SiN Episodes Interview: Zound and Muzak
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Each character will have their own, unique musical theme.
How much (if any) inspiration have you gotten from the original SiN game in working on the musical score for SiN Episodes?

I've brought back some key original SiN themes, most notably the return of Elexis' theme, though in a modified form. Her influences are very Beethoven/Bach, and I've tried to make her theme rarified, intellectual, refined, and timeless- much like Elexis herself. But because I felt the Sin universe took a new direction with Episodes, I decided to meld Elexis' theme with new ones for Blade, Jessica, and Radek. Blade's theme is tough, orchestral, and unrelenting; Jessica's is modern, tough, yet sensitive; and Radek's theme has heavy elements of menacing gypsy music to underscore his foreign nature.

Have you taken any inspiration from other sources? How did you come up with the theme “What's the World Come to” and what's the idea behind it?

The most obvious source idea for this was the concept of a James Bond-style pop song, one that sticks in your head a bit as you leave the theater. However, I wanted to follow John Barry's convention of paraphrasing the title song's themes throughout the game. After a bit of experimentation, the best match for the theme ended up being Jessica. So, if you're curious, you can play through the game and listen to the music where Jessica appears and see if you can pick up how I paraphrase the theme.

The music in the game is carefully placed to always reflect the situation you're in.
Why did you opt for incidental music, rather than a soundtrack that's constantly playing the background, like in the first SiN?

I wanted to take more of a film approach with SiN Episodes, and that meant asking 'Does music belong here?' throughout the game. In some spots, more drama was achieved by –not- having music, and letting the sound design and dialog take center stage. For example, the Druglab environment is alive with activity and unique situations. By concentrating on the sound design, the player is immersed in that environment and feels like they're actually trespassing in an enemy facility.

The SiN Episodes music with its more orchestral style is quite different from SiN 1's more electronic approach. What is the reason for this change and how did it come about?

At the time of the SiN 1 soundtrack, I didn't have a specific idea for a unifying theme for the game. As a result I created tracks that matched the theme of each level- which in the case of SiN 1 is a lot of technology and horror environments, thus the electronic approach. This approach worked to a degree but lacked a bit of focus. The SiN Episodes soundtrack is by contrast a very intentional work, where I used orchestral and pop styles where I felt they would be most effective in telling the story in a unified way.

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