Camera Obscura

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Camera Obscura
Front
Композиторы Trenton Ng
Издатель Anteater Games
Тип релиза Музыка из игры - Промо / вложение
Формат Цифра - 17 треков
Дата релиза 19 февраля 2015
Длительность 00:56:18
Музыкальные стили
Оцените альбом!

Comes as a DLC bonus for owners of the game "Camera Obscura" on Steam.

The following production years can be retrieved via ID3 tags:
Tracks 01-03, 08 written in 2011
Tracks 04-07, 09-12 written in 2012
Track 13 written in 2013
Tracks 14-17 written in 2014

Soundtrack notes:

Camera Obscura Original Soundtrack
Music by Trenton Ng
==================================
" Thank you for purchasing Camera Obscura and the Soundtrack!  All the songs in this soundtrack are in a higher quality than the ones in-game for your listening pleasure.  I've also added some extra songs exclusive to the soundtrack as thanks.

Music Notes:

---01) Freeze-Frame (Title Theme)---
I wanted to capture the idea of how fast life passes by, but a single picture can capture a memory and life just seems to slow down in that moment.  The track starts off seemingly fast and then slows down and then picks back up again.  Much like in the game, you'll be moving forward and then you'll stop to look at a Polaroid before you move on again.

---02) Lone Transcension (Base Level)---
This composition took the longest to finish and was difficult to complete.  This was mainly due to the live recording.  Thankfully, it turned out to be a favorite to those who played the game.  The whole game revolves around the theme of solitude and struggle for the protagonist, both physically and mentally.  Like any journey, the first steps are always the hardest ones.  I had the image of the protagonist beginning her arduous scale up the tower as the peaceful scenery of trees and mountain tops are a reminder that she is far from civilization and away from any human contact.

---03) Ethereal Landscape (Main Theme/Common Quarter)---
This was the first song for Camera Obscura when it was just an entry to a week-long game development competition, and thus it was known as the main theme.  The description of the game made me think of mountain tops, grass, a gentle breeze, and blue skies.  So I had the impression that the game took place somewhere so peaceful that it couldn't really exist.

---04) Solitary Waltz (Royal Quarters)---
This is probably my favorite song.  I've always wanted to create a song like this and I went all out.  It's a mix between a Baroque-period invention, a Waltz, Classical Orchestration, and a tiny bit of Electronic influence.  I had a strong visual in my mind of the protagonist walking into the empty chambers of the aristocrats where plenty of wealthy patrons used to gather for lavish parties with fancy banquets, music and dancing.  I imagined her waltzing by herself in the middle of the grand ballroom in a whimsical manner that evokes memories of being with the one she loved.  As the song progresses, it becomes heavier and darker as it reflects the mental state of the protagonist.  She's getting closer to the top and she isn't sure what's waiting for her there.  All of her emotions of fear, doubt, guilt, etc. all well up as she presses on to the pinnacle of this deserted structure.

---05) Frozen Tears (Tower Apex)---
There's a story behind the creation of this track.  This was to be the song for the last area before the protagonist reached the top of the tower.  It was supposed to sound dangerous and shrill to reflect the dire circumstances of being so close to the end yet being up so high.  One wrong step and it'll be all over and everything will be for naught.  The day I began working on this song, my computer experienced a series of awful events and an entire partition got wiped.  A lot of my work and game save data that I spent hundreds of hours on were gone in an instant.  I was angry, upset, and felt hopeless because I knew no one would understand the situation I was in.  So the moral of the story is "back up your computer data often because technology is convenient but not reliable."  I got over the trauma as quickly as I could and told the team I was going to use this incident as a driving force for the song.  So rather than sounding dangerous and shrill, the song turned out to be very dark and conveyed a sense of feeling hopeless.  As opposed to the scenery I imagined for Lone Transcension, I had the image of the protagonist walking against the heavy wind, dark skies, and unrelenting snow storm as she jumped over deadly heights.  She never felt more alone than she did now.  If she fell and died, no one would know.  Why was she doing this?  Even being so close to her destination, there was no guarantee she would find salvation there.

---06) Reminisce (Base Alternate)---
The song sounds a bit sadder than the original, doesn't it?  Reminiscing the past can make one feel sad, even if they are of happy memories because those days can never be revisted.  That's what I imagine what the protagonist is going through as she's on this journey because of her past.  You'll notice that a lot of the alternate versions sound almost dream-like.  What is figment and what is reality for our heroine?

