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Warhammer Warhammer 40,000: Rogue Trader Pre-Release Thread [GAME RELEASED, GO TO NEW THREAD]

Dishonoredbr

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Jun 13, 2019
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https://store.steampowered.com/news/app/2186680/view/3746488908439676428
Religion and Synthesizers
Every component of a game matters. An engaging story, believable and memorable characters, balanced gameplay, unique features, and an impressive visual aesthetic are all prominent aspects that grab players’ attention. However, there’s one more element that binds everything together and brings immersion to the next level. Music and sound design are one of our studio’s signature touches. Today we’re going to tell you a little about this process and all the creative and inventive ways our composers used sound and music to bring Warhammer 40,000: Rogue Trader to life. We now go over to
Paweł Perepelica
, one of the project’s composers and the writers of the game’s main theme.

The Main Theme
Every track of the game’s musical score was the result of long and meticulous work. Each theme went through a strict vetting process both at our studio and Games Workshop. It took us about five months to find the right sound for the main theme. The other composers and I tried many different versions, scrapping the ones we disliked, trying again and again. That search left me with some extra time on my hands, which I put to use getting started on the game’s space battle themes. One of those themes became a sudden hit and caught everyone’s attention, so much so that a decision was made to transform this track into the main theme.
As a long-time Warhammer fan, I’ve always wanted to work on something set in this universe. Imagine my excitement when I got the offer one day to work on Warhammer 40,000: Rogue Trader, finally having a chance to turn my ideas into reality! I always knew that if I were to write music for the Warhammer universe, I’d make sure to try and bring together two things: religion and synthesizers! Those two words are what come to mind when I imagine music from Warhammer 40,000.


The choir is the main theme’s centerpiece. For the orchestral version, we recorded a live professional choir. But here’s a fun fact: for the earlier version, I used my own voice layered on top of itself several times over. We needed the choir to sound natural and human, which you don’t always achieve with digital samples. That’s why in the beta, as well as in the version of this track shared earlier on YouTube, the vocals you hear are mine. A choir of Paweł Perepelica clones, if you will.


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Vídeo do YouTube™: Main Theme | Warhammer 40,000: Rogue Trader
Visualizações: 127.941
You saw our heroes, our villains, and our setting. They fit perfectly into the universe we’ve created. But let us put our music to the test this time!
0.jpg

Vídeo do YouTube™: Main Theme - Live Choir | Warhammer 40,000: Rogue Trader
Visualizações: 31.410
Music is one of the key features that weave a captivating atmosphere. In a setting whose ambience has won the hearts of thousands, such details are especially important.

I used many vintage analogue synths from the 1980s during recording. They have a very unique sound, owing partly to the old hardware, a kind they don’t make anymore. One of those was the legendary Polivoks. Over the years, it’s been used by such famous artists as Rammstein, Goldfrapp, and Mick Gordon (who used it in the soundtrack to the 2016 reboot of Doom, among other things.)





Music for the Rogue Trader
The setting of Rogue Trader is somewhat unusual as Warhammer titles go. Back when we started working on the soundtrack, we had something more classical in mind, with more strings and other “organic” instruments. Then, however, we realised the music had to sound a little more “unpolished” and “rough.” Dramatic grandeur (provided by the choir, an organ, and other components typical of religious music) had to be complemented with something obscurely down-to-earth. That approach was received well by us, by Games Workshop, and, as we can see, by you, the audience.
We tried to preserve the grand atmosphere of Warhammer 40,000 that fans adore while also adding something new: that “unpolished” quality I mentioned along with some other unusual sounds. For example, our music is rich in various types of percussion. It has unexpected instruments along with some scraping and clanging. This is true of the entire soundtrack, not just the main theme. The music isn’t all about grandeur (which of course it can’t do without); there’s a more down-to-earth side to it as well. It’s likewise about a motley crew of characters who accompany the player throughout the entire game. It’s about the lives of lowly commoners. It’s about our voidship and the places it will take us to, the most fantastic and grim corners of the universe. And it’s about the enigmatic xenos.
We mixed and matched a lot, and used every means available to create a hybrid soundtrack. Aside from the choir, the synths, and classical strings, I used traditional instruments from a variety of cultures in a few tracks (such as a banjo, a hammered dulcimer, and a bouzouki). I processed them in order to give them a “broken” sound that’s evocative of a dieselpunk aesthetic. I experimented a lot with recordings of everyday objects around me, including coins, keys — and even a moonshine still!


