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Atmosphere and Music

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Atmosphere and Music

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Atmosphere music links -

note: Generally will use variations of these Pieces for their respective vibes.

note: This list is ordered in terms of events as they happen, not acounting for backtracking but it generally works in conjuction with the list of rooms entered including repeat visits.

However I think when new things appear in already explored enviroments (i.e. damaged lift and stairs) the motif will twist and chance slightly in those discovery moments to adjust for that.

menu:

over a view of Trello tower 

https://youtu.be/PlgjtKPtpT8?si=x20bg__blDg3Q4qO

I think a little motif of the plucky guitar will lightly play (incorporated in) to the track of whenever (we could randomise his 2 or 3 encounters maybe even based on player choice) Vincent appears.

strange, spooky and mystical 

opening and entrance hallway -

https://youtu.be/40EdYF5KMMA?si=7AlM4p10OnPO5Mb0

something like the above for the intro before he enters the building to set the foggy dreamy vibe,

farmiliar yet unsettling.

https://youtu.be/3oX5LiAkZbs?si=9LSReCsZJNo1UJ0J
 Mostly the first half of this track (when he has entered the building) to create unsettling vibes but also blending in the sounds of Machines like the lift etc.

Elevator - 

https://youtu.be/40EdYF5KMMA?si=7AlM4p10OnPO5Mb0

This again but almost like digetic elvator music now.

level 8 - Entrance Hallway 

https://youtu.be/3oX5LiAkZbs?si=9LSReCsZJNo1UJ0J

first half of this again (saving the second half sounds more for when threats are in the area)

I have loads of music vibes I could get excited about and through out there however I think keep 

it simple and consistent.

Level 8 - connective corridor 

https://youtu.be/4-oR6OMpSSk?si=a9tT6yRnn2o6UYuU

low key and windy.

Level 8 Balcony Walkway 

https://youtu.be/4-oR6OMpSSk?si=a9tT6yRnn2o6UYuU

Flat 88 -

https://youtu.be/Ms4dfLzPyHA?si=Z_RIaJBs3tEums9C

Ominous but without the wind motif, creates ambience and unsettles, will incorporate with hopefully sounds of the real building and British household objects like planned with the other places but Especially inside the flats.

Lilith Encounters - 

(This may vary by room but will always be in this vain and definitley for the first one)

https://youtu.be/ZQw7sWA7BZk?si=1Va0uMdLcbgNBw48

Level 10 - Hallway 

https://youtu.be/3oX5LiAkZbs?si=9LSReCsZJNo1UJ0J

Level 10 - connective corridor 

https://youtu.be/4-oR6OMpSSk?si=a9tT6yRnn2o6UYuU

Level 10 Balcony Walkway -

https://youtu.be/4-oR6OMpSSk?si=a9tT6yRnn2o6UYuU

Store Room - 

https://youtu.be/40EdYF5KMMA?si=7AlM4p10OnPO5Mb0

Create a simialr vibe of safety as the lift to break up tension.

Hunter encounter -

https://youtu.be/O6rYfLciwt8?si=MbpQZpFYpPFw751x

Starts after you hear it come in.

Flat 106 -

https://youtu.be/Ms4dfLzPyHA?si=Z_RIaJBs3tEums9C

a variant of this idea.

Scaling the wall to the flat below - 

https://youtu.be/O6rYfLciwt8?si=MbpQZpFYpPFw751x

this but with a combo of this 

https://youtu.be/4-oR6OMpSSk?si=a9tT6yRnn2o6UYuU

Flat 98 - 

Combo of this

https://youtu.be/Ms4dfLzPyHA?si=Z_RIaJBs3tEums9C

with this (playing through the wall to help the player realise the need to crawl under to reach the next flat)

https://youtu.be/SJ_aTmbfGLE?si=UqoFTdoMlIUy0u6E

we can actaully use this as it is royalty free, but it is stuck on a twisted record scratch loop in the neighbouring flat.

 flat 97 - 

https://youtu.be/SJ_aTmbfGLE?si=UqoFTdoMlIUy0u6E

louder as in flat, the record won't stop playing it if attempted it just makes it run backwards and the room turn red.

