Games with dynamic soundtracks
One of my favorite strengths of the medium is that games are often designed so that the world around you shifts to reflect your in-game actions. This list attempts to document some of the most notable examples of what is referred to as "adaptive/dynamic music," where the soundtrack often shifts volume, rhythm, or tone depending on what's happening at that very moment. Noodle discusses the different techniques in further detail here if you want to learn more, with some additional examples here. Suggestions welcome, I'm always looking for more great examples of this design philosophy in action!
75 Games
31 Comments
i think dire dire docks in sm64 and mounting yoshi in smw/sms would fit
The rest of the games that use iMuse, in case you feel like noting them in the Monkey Island entry or something: https://www.mobygames.com/group/10390/sound-engine-imuse/
Im pretty sure the Spyro remakes do this if you are like charging and stuff
i feel like this phenomenon has gotten too large in general to really be documented in a backloggd list but since you are doing it i'd say DOOM 2016 and mario kart 8 are the first ones that come to mind and deserve mentions
@gruel I keep putting off the original System Shock for various reason but that might just be the best pitch anyone can give for that game.
@MisterAtlas_ Sounds good to me, added!
@DJSCheddar Thanks, I've updated the Monkey Island description to be a stand-in for the other iMuse games as well.
@Snigglegros: Yup, and I found out that the level themes transition to an ambient version if you stand still for long enough!
@MisterAtlas_ Sounds good to me, added!
@DJSCheddar Thanks, I've updated the Monkey Island description to be a stand-in for the other iMuse games as well.
@Snigglegros: Yup, and I found out that the level themes transition to an ambient version if you stand still for long enough!
No Straight Roads is my favorite example of this, it does it a lot. During boss fights there's a rock/edm meter and it changes the genre of the track to either genre depending on who has the advantage during it. There's also a button that lets you perform a guitar or drum solo depending on the character and almost every track has one, it's sick.
I'm surprised NieR Automata and Devil May Cry 5 aren't on here, they're like the prime examples of dynamic soundtracks in gaming for me! Very interesting list idea too.
As for further context, Automata changes depending on story progress, location and doing the hacking minigame (where the songs transition to an 8-Bit version), while DMC 5 adds progressively more layers to the song, depending on how well you perform in combat (based on your style rank).
I'm not even joking when I say that a game having a bit of dynamic music is enough to instantly bump it up a couple points for me in terms of my overall ranking XD
As for my own suggestion, Pokemon Black/White (and it's sequel) are absolutely filled to the BRIM with dynamic music; area music subtly changes instrumentation depending on the seasons, there are different themes in battles for if your mon is low on health and if a Gym Leader is on their final Pokemon and [Village Bridge]( https://www.youtube.com/watch?v=Gju6j3f2xTc) has parts of the song added onto the more people you talk to; it's utterly phenomenal.
As for my own suggestion, Pokemon Black/White (and it's sequel) are absolutely filled to the BRIM with dynamic music; area music subtly changes instrumentation depending on the seasons, there are different themes in battles for if your mon is low on health and if a Gym Leader is on their final Pokemon and [Village Bridge]( https://www.youtube.com/watch?v=Gju6j3f2xTc) has parts of the song added onto the more people you talk to; it's utterly phenomenal.
I think Metal Gear Rising has one if I'm not mistaken
Pikmin 2 and 3
Can't believe you forgot Jak II (couldn't find a video with the proper transition tho)
https://youtu.be/lVQJ9nOTgXI?si=oMM3KUG_DZ2SsbsL
https://youtu.be/mfAe_qiwoOk?si=03V1LT24Fp8MeIuO
https://youtu.be/lVQJ9nOTgXI?si=oMM3KUG_DZ2SsbsL
https://youtu.be/mfAe_qiwoOk?si=03V1LT24Fp8MeIuO
I guess since kazooie is here, tooie would also count
SMT Nocturne containd various encounter themes that shifts whether the player is on the winning, losing, or neutral state. Same goes for Phantasy Star 3, among other, sorta similar implementations.
Does the Black and White village bridge count? The area where you talk to the various band members and they add their instrument to the song?
The Bully soundtrack is awesome. There's a version for each song that changes depending on whether you're walking around or in active combat.