There was even a bowed string instrument I crafted myself out of a tin can, a string, and a couple of wooden planks. We used that one a lot in the Footfall track.


Every World Sounds Different
We had a different approach for each of the settings, aiming for a soundtrack that players would instantly associate with whatever surroundings or situation they were in at any given moment. The game features a great variety of worlds and locations, and we used every possible artistic means to reflect how out of the ordinary they are — whether it be the voidship, Footfall, the alien jungle of Janus, or any of the other biomes and settings. Each of them is unique, with its own distinctness and charisma, which we sought to highlight through the music.
Metallic clangs were one of the soundtrack’s fundamentals (and every one of our guidelines said as much.) A technique I used often was impulse response reverb. In simple terms, I’d take the sound of something striking a metal pipe and blend it with the sound of a French horn. The result was a strange metallic sound that resembled singing (“singing pipes” was how I referred to it myself.) This effect appears most in tracks we hear when we’re on our voidship. The Rogue Trader’s ship is a hulking mass of metal which at the same time is practically a living being. We felt that its machinery had to have a peculiar singing voice of its own, and it would be great for the soundtrack to reflect that. In the name of the Omnissiah, obviously.

d83aefc4906f9a829b300470b60d77256d3d25b5.png


Footfall is a hub of sorts, full of people and bustle. Deals are constantly being brokered; schemes are being run. That’s why Footfall music contains, among other things, the sound of coins and the metallic noises of moving augmetics.


16bda1062b89c679e2a0a00fd6a43efe3d8faef1.jpg


Janus is an entirely different place, a fascinating alien forest. I spent a long time finding a unique touch for this setting’s combat music. Normally, for a forest theme, the choice of instruments tends to be on the more classical, strings-and-winds side. Our forest isn’t typical at all. On top of being visually quite different from most of the game’s locations, I thought that adding a bit of contrast in the music would be awesome. Something organic but also unnatural, crossing a little into “electronica.”

I used a didgeridoo, an Aboriginal Australian wind instrument with a very peculiar sound. However, rather than to use it unaltered, I blended it with my own voice to make it sound like someone singing in a didgeridoo voice. Eventually, the team decided that the resulting sound carried the wrong associations when featured prominently in the tracks, seemingly echoing the culture of an indigenous tribe. But the sound did remain in the background, creating a strange sense of something DIFFERENT.




The Experiments Continue
Creating the Warhammer 40,000: Rogue Trader soundtrack has been a long process of searching, recording, and vetting. As is often the case, this type of work is an adventure, one where experimenting, failing, and starting again are all part of the process. Aside from the composers and the sound design team, the project’s creative team, its team of producers, and Games Workshop have also taken part in developing the music and sound design, each making their own contributions. On your journeys as a Rogue Trader across the vast number of the alien worlds, we hope you find them and their music as enjoyable and captivating as we did!
 

InD_ImaginE

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Pathfinder: Wrath
Many Codexers in denial about this.

The thing is their "side story" sucks balls

The entirety of Through the Ashes has less story content than Chapter 1 of the game base game and is just as long due to sort of puzzle like gameplay. Not to mention the characters ended up being incredibly bland and the whole campaign reeks of wasted potential.

Varnhold's lot while excellent is once again like 85 - 90% dungeon crawl. The tavern + werewolf thing was nice and I wished they could take its quest design to the future (they don't, mostly) but once again most of the plot are flat once you step in the mega-dungeon.

It's not surprising that player prefer to play main content because as designed the side-stories feels like a chore. Too short to feel meaningful, too long without meaningful content.
 

