Do I really have to compare the Two?Guest wrote: ↑Sat Sep 04, 2021 4:22 pmnu-Persona music isn't bad. You're just gay.
Video game music
Re: Video game music
Re: Video game music
Notice how The original has a really suspenseful & unnerving vibe to it that fits the tone of the first, something that the weirdly cheerful, high energy remake axes completely?
Re: Video game music
I never said the true and honest P1 soundtrack was bad or inferior to the remake.
- VoiceOfReasonPast
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Re: Video game music
Why does the PSP version have less tracks than the PS1? Did they run out of space ?
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Re: Video game music
Shoji Meguro was director of the PSP port and stretched himself too thin. You'll also notice that not only does it have 1/3 the amount of tracks as the PS1 version but the loops are much shorter.VoiceOfReasonPast wrote: ↑Wed Nov 10, 2021 4:49 pmWhy does the PSP version have less tracks than the PS1? Did they run out of space ?
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Re: Video game music
Dafuq? That's from Miami Connection. Are they too lazy to make their own OST?
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Re: Video game music
What a mean way to call a "homage".
Anyway we are talking about the cucks who made Far Cry 3, so yes.
Anyway we are talking about the cucks who made Far Cry 3, so yes.
- VoiceOfReasonPast
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Re: Video game music
It's not a homage if it is literally the same song.
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Re: Video game music
WTF, the Savage soundtrack is glorious, predating Roblox' oofs and Waluigi's waahs ahead of its time.
Anyway, back for a lenghty one
Prince of Persia - The Sands of time
It all started in 1984, when 5 french frogs (the brothers Claude, Michel, Yves, Gerard & Christian Guillemot - man the French were busy repopulating in the 60s) went to expand their parents agricultural machine business to include the import of computer hardware, seeing as it was way cheap to get from the UK and sell it with a profit. The companies name was an abreviation for Ubiquitious Software, and early on, around '86 they shifted their focus from importing hardware to developing software, having acquired the talent of Michel Ancel, who should create Rayman in 1994 (and, other than Zombi & Beyond Good and Evil are their only self-invented, not-bought IPs). The companies focus was further set on globalized expansion, with the recapitulation of having nine major studios by the end of the 20th century and going public in '96: Paris, Bukarest, Montpellier, Annecy, Shanghai, Montreal, Milan, Casablanca & Barcelona.
Now to set foot in the US of Americas proper (Cucknadia doesn't count) they started to buy out studios and IPs to market as their own, namely Red Storm Entertainment (all the Tom Clancy wankfests) in 2000. They then set their sight on Germany for another hostile takeover in 2001, with Blue Byte (Settlers) - funny then how eternal CEO Yves Guillemot cried "hostile takeover, alerta alerta" when EA bought 20% of his PUBLIC COMPANY in 2004 (who ultimately sold the shares again after a long time of bitchslaps and going nowhere). Mattel/Broderbund was more than happy to give away the rights to Prince of Persia, seeing how their attempt with "Prince of Persia 3D" flopped big time, and it was Ubisoft Montreals time to shine, developing Sands of Time, with series original creator Jordan Mechner having close by as Designer & writer & general consultant - though he was unceremoniously kicked out after that, once the Prince started listening to emo music in Warrior Within (though he was one the the few game creators directly involved with its film adaptation). There is nothing much to say about the series composer Stuart Chatwood, other than his work is prutty darn gud mate! After composing for the complete PoP series, his latest work can be heard in the Spoony TTRPG simulator Darkest Dungeon.
Anyway, back for a lenghty one
Prince of Persia - The Sands of time
It all started in 1984, when 5 french frogs (the brothers Claude, Michel, Yves, Gerard & Christian Guillemot - man the French were busy repopulating in the 60s) went to expand their parents agricultural machine business to include the import of computer hardware, seeing as it was way cheap to get from the UK and sell it with a profit. The companies name was an abreviation for Ubiquitious Software, and early on, around '86 they shifted their focus from importing hardware to developing software, having acquired the talent of Michel Ancel, who should create Rayman in 1994 (and, other than Zombi & Beyond Good and Evil are their only self-invented, not-bought IPs). The companies focus was further set on globalized expansion, with the recapitulation of having nine major studios by the end of the 20th century and going public in '96: Paris, Bukarest, Montpellier, Annecy, Shanghai, Montreal, Milan, Casablanca & Barcelona.
Now to set foot in the US of Americas proper (Cucknadia doesn't count) they started to buy out studios and IPs to market as their own, namely Red Storm Entertainment (all the Tom Clancy wankfests) in 2000. They then set their sight on Germany for another hostile takeover in 2001, with Blue Byte (Settlers) - funny then how eternal CEO Yves Guillemot cried "hostile takeover, alerta alerta" when EA bought 20% of his PUBLIC COMPANY in 2004 (who ultimately sold the shares again after a long time of bitchslaps and going nowhere). Mattel/Broderbund was more than happy to give away the rights to Prince of Persia, seeing how their attempt with "Prince of Persia 3D" flopped big time, and it was Ubisoft Montreals time to shine, developing Sands of Time, with series original creator Jordan Mechner having close by as Designer & writer & general consultant - though he was unceremoniously kicked out after that, once the Prince started listening to emo music in Warrior Within (though he was one the the few game creators directly involved with its film adaptation). There is nothing much to say about the series composer Stuart Chatwood, other than his work is prutty darn gud mate! After composing for the complete PoP series, his latest work can be heard in the Spoony TTRPG simulator Darkest Dungeon.
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Whenever you feel down :3
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