

The player play as Quote who has lost his memory. GR: It felt like Star Wars music without actually already being Star Wars music.Ĭlick to the next page to hear about why Danny isn't too worried about Cave Story 3D fans.The game maintains its original storyline, plot and features, only with new additions to the game - for example, re-mastering of the original 8-bit soundtracks of the game into fully orchestrated music, and improved 3D graphics. It was made for it, and it matched the pace of the game. The Force Unleashed series, as criticized as they were for other reasons, I thought the music was done really well. Like, some Star Wars games have custom soundtracks and do an amazing job. I remember running around Hoth and having that music from random scenes from Star Wars in there randomly crescendoing and going up and down… when nothing was happening. It was a cool game, but they just dropped music from the movies into it. But I was a kid – I didn’t think of things critically at all. GR: Have there been any games you’ve played that you feel like the music is working against the game?ĭB: Some Star Wars games, when they just put Star Wars music in it from the movies… like, when I was a kid I played Shadows of the Empire and I thought it was amazing. GR: It comes across, the game and the music work well together and that’s something not every developer appreciates yet. I was one of the number one testers for the game, and before I did a bulk of the music I was familiar with how it played.Ībove: Danny's work on Super Meat boy turned the awesome, silly game into an awesome, silly, epic game. I don’t think you can just write music from the art of a game, it has to match the feel of it. It’s always on the top of my mind: how is this music going to match the pace of the game? The setting? All of it. It’s a little slower and more tense, punctuated with stress. With this one it was dark, but sort of silly. With Meat Boy it was match the old-school feeling, and that was sort of the whole mantra of it. When I hear the music I see a crying child, it matches the game so well.ĭB: And I have to draw another parallel to Meat Boy. GR: I guess the reason I find it dark is because when I hear the music I see the game.

I guess it’s dark, because of the way the music is written, but in the back of my mind there was always this voice saying “Well this is a pretty silly game. Maybe I failed, since everyone thought that I meant to be super epic, and that’s the same thing with Isaac. Meat Boy, in the end, got super dramatic and epic music, but I was trying to be melodramatic and tongue in cheek. But it’s so silly… I really tried – and I did this in Super Meat Boy, too – to not take it too seriously. I guess if you think of it in human, real-life terms it’s dark: it’s a baby killing his mom, and blood and poop and all that stuff. I guess the music is sort of dark, but I see the game as sort of… melodrama for sadness. But people keep saying that Isaac is dark, but I don’t see it that way. One of my favorite bands growing up was Stabbing Westward, who did that song “Save Yourself,” and it was super-crazy gothic-angsty pop. My favorite kind of music is sort of… dark. Have you ever done anything this dark before?ĭB: It’s sort of my preferred music. GR: Absolutely, and Isaac is a very, very dark game, and the music is extremely fitting. Everything about it feels fluid and solid, and I think that’s why.Ībove: Disturbing doesn't begin to describe Binding of Isaac. I think you can kind of feel that in Isaac, it’s very cohesive. It has to do with how well I get along with the developers – and that’s not to say that there aren’t a lot that I don’t – but if we work well creatively together, which me and Edmund of course do, it’s the best way to do it. GR: Is that your ideal way to work on a project? Do you like being involved in the process?ĭB: Absolutely.

We did a very symbiotic thing, where he would send me art or builds and I would write music, then I would write music and he would do art to the music. I was out of the town when he actually started it, so I couldn’t do it right away, but as soon as I got back I started doing some sketches and stuff. Back when it was going to be a flash game that he was going to do in like ten days. DB: Pretty much as soon as Edmund started thinking out loud about it.