Ismaul

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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech A Beautifully Desolate Campaign My team has the sexiest and deadliest waifus you can recruit.
Also, I'm not entirely sure romance can be considered a gameplay element when it is represented by discrete parts which are standalone gameplay elements(dialog trees, combat, quest system and all) if that makes sense.
So you accept that when a dev designs a romance for a game he's designing a feeling he puts in the game, like that masked retard claims?

You might not want to call a romance gameplay, because for some reason some people on the dex don't want to consider all activites that you do in a game 'gameplay', for example dialogue or leveling up, but don't you agree with the other descriptors I gave: "a type of interaction with NPCs, an activity, something you do in a game"? If so, please stop agruing pointless semantics, it leads nowhere useful.
 

Camel

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Side stories are fine but only if we are talking a full-size add-on, which is at least half the size of the original.
That was called an expansion or add-on in the past but they were replaced by small DLCs. I think the last true expansion was Awakening for DA:O. I’m not holding my breath for DLCs from Owlcat.
 

Rhobar121

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Side stories are fine but only if we are talking a full-size add-on, which is at least half the size of the original.
That was called an expansion or add-on in the past but they were replaced by small DLCs. I think the last true expansion was Awakening for DA:O. I’m not holding my breath for DLCs from Owlcat.
I think you can safely put both DLCs for Witcher 3 (especially second) in this category
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Many Codexers in denial about this.

The thing is their "side story" sucks balls

The entirety of Through the Ashes has less story content than Chapter 1 of the game base game and is just as long due to sort of puzzle like gameplay. Not to mention the characters ended up being incredibly bland and the whole campaign reeks of wasted potential.

Varnhold's lot while excellent is once again like 85 - 90% dungeon crawl. The tavern + werewolf thing was nice and I wished they could take its quest design to the future (they don't, mostly) but once again most of the plot are flat once you step in the mega-dungeon.

It's not surprising that player prefer to play main content because as designed the side-stories feels like a chore. Too short to feel meaningful, too long without meaningful content.

Maybe so, but it doesn't change the fact that having to replay the game apparently isn't as much a dealbreaker as many people assume.
 

Shaki

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Dec 22, 2018
Messages
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Hyperborea
Many Codexers in denial about this.

The thing is their "side story" sucks balls

The entirety of Through the Ashes has less story content than Chapter 1 of the game base game and is just as long due to sort of puzzle like gameplay. Not to mention the characters ended up being incredibly bland and the whole campaign reeks of wasted potential.

Varnhold's lot while excellent is once again like 85 - 90% dungeon crawl. The tavern + werewolf thing was nice and I wished they could take its quest design to the future (they don't, mostly) but once again most of the plot are flat once you step in the mega-dungeon.

It's not surprising that player prefer to play main content because as designed the side-stories feels like a chore. Too short to feel meaningful, too long without meaningful content.

Maybe so, but it doesn't change the fact that having to replay the game apparently isn't as much a dealbreaker as many people assume.
I think it will depend on how many DLCs they make tho. Replaying a big RPG 1-2 times is pretty common in the fanbase, and it makes sense to wait for the main story DLC to do it. But if they suddenly would have all 6 DLC purely for the main story, I doubt majority of people would want to replay the whole game that many times.
 

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
5,323
Pathfinder: Wrath
Many Codexers in denial about this.

The thing is their "side story" sucks balls

The entirety of Through the Ashes has less story content than Chapter 1 of the game base game and is just as long due to sort of puzzle like gameplay. Not to mention the characters ended up being incredibly bland and the whole campaign reeks of wasted potential.

Varnhold's lot while excellent is once again like 85 - 90% dungeon crawl. The tavern + werewolf thing was nice and I wished they could take its quest design to the future (they don't, mostly) but once again most of the plot are flat once you step in the mega-dungeon.

It's not surprising that player prefer to play main content because as designed the side-stories feels like a chore. Too short to feel meaningful, too long without meaningful content.

Maybe so, but it doesn't change the fact that having to replay the game apparently isn't as much a dealbreaker as many people assume.
I think it will depend on how many DLCs they make tho. Replaying a big RPG 1-2 times is pretty common in the fanbase, and it makes sense to wait for the main story DLC to do it. But if they suddenly would have all 6 DLC purely for the main story, I doubt majority of people would want to replay the whole game that many times.

