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TIGSource ForumsDeveloperAudioContrapuntal / Fugal Video Game Music
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Author Topic: Contrapuntal / Fugal Video Game Music  (Read 5884 times)
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« on: September 20, 2021, 09:11:14 AM »


I wonder what your opinion on counterpoint and fugue in video game music is. I think that these are very fascinating compositional techniques that don't get used often enough.

The only real example I know is probably "Dancing Mad" from Final Fantasy VI, where it is supposed to create a sort of sacred / churchy vibe, by alluding to JS Bach's organ works.

Do you know any other examples? When do you think is counterpoint / fugue most appropriate in video game music? Have you ever used it yourself?

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« Reply #1 on: March 13, 2022, 07:38:13 PM »

Actually, its funny you should post this because I'm working on an 8-bit game now like that. The problem I had when I started was the 8-bit game sounds can get very grating, At least for me. I remember playing Pokemon as a kid and the battle music just got to become irritating after a while (even though its great music). So my solution was a heavy counterpoint/ fugato style music that had a lot of changing colors and melody in it, but it hasn't been put in with the game yet so I'm really curious how it will be. I'm almost done with a few of the tracks if you want to hear it.
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