Listen to a sample of Mark Morgan’s haunting score for STASIS
Previously we reported that indie developer The Brotherhood’s upcoming 2D isometric, adventure game, STASIS brought Fallout, Wasteland 2, Torment: Tides of Numenera composer, Mark Morgan on board to compose the score for the eerie adventure game. Now the studio has released a teaser of that score that’s sure to send chills down your spine.
Listen to it here:
In a recent press release from The Brotherhood explains that from the onset, composer Mark Morgan and game’s developer, industry veteran Christopher Bischoff shared a distinct vision for the sound of STASIS. The main character John Maracheck’s personal story would be told through the game’s eerie score – a strong melody base around a lullaby. Mark has taken this concept and created a beautiful melody that will be used as a foundation for the score.
“The score’s aim is to accentuate John’s emotions of hope, fear and terror which are the central themes of STASIS,” comments Christopher.
The Brotherhood also released a Q&A with Mark Morgan on creating the haunting theme for STASIS:
1. The main lullaby is a strong piece of music as a melody – something I know that was difficult to pin down. When creating ‘Dream Of Us’ (the main lullaby tune), what were the inspirations for the piece?
MARK MORGAN: To me, it was about John singing a lullaby to his daughter so I envisioned what that would be like and went for a simple melody that could be sung by itself.
2. Is it difficult to create the emotional aspects from this melody? Do you draw from previous experiences? Or is it a process of trying different keys and instruments and seeing what fits?
MARK MORGAN: I think it’s a combination of both. The goal is to have a melody that can speak to you differently depending on the vibe. I believe that it all indirectly comes from your existence and experiences as a human being, rather than finding that emotion though the music. Certain orchestration portrays a certain emotion. Both Chris and I decided that for the more emotional pieces, cello, violin and piano would be the solo voices for the sound of Stasis. Then it’s just a matter of fitting the puzzle together.
3. While John’s external journey is being told visually, his internal journey is being told through the score. Are you still using the visuals as inspiration or does it help to focus JUST on the story elements?
MARK MORGAN: I think for John’s internal journey, musically I am focused on the story elements but I’m always aware of the visuals so not to lose sight of where he is. The visuals directly or indirectly have a huge influence on the musical palette.
4. Is working on Stasis any different to the other game projects that you have worked on, and if so how?
MARK MORGAN: As of late, most of the games I’m involved in are in some way story driven, but in the case of Stasis, the story is so important and the music plays a huge role in telling that story. Sometimes I have found when it’s just about gameplay, musically it’s hard to feel that you’re immersed in the moment. It becomes about broad stokes as opposed to written for the
Does STASIS sound like the game for you? If you missed the game’s initial Kickstarter campaign you can still pledge here: http://www.stasisgame.com/pledge. You can also check out the first chapter of Stasis on PC and MAC OSX by downloading the demo here.
For more information on this haunting isometric adventure be sure to stop by the game’s official site.