Secret Room - 

NIN piano motif 

https://youtu.be/SJ_aTmbfGLE?si=UqoFTdoMlIUy0u6E

This but also with the trickle down machine noises mentioned later in these notes.

level 9 - balcony walk way -

https://youtu.be/4-oR6OMpSSk?si=a9tT6yRnn2o6UYuU

Level 9 connective corridor -

https://youtu.be/4-oR6OMpSSk?si=a9tT6yRnn2o6UYuU

Level 9 - Entrance Hallway - 

https://youtu.be/3oX5LiAkZbs?si=9LSReCsZJNo1UJ0J

Level 11 Hallway - 

https://youtu.be/3oX5LiAkZbs?si=9LSReCsZJNo1UJ0J

amp up the machinery sounds for this one 

Level 11 connective corridor -

https://youtu.be/4-oR6OMpSSk?si=a9tT6yRnn2o6UYuU

amp up the machinery sounds (see final boss also) yet more and mix it in with the airy sounds.

Level 11 Balcony Walk Way - 

https://youtu.be/4-oR6OMpSSk?si=a9tT6yRnn2o6UYuU

Same again but even more intense machinery vibes.

Maintanance room -

https://youtu.be/40EdYF5KMMA?si=7AlM4p10OnPO5Mb0

Tension break, safe vibes.

Trickle Down Machine Room (and final boss theme):

https://youtu.be/8ZGBfr119Qc?si=-dM3Aha_33RBHwzk

The two sort of main sounds that make up the above piece could be part the boss movements and also the trickle down machine working.

Closer - 

https://youtu.be/Em2awmR9cH0?si=26Ow-9yHLJ7pThGT

As we see the news report on the tv and it goes back to normal aesthetic before the credits with photos of the real place.

Visual references -

Below are some visual references from movies that can cover a lot about tone and lighting and aesthetic.

However there are films like the raid that are good vibe wise but I won't include for carious reasons.

Also I will include a clip of the woodside apartements from Silent Hill 2 which has been a MASSIVE insporation.

Also the RE3 final boss for the trickle down machine and mantienance floor/rooms and store rooms vibes and Elevator vibes.

Silent Hill 2 2001 - Woodside apartements compilation short -

https://youtube.com/shorts/kI3sG_evQ8Q?si=X2O02WNFBgr5SE9e

I think Lilith should have Gangly sort of animations and similar sounds (as well as sounds like she is sucking in energy) to the creature at the end. 

I also think we could benefit from having no music in the stair well and more occasionally the inner workings of the building clanginging etc like the first Alien film.

Michael Myers -  Halloween 1978 and the game (2026) -

https://youtu.be/AiGP70XljBs?si=kS4m30W5gcN2qoiA

This is how I want the Stalker enemy to behave, like a floating force of nature

the shadow appearance is like the evil inside that we can't understand and then it is in human form, the stalker in shadow will be it's true self but we can't see it as we cannot concieve of it.

https://youtu.be/V3FZHQ9R_50?si=iYW6ekW_vlFtsxbE

How he operates in the film and how he just listly wanders along.

Pulse 2001 - 

https://youtu.be/4aKY-DTPPqw?si=nc2Dc9n8m3UpKVtg

https://youtu.be/MpsXvHMUQ3Q?si=NFbUysiJgSVbyK7v

Everything about the lighting, the vibes and the way cyberspace is used is exactly what I want in this project. Eldritch and Cyberpunk vibes, very unsettling and very ambient.

https://youtu.be/ApkGy_KWy70?si=R2x3Gbsyw8aOGiNc

above is how I want Liltih to sort of feel.

This was part of my inspiration for her.

Se7en 1995 -

https://youtu.be/FD7w2l88dl8?si=tJuhS15DuSZGN_vo

This intro in icky feel is how I want flat 96 to have in energy.

Also general just lighting and feel vibes.

Alien 1979 -

https://youtu.be/NZbcLIXhyxA?si=-oqhLuH-WRgvNg4i

Fear of the unknown, of screen violence left to the imagination, haunting and oppresive vibes in the tight corridors.

Organic bio mechincal nightmare.

Also, lighting and shadow for the mystique of the unknown entity (when this came out it wasn't as ubiquitus as it is now)

Aliens 1986 - 

https://youtu.be/aHjRQJZsUGg?si=y5S5qmzDdXnWKT3G

Only for the location on this one. 

It is how I imagine the secret room to look when you climb up the ladder if the wall gets broken in 96.

Resident Evil 3 1999 -

https://youtu.be/WMT0wJKqolM?si=tANtNVNj-TMYQkUi

Also note the vibes of getting away with little time to spare and the lies in the news about an explosion and the explosive ending itself (even if not nuclear in our case)

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