyper Light,” which is kind of an all-encompassing term. So I think it's really about taking the overarching sensibilities that make it feel in the same family but creating something that feels really unique to Hyper Light Breaker. Q: How do you approach making the soundtrack of a Hyper Light Drifter successor? Were you frequently making comparisons to the original’s soundtrack?Ĭorelitz: I think that is very much at the top of our minds because we want it to feel related, we want it to feel in the same universe, but we don't want to draw so heavily from it that it doesn't feel like it comes from an original place. RELATED: Hyper Light Breaker Announced With 3D Graphics and Online Co-Op The interview has been edited for brevity and clarity. They went in-depth about their creative processes, the challenges they faced when creating sound for a 3D successor of a 2D game, and the experience of working within a smaller indie game studio. Game Rant sat down with Joel Corelitz, one of Hyper Light Breaker's composers, and Alex Johnson, Hyper Light Breaker's audio lead, to talk about the game's music and sound effects. This time around, Heart Machine is taking Hyper Light into the realm of 3D and introducing rogue-lite elements that encourage repeated playthroughs, with players facing various new challenges in each run. ![]() Hyper Light Breaker is the highly anticipated successor to 2016's Hyper Light Drifter, Heart Machine's hit action RPG that boasted stunning pixel artwork, a renowned soundtrack, and challenging combat.
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