Treatment Leisure, Epic Video games and Laced Information have unveiled the Alan Wake 2: The Unique Soundtrack, approaching Could 14.
This launch not solely commemorates the legacy of Alan Wake, the sport that carved its area of interest inside the horror style, but in addition enhances the narrative depth of its long-awaited sequel. I did a fireplace chat with the composer of the Alan Wake 2 unique rating, Petri Alanko, who additionally did the rating for the unique Alan Wake sport 13 years in the past. We spoke on the latest Reboot sport convention in Dubrovnik, Croatia.
Fourteen years in the past, Alan Wake launched gamers to its eerie, suspense-filled world, rapidly changing into a cult traditional. Its narrative-driven gameplay and atmospheric settings drew gamers into an exhilarating psychological horror expertise, supported by a hauntingly lovely soundtrack. The sport’s music was pivotal in crafting its intense, mysterious environment, leaving an enduring impression on the gamers.
The much-anticipated soundtrack of Alan Wake 2 mirrors the unique’s charming essence but carves out its personal id. Obtainable throughout main music companies like Spotify, Apple Music, and Amazon Music, this assortment is a masterpiece from Petri Alanko, the composer behind the unique rating. Returning to the sequence, Alanko brings with him a refined auditory palette that guarantees to deepen the sport’s darkish, immersive narrative.
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“It’s been long time in the making, to say the least,” Alanko mentioned. “Having spent a good part of the last decade – and a few years more – with Alan Wake and his two worlds, the outcome of the soundtrack is about as coherent and on spot as can be from my point of view: this is how I want you to feel it.”
Alanko’s strategy to the Alan Wake 2 soundtrack was akin to reuniting with an previous pal, discovering each acquainted and new components to play with. The soundtrack consists of 35 meticulously crafted tracks that encapsulate the emotional and suspenseful journey of the sport.
“Each musical cue is designed to emphasize specific sequences, enriching the players’ experience beyond visual elements. I carefully thought about the soundtrack. To me, be it a movie soundtrack or a video game soundtrack, it should work as an entity in and of itself,” Alanko mentioned.
“Remedy is known for its high quality and storytelling – the same applies here. I am sure everyone experiences Alan Wake 2 at their own pace and rhythm. There are many possibilities to explore as well as paths to take within the game’s realms. I tried to include the themes and cues according to a general or average timeline, but of course there will be a lot of differences,” Alanko mentioned.
“Petri’s score for Alan Wake 2, right from the beginning of the project, hit the mark with the deep unsettling tone that underlined the dark nature of the game. While developing it was lovely to listen to how the score developed and how the ideas formed. Even after listening to the game for hundreds of hours, I still hear new connection points and subtilties in the score, which is a true testament to Petri’s skills as a composer,” mentioned Richard Lapington, Treatment’s audio director, in a press release.
The soundtrack additionally options distinctive contributions, together with 4 songs by the artist Poe, co-written with artistic director Sam Lake. Moreover, the tune ‘Yötön Yö’ (‘Nightless Night), penned by Lake and performed by Martti Suosalo (who plays Ahti in the game), offers a deep dive into the game’s thematic components, resonating with the mysterious and eerie undertones of the sport’s setting.
Treatment mentioned the discharge of Alan Wake 2’s soundtrack isn’t just a nod to the previous however a shining beacon for the way forward for the franchise. The soundtrack is a testomony to the enduring influence of Alan Wake sequence, promising to convey followers an expertise that’s as nostalgically acquainted as it’s refreshingly new, the corporate mentioned.
In our hearth chat at Reboot, Alanko mentioned the presence of two foremost characters — Alan Wake and Saga Anderson — meant that the music itself had a duality.
“The duality is one thing. When it comes to the content of the game we had some difficulties, because we had to be doing more or less a stand-alone thing instead of a sequel. No one had played the first game. It’s a cult game. Not even classic. Classic-ish. But it changed my life. It really did,” Alanko mentioned.
He added, “In Saga’s case it’s more about survival and desperation. It’s more concrete for her. She probably has the most to lose. Her daughter, her husband, her colleagues. Everything connected to the real world. It was a clever move from Remedy to include another protagonist in the game, because we could do a similar cycle to what we did with Alan Wake one, but it doesn’t feel like repetition or recycling. Saga took on the role of the innocent protagonist, which Alan had in the first game. The only thing is that Alan had to suffer the whole thing by himself. Here, he’s still suffering, but trying to get back to the surface. Saga is about to dive deep.”
He mentioned began engaged on the music for the primary Alan Wake in August 2004, virtually 20 years in the past.
“It’s interesting that–there are two worlds that are separated in the beginning of Alan Wake 2, and then they collide,” he mentioned. “For a short time they are entwined as one, until toward the end they come apart again. The ending of the game is somewhat ambivalent.”
The work wasn’t simple, Alanko mentioned.