---07) Lens Flare (Common Quarter Alternate)---
I imagined the hot sun searing the protagonist as she steps outside to the exterior areas of the tower to find alternate paths to higher grounds.

---08) Somnambulism (Royal Quarter Alternate)---
When I was composing Solitary Waltz, I had encountered the instrument that plays in the beginning of this song and knew exactly how I wanted the alternate version to sound like.  It sounds hazy and in a dream-like state.  It sounds almost haunting.

---09) Disjunction (Tower Apex Alternate)---
She's finally near the very top and everything seems a bit calmer.  But her path is still unclear.  What was she expecting to happen when she got to the very top?  I wanted the song to make it sound like she was gathering the last of her courage to face whatever was waiting at the end.

---10) Aspiration (Ending Theme)---
This track plays all the area's themes in reverse order.  It's kind of signifying the end of the journey with the protagonist making her way back down the tower.

---11) Deliverance or Death (Chase Level)---
I wasn't expecting a "final level" like this in the game.  This definitely isn't a time or place for failure for the protagonist.  Unlike the rest of the game where time and patience was the key to getting through each level, this level required urgency and being quick in order to complete.  I had a strong image of the protagonist running as fast as she could while leaping past deadly heights.  The song is just long enough that if the player takes too long, they'll hear the end of the song which sounds tragic because something happens if they take too long...

---12) Deliverance (Chase Level Extended)---
By request, I created an extended version of the chase level exclusively for the soundtrack.  In the beginning of the song, I wanted to convey the emotion that the heroine felt as she approached the last steps to the top.  The wind is blowing, the atmosphere is tense, and "his" shadow can be seen.  Near the end of the song, I imagined how all thoughts and emotions swirled around the heroine's mind as she raced down the top of the tower to reach "him".  And at the end of this song, she does.

---13) Our Home (Monster Anthem)---
One last original song was to be made exclusively for those who supported the game and the soundtrack.  It's a tribute to all the monsters that had moved into the abandoned tower and made it their home.  Honestly, they've caused me much pain as I ran through the game multiple times only to be killed by them or they end up ruining my plans.  But if you take it from their perspective, they're just inhabitants in this empty rubble.  We're actually the ones busting into their homes, crushing them and making them fall off ledges.  So let them have their moment, their glory, their Monster Anthem.  Each section represents each of the type of monsters within the tower.  Can you guess which one is which?

---14) Lone Transcension (Piano Version)---
---15) Ethereal Landscape (Piano Version)---
---16) Solitary Waltz (Piano Version)---
---17) Frozen Tears (Piano Version)---
As my own personal thanks to the team and to those supporting the game and soundtrack, I made piano versions of the four areas within Camera Obscura.  They're "4 hands, 2 piano" renditions of the songs.


Wallpaper and Album Cover
I've included two drawings I made for the album with two formats (Wallpaper 1920 x 1080 / Cover Art).  One is a recreation of the tower which was the original title screen of the game and the other is of the main heroine of the game.


Thanks again to all those who supported the game.  I'd like to thank the team for having me on board in creating Camera Obscura.  I really do believe it's a fun game, and I hope everyone is able to enjoy it as much as I have.  I'd also like to thank Ryan Sharpe who helmed the project for having so much faith in me throughout the development of Camera Obscura.  Lastly, I'd like to thank my family for being patient and understanding as I pursue a career within the interactive entertainment industry. "


Над альбомом работал композитор Trenton Ng, а его релиз состоялся 19 февраля 2015 года. На саундтрек попало 17 композиций общей длительностью около 60 минут. Подборка является компиляцией оригинальной музыки. Выпуском пластинки занимался лейбл Anteater Games.

CD 1

1
Freeze-Frame (Title Theme)
03:02
2
Lone Transcension (Base Level)
02:48
3
Ethereal Landscape (Main Theme)
03:41
4
Solitary Waltz (Royal Quarters)
04:55
5
Frozen Tears (Tower Apex)
03:30
6
Reminisce (Base Alternate)
02:47
7
Lens Flare (Common Quarter Alternate)
02:52
8
Somnambulism (Royal Quarter Alternate)
04:20
9
Disjunction (Tower Apex Alternate)
03:10
10
Aspiration (Ending Theme)
01:47
11
Deliverance or Death (Chase Level)
01:36
12
Deliverance (Chase Level Extended)
04:18
13
Our Home (Monster Anthem)
03:33
14
Lone Transcension (Piano)
02:51
15
Ethereal Landscape (Piano)
02:46
16
Solitary Waltz (Piano)
04:52
17
Frozen Tears (Piano)
03:30
02.03.15

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