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The soundtrack for the game Saros, which hits the public today, May 22, promises a deep auditory immersion into the game’s universe. Composer Sam Slater’s work combines dark and distorted elements, seeking to capture the essence of an unknown planet.

The musical creation for Saros was described by Slater as a “wonderful, immense, dark puzzle”, going beyond the mere sounding of the actions. The objective was to discover the soul of a fictional world, transposing this identity into each note and sound effect.

Essência Musical from Carcosa

The initial Saros soundtrack challenge focused on defining the musical essence of Carcosa, the game’s central planet. Sam Slater, in collaboration with Greg Louden, Diretor Criativo from Housemarque, and Joe Thwaites, Líder Musical from PlayStation Studios Creative Arts, dedicated themselves to finding thematic and textural ideas that could identify the location. Slater revealed its approach to worldbuilding musically, starting with test footage before even having the game complete.

The design gradually evolved into a complex 3D puzzle made of music. Este project challenged the linearity of time, demanding functionality that allowed the player to advance the narrative. Initial creative conversations with Greg Louden, a metal fan like Slater, were crucial in establishing the sonic direction, exploring the tension between organic, saturated drone metal and dark, clean electronics.

Diálogo between Música and Design of Som

The integration between the soundtrack and sound design in Saros was a priority from the beginning of the project. Sam Slater emphasized that it sees no distinction between these two areas, treating them as parts of a single audio engine that manages all sonic information for players. Ongoing collaboration between the music and sound design teams allowed for the creation of a cohesive and immersive environment.

Houve a constant dialogue about the need to leave space for each sound element. Slater cited an example of a stage with rain and ambient sounds, where he chose to step back with the music to allow these elements to play their atmospheric role fully. Essa synergy ensured that each sound contributed to the overall gaming experience, without unnecessary overlaps or conflicts.

Influência of Biomas and Voz Humana

Saros’s compositional architecture directly reflected the game’s level design, with visual markers of the landscape mirrored in the soundtrack. Para the Ancient Depths biome, for example, the central melodic idea was built with a ceramic, almost stony sound. Este sound has been shaped into a giant cave and adjusted in pitch, creating a reverb that “bends downward” and evokes a feeling of constant descent.

Quando or Eclipse is activated, a metallic percussion sound emerges, rhythmically aligning with the sound design and proximity of the machines in the game. A striking feature of the soundtrack is the manipulation of human voices to create unrecognizable sounds, transforming the human into something unstable.

  • Técnicas voice manipulation:
  • * Gravação by experimental vocalist Rully Shabara.
    * Suspended sheet metal Uso, with speaker and microphone.
    * Criação feedback to stimulate the metal part with screams.
    * Transformação of human sound into something unstable and fragmented.

The only voice that maintained a trace of humanity was the one expressing Arjun’s ideas about Nitya. The lead track, “Sun is Forever”, began as a theme for Nitya, designed to convey mystery and a maternal feeling, rather than a siren song. The cathartic entrance of the guitars on the track symbolizes Eclipse, which metaphorically “pushes Nitya to the side”, reinforcing the emotional impact.

Contraste Emocional and Corrupção of Eclipse

The contrast between love and longing, and corruption and anger, is the essence of Saros’s soundtrack. Sam Slater explains that these contradictions make the story and the game world fascinating, since Saros is a love story where the hero Arjun is captivating precisely because of his corruption. Humanity, according to Slater, arises from contradiction, a principle that permeates all musical work.

Eclipse is sonically represented by degradation, overload and the overflow of limits. The overdrive effect is an auditory metaphor for the waveform that overdrives circuits. Contudo, the most distinctive feature of Eclipse lies in melodic transposition: all melodies outside the Eclipse context are moved six semitones up or down. Essa subtle alteration, undetectable consciously to the musician, conveys a sense that the world “feels wrong”, with “home” being destroyed even though its sonic root remains.

Para boss encounters, music is designed to communicate energy in a simple and intuitive way, keeping the player engaged. Cada fight presents the themes and sound identity of the stage, both in versions with and without Eclipse, culminating in the thematic ideas of each environment. The musical language adapts to drive the player, ensuring a fluid and memorable experience in each confrontation.

Jeronimo Santos é colaborador da redação do Mix Vale, portal de notícias com cobertura de Brasil e mundo. Produz conteúdo nas editorias de economia e benefícios, com foco em informação de serviço para o leitor brasileiro. Escreve para o portal desde 2016: Formação: Marketing

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