“The composition phase wasn’t easy, to be honest. There had to be both a normal world and then the sheer hell that Wake was enduring on a daily basis. On top of that, I interpreted the situation such that he kept dying, like Bill Murray in Groundhog Day, over and over,” Alanko mentioned. “He didn’t remember anything when he woke up again, yet he managed to leave clues. It kept adding on to all the themes, all the clues building a tower that he climbed up and eventually found a way to deal with the normal world, which is when all the [bad stuff] starts happening in Saga’s world.”
That was one of many biggest challenges, he mentioned. The instrumentation, orchestration, melodies, themes, every thing.
“I spent approximately a year with the amalgamation or the merging. It was very easy to do the separate things, the Dark Place and the normal world,” Alanko mentioned. “But when you had to mix those two things–I kept revisiting the updated cinematics on almost a daily basis to keep track of what was happening, what we were leaving out, what we were adding to the world. It took most of my working time for a year.”
He added, “Outside that, though, it was the smoothest thing there is for a composer. A concept like that, I think I said somewhere, is actually a gift, because you can do everything. But usually everything means you do one thing at a time in a sandbox. Here the sandbox was suddenly cramped into one microscopic spot for a year.”
The 13-year journey from Alan Wake to Alan Wake 2 is well-known. Alanko is without doubt one of the individuals who lived by way of all of it.
“I started writing music right after the first one was finished. There were already plans to maybe do a sequel, but it would remain to see how the first one would go,” he mentioned.
The combined outcomes of the unique sport’s gross sales stalled the sequel for a fairly some time.
“I wrote music for 13 years, more or less. Not on a daily basis, but every year I did something. Every time Sam had an idea, I started writing music. I listened to his ideas and the pitches. I checked the concepts and everything, and I’d do something based on that,” Alanko mentioned.
Alanko famous he had no interplay with the band, Poets of the Fall, as they carried out Previous Gods of Asgard’s Herald of Darkness inside the sport. However he did want to jot down music that was close to the efficiency inside the sport.
Requested in regards to the concepts that the music communicated, Alanko informed me, “I’ve been investigating and studying psychology for the last 10 years or so. That’s my hobby, listening and hearing about psychology. What makes people tick, what increases their anxiety, what makes them nervous. I tried to do all the possible hocus-pocus with the music in order to achieve a certain reaction.”
He added, “Of course music can work both ways. When you’re playing it, you control the music. It’s controlled by your actions. What we did in most cases, the music starts luring people toward the horror that happens inside the brain. It’s very easy, actually, to induce horror, or to walk people toward horror by just doing things like jump scares. They start to think, ‘Okay, something much worse will happen soon.’ Somebody mentioned that during the playtests, people’s hair started standing up after a few jump scares, because they kept anticipating what might be around the next corner. It’s a bit like Pavlov’s dog. When you learn, ‘Okay, this means something,’ you start anticipating it.”
Throughout these sections the sport used quite a lot of “unharmonic” music, he mentioned.
“Just normal instruments, basic instruments, but processed so that their overtones were slightly off,” Alanko mentioned. “It resembled the original cello, for instance, or brass section, but instead it was a little off. Not so badly off that it felt really bad. But when those sounds were processed through all the stuff we used, I think we found just the right mix of psychological–luring? I don’t know if that’s the right word. I need to translate everything from Finnish to English.”
Alanko mentioned he was pleased with the opening musical sequence in the beginning of the sport the place there’s the deer head within the center, after which out of the blue you understand that it’s truly raining on the floor of the lake. Then a useless man, Robert Nightingale, walks out of the lake.
Alanko was additionally pleased with a scene when Alan Wake is driving alone in a automobile again to the city of Vivid Falls in the course of the sport.
“The piece that can be heard in the background is the piece I wrote for Remedy back in 2004. That was a piece I did for the original game back in the day. I was supposed to be in the first one, but because they had to cut the budget and release the game, they needed to take out three levels. That was one of those levels,” Alanko mentioned.
There was additionally a second the place Alanko dug out one thing he had written for the unique sport but it surely didn’t make it in. He put it within the second sport and performed it for Sam Lake, the artistic director.
“Sam recognized it,” he mentioned.
As for engaged on the identical undertaking throughout 20 years, Alanko mentioned, “I like being on a project a long time. In the end it saves time and saves money. Most of all it saves time because the need for iteration is almost down to zero. You get to know the project and the concept and the people and how they behave.”
Alanko spelled out why it was satisfying to work on each video games.
“I knew what had happened. I knew the depths of each character, which is very important here. You have the past and you need to build on top of that. You use that as a foundation and continue building new levels or floors or whatever,” he mentioned.
He added, “The continuity there–we used the Alan Wake notes, the theme, quite sparingly with the first one. Here it can be heard in the warning sounds, for instance, the Scratch theme. When shit hits the fan with Saga you can hear an evolved version of those notes. We managed to squeeze quite a lot of use out of eight notes, or four notes really. The theme consists of eight notes, but it’s usually the first four ones that are heard in the advertisements and whatnot.”