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A: Quake III: Arena
was really more of an extension what Sonic Mayhem was about when we work on our
own music. It still has guitars but the music was much more electronic
influenced then Quake 2. There are ambient elements mixed with electronic beats
and some heavy guitar chunks. Overall, the music is much less predictable and
more fitting to the game. Q: Similarly, did you go back into the studio to record music for the
recently released Quake III: Team Arena, or were the tracks for that game ones
that had been previously produced? A: As far as I
know, most of the tracks aren’t from us. The one playing during the menu
selection is one we did originally for Quake III Arena. Q: Did the feedback from users on your music for Quake 2 at all
influence the music for your Quake III projects? A: Not at all.
But we did read every single email, positive or negative. Obviously we did not
want to repeat Quake 2 again. So the change in style for Quake III was mainly
our own influence and id wanting to have something more high tech for their
Quake III games. Q: What's next on tap for Sonic Mayhem? I understand you are
working on a new game? Any hints on who is producing it or what genre it
will be in? I just finished our first ‘sample CD’ called NOIZE LOOPZ. Basically any musician or hobby musician can buy this CD in a music store and use any of the provided drum loops for free. The concept is cool and the loops are stylistically somewhere between Aphex Twin and Atari Teenage Riot. It’s hard stuff. Also, I just finished a new promotional SM CD for developers which is also available via mp3’s on our website. Next up is a new pc game, which I can’t name yet since we haven’t finished the deal as of now. I can say this: It’s a first person shooter and its pretty dark. Music wise, expect something new and cool. We are going for a more cinematic style this time. I love mixing orchestral elements with electronic textures. Exclusive
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