It is also nature of Owlcat games having "choice locked" content, alignment in Kigmaker, Mythic Path in WOTR, and now the 3 alignment thingie (which definitely choice lock some stuff based on beta) for Rogue Traders.
 

Dishonoredbr

Liturgist
Joined
Jun 13, 2019
Messages
2,048
But if they suddenly would have all 6 DLC purely for the main story, I doubt majority of people would want to replay the whole game that many times.
They could add extra content for main game that comes after main game is finished or before finishing the game, so you could just load your save and experice the content.. Expansions like Trepasser or Awakening from Dragon age while adding classes, spellls , etc into the main game.

So they could release early DLCs into the main game then when their games are a year old or more, they start release post ending dlc content to give people a little more of the game
 

The_Mask

Just like Yves, I chase tales.
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Strap Yourselves In Codex Year of the Donut Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
So you accept that when a dev designs a romance for a game he's designing a feeling he puts in the game, like that masked retard claims?

You might not want to call a romance gameplay, because for some reason some people on the dex don't want to consider all activites that you do in a game 'gameplay', for example dialogue or leveling up, but don't you agree with the other descriptors I gave: "a type of interaction with NPCs, an activity, something you do in a game"? If so, please stop agruing pointless semantics, it leads nowhere useful.
"It was a gameplay element that you couldn't read Fall-From-Grace's diary in P:T" - Ismaul, 2023.

If your younger self would see you now, he'd punch you in the nutz.
 

jaekl

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I don't trust a grown man who does video game romances. If I had to choose between letting a sexually active pedophile or an rpg romance enjoyer sleep on the couch with my children in the house, I'd choose the former for sure.
 

Rhobar121

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I don't trust a grown man who does video game romances. If I had to choose between letting a sexually active pedophile or an rpg romance enjoyer sleep on the couch with my children in the house, I'd choose the former for sure.
The first one is dangerous to others, the second one is simply pathetic and dangerous only to himself.
 

Ismaul

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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech A Beautifully Desolate Campaign My team has the sexiest and deadliest waifus you can recruit.
If I had to choose between letting a sexually active pedophile or an rpg romance enjoyer sleep on the couch with my children in the house, I'd choose the former for sure.
Marriage ok man? You sleeping on the couch?
 
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I guess we've been institutionalized. Every RPG thread is now about romances, gay romances, straight romances, tranny romances, bear romances... Remember when games used to be about cool shit, and romances were for women reading romance novels? Yeah...
 

Rhobar121

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I guess we've been institutionalized. Every RPG thread is now about romances, gay romances, straight romances, tranny romances, bear romances... Remember when games used to be about cool shit, and romances were for women reading romance novels? Yeah...
Thank Bioware nicely for bg2 because that's when it all started.
 
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I've been saying for years (decades now, oh God im approaching Crispy territory, hold on gonna go cry in the bathroom for a bit), that BG2 was the starter of so much decline.

BG1, no romances, BG2 romances.
BG1, pseudo open world, BG2, hub-based structure (started this shit also).
BG1, down to earth fantasy, BG2 epic shit every 2 fucking steps.
BG1, interesting plot with intrigue and mysteries, BG2, emo whiny villain going on and on about some bs you dont care about.
 

Ismaul

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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech A Beautifully Desolate Campaign My team has the sexiest and deadliest waifus you can recruit.

jaekl

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Jaesun

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I guess we've been institutionalized. Every RPG thread is now about romances, gay romances, straight romances, tranny romances, bear romances... Remember when games used to be about cool shit, and romances were for women reading romance novels? Yeah...
Thank Bioware nicely for bg2 because that's when it all started.

I guess we've been institutionalized. Every RPG thread is now about romances, gay romances, straight romances, tranny romances, bear romances... Remember when games used to be about cool shit, and romances were for women reading romance novels? Yeah...
Thank Bioware nicely for bg2 because that's when it all started.

a wiz.png
 

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