Some of my favorites:
Fun
Foot Stealth
Street Fight
Some of my favorites:
Fun
Foot Stealth
Street Fight
I've added all of the suggestions so far and a few more as well, thanks everyone!
Neo: The World Ends With You has a mechanic where an additional track of the song plays along with the current bgm whenever you use your dash
The blurb on Banjo-Kazooie sells it a bit short, in most of the game, there are completely separate layers/instruments that fade in and out of the song as you move between different segments of any given level, it's not just muffling underwater. Don't forget Donkey Kong 64 does the same thing too!
Dying Light 2 has a dynamic soundtrack corresponding to your proficiency in parkour. The music gets louder/more intense or softer depending on how many moves you can string together and how seamless you are.
the mario rpg remake adds another layer of percussion whenever you get a chain of 5 or more successful action commands (normal song vs its 5 chain version)
pikmin 1 and 4 are dynamic in the same way 2 and 3 are, might be a good idea to just put in 1 as a stand-in for the whole series (minus hey pikmin)
the origami king removes the lead instruments whenever you're moving the board around in battle as seen here
hollow knight's city of tears music removes most of the instruments whenever you go inside (outside vs inside). im not sure if any of the other music in the game does this
in persona 5, one of the palaces has a restaurant area where the theme is shifted into a piano arrangement (original vs restaurant). wasn't sure if this one counted, but the change with the hacking minigames in nier automata sounds similar enough to what happens here
pikmin 1 and 4 are dynamic in the same way 2 and 3 are, might be a good idea to just put in 1 as a stand-in for the whole series (minus hey pikmin)
the origami king removes the lead instruments whenever you're moving the board around in battle as seen here
hollow knight's city of tears music removes most of the instruments whenever you go inside (outside vs inside). im not sure if any of the other music in the game does this
in persona 5, one of the palaces has a restaurant area where the theme is shifted into a piano arrangement (original vs restaurant). wasn't sure if this one counted, but the change with the hacking minigames in nier automata sounds similar enough to what happens here
oh otocky is perfect for this list! dunno how i forgot to mention it
Ultrakill should also be here. Whenever a enemy encounter, a more fast-paced and frenzied version of the level's track will replace the more atmospheric and melodic track, and in encounters involving specific arenas where you can't simply skip, when an encounters ends, there is a slow-mo effect right before changing back to the melodic track.
Dragon's Dogma 1 and 2, the music gets progressively more intense the more enemies you fight (which also depends on your current level if I remember correctly).
Assassin's Creed 1 has dynamic music as well during chase scenes, depending on whether or not you're in low profile/high profile.
Little Big Planet also has dynamic music which can also be toyed with in the level editor.
Assassin's Creed 1 has dynamic music as well during chase scenes, depending on whether or not you're in low profile/high profile.
Little Big Planet also has dynamic music which can also be toyed with in the level editor.
Maybe I'm not seeing it, but I don't see Chibi Robo on the list, unless it doesn't meet all the qualifications.
I know you've played Chibi-Robo, but to specify: the speed at which you walk in Chibi Robo changes the tempo of the music, and your walking sounds themselves are little staccato arpeggiated notes. There's also the different tools like the toothbrush, and when you use it to scrub the speed the music slows down, starts or stops depending on how fast you scrub and when you start and stop. (This is probably obvious since you've played the game, just adding my justification)
Cocoon does this to a wild degree; they even have a system in place whereby the music will dynamically change the closer you get to the puzzle's solution. Austin Wintory is a terrible interviewer, but if you can struggle through his constant need to make the conversation about himself, this interview has some really interesting details about the process.
@DizzySkullKid19 I actually forgot that Chibi-Robo should be included, thanks for the reminder!
Most of the other suggestions have also been added as well, thanks everyone! I've been learning a ton in the last few days.
Most of the other suggestions have also been added as well, thanks everyone! I've been learning a ton in the last few days.
@Drax btw here's my favorite video on Chibi-robo's soundtrack btw which doubles as kind of my source (I guess Chibi-Robo's walking sounds are less arpeggios than little five or six note scales). I didn't even realize how deep the interactive soundtrack in this game goes, holy moly the dynamics and timbre of your walking notes even change based on what surface you are walking on (source 2:20 in the video).
gruel
1 month ago