Game:

0RBITALIS

Developer:

Alan Zucconi

Published By:

Mastertronic

 


Website:

www.0rbitalis.com

STEAM EARLY ACCESS Release Date :

16th April 2014

Platform:

PC

Reviewed on PC

Orbitalis Main Menu
Orbitalis Main Menu

The Sound Architect was fortunate enough to try out the Steam Early Access Release of 0RBITALIS. 0RBITALIS is a simulation game born out of the Ludum Dare 28 gamejam. The theme ‘You Only Get One’ inspired Alan to blend his passion for physics with gaming, accentuated by his trademark aesthetic.

Read Sam Hughes’ review below:

 

The objective of 0RBITALIS  is to control the trajectory of a satellite in different celestial situations to have it successfully orbit the various objects in the given time limit. The objective: figure out which direction to push the satellite so that it won’t collide into any other objects while staying in orbit. Stay alert – you only get one chance to launch the satellite before you are left to the mercy of the gravitational pulls from other planets.

 

Orbitalis Screenshot

The music and sound design was provided by composer Doseone, known for the soundtrack of Samurai Gunn. He definitely adds a unique touch to the sound of the game. Ambient music and static noise are fused at runtime to enhance the player’s perception of being in space. Plus it is definitely one soundtrack that I can say is appropriate!

The sound design seamlessly combines with the soundscape immersing you in the emptiness of space. The sounds are all created using electronic synthesized audio and blend well with the music soundtrack. All of the sounds from firing, crashing and victory all convolve perfectly in the electronic realm and fit perfectly with the theme of the game.

The music is just as immersive and soothes you into the space environment that you have to tackle these challenges in. As the levels progressively increase in difficulty, the music helps you keep your cool ;)! The music is very reminiscent of Assassin’s Creed’s digital euphoric scenes. Specifically the animus sections.

Overall I thoroughly enjoy the audio in Orbitalis, though I do wish for a bit more variation in the music. What’s there is great, I just think some more tracks or reaction would work. With the context of the creation of the game though it’s fully understandable :)!

I fully recommend playing 0RBITALIS to fully immerse yourself in the audio experience it offers.

 

We asked Sound Designer and Composer Doseone, about the audio for 0RBITALIS: 

 

Firstly, thanks for speaking to The Sound Architect we’re glad to have you answer our questions!

The pleasure is all mine!!!

 

Tell us a bit about yourself and your career so far?

I am musician, poet, rapper, sound designer, and CatOwner from sunny Oakland California. I make the music i hear in my head, and the music others hear in their’s…I have recently become LoveStruck by the care and creativity flowing into the Independent Games movement, and suddenly found myself amongst like minds and inspiring arts.

 

What made you decide to compose for games?

Orbitalis Screenshot 2I have played “games” since i was a walking age young human, they are if i am honest, probably my first musical influence, years before i willfully memorized any rap records, i memorized the various game music, annoying or otherwise, to all the NES and SEGA classics….and then as a grown up artists in a wild world, i happened upon doing music and sound design in a very round about manner, but quickly realized it was something that speaks to me. Both as a “world builder” in the musical sense, but also as a craftsman, when i create my own music, and sort of lasso thoughts into songs out of the ether, it is not the art of getting things 100% “right” for the listener/player.

With games, i can not only experiment and cut loose, but i also get to execute a vision in an entirely different but similar fashion, than the one i use when recording records.

 

What has been your proudest project so far and why?

I love all my KIDS, even the ugly ones :). Its a learning process and experiment stack, each experience in sound design weather dynamic or static, spills over into the next, and i enjoy the living shit out this process.
That said, doing the music for Samurai GUNN, was a FIRST for me, i got to give the world of SG its in-ear feel, and execute my first full on score of a game that “charmed” the shit out of me. doing sound for games you truly appreciate is like, a dream girl/guy doing an about face in a public place and asking you to go BaseJumping with them…

 

What has been your most challenging project so far and why?

I am loving working on the Sound for 0RBITALIS, it is minimal by design and the influence of space itself, which is SOUNDLESS, so i am currently trying to define a feel that is both respectful of the VACUUM space is sonically, and the feel the game does/should give you as you enjoy it and the world it creates.

It’s one of the proper joys of sound design and game music making… “what would space sound like to you?’…and i get to take sometime and figure that out.

 

Do you have a dream project you’d love to work on?

I would like to be a part of something that is massive in Scope & Scale, a Zelda if you will. Not necessarily a sword clad elf in a sock hat:), but i would love to truly make all the music for an infinitely playable world, before i die…

I take this hope very seriously, and do my best to attract the day it comes to fruition :).

 

How do you usually approach a project?

I start with the heavy lifting…and dive right into experimenting searching for the CORE sound, and or song….and once i find something that FEEL like the lil world on my monitor, i begin to “to do list” the various patches of Game/play that need unique music.

From there I just keep a loose checklist in my head, and everything I make I try to intuit if its Gameover music or Shop music, or the sound for cutting someones head off, or the sound for touching UI thats inactive….or….and so on and so forth.

 

What hardware/software do you use?

I use Ableton LIVE software wise, and a bevy of plug ins and soft synths, and a SHIT TON of instruments synths and samplers all stacked up in my HomeStudio. I also like to hit a kick drum with an apple, or slap a desk with a dictionary…whatever the music/sounds need…i am willing to fidget with it.
FAVORITE TOYS: PUSH/Machine Drum/ OP1/CZ 101/Yamaha CS15, Sk1, Roland Mc 505, Sp 202/303, MPC,SH 101…the list bends around the block :).

 

Any go-to plug-ins?

I love me some Arturia, Sonic couture…
i try to not use TOO many, as to keep the “sound of computers” from infiltrating my music too much, but that said, there are some truly STUNNING sounds out there just waiting to make your computer 10 times as cool as it was.

 

How did you begin your approach with 0RBITALIS?

I began with White NOISE…the color of space in your ears, and have been sketching away from that, i am currently trying to make some un-pretty interpretations of space, to give the game a little bit of a few different colors sonically, while still not overstating the music. Its a joy to create music that fosters “thought” and focus, but does not “pull you out” of said focus/thought…total challenge and joy.

What were your proudest moments? I am still in the midst of making them!!!! With this project in particular i am proud of the minimal nature, to create More from less and like doing it.

Were there any big challenges? Same as above, to strip down and utilize only whats needed to “trance” out play, while still staying true to the colors and SPACE surrounding you.

 

Is there any key advice you would give to aspiring composers?

Don’t take too much advice :).
I spent my whole life just un-learning things that attracted my inspiration and attention….and somehow this wild ride and series of utterly unpredictable events, PERFECTLY trained and prepared me to do sound design for video games.
Lessons, manuals, recording colleges, ultimately only teach you “what they know”, and indeed truly MAKEing things is the art of what “you know”…

 

What lies in the future for you now?

MORE music for more days/games/long walks to and from a thing called work…
Sadly all the cool things i am working on now are slightly TopSecret:)
But keep your eyes peeled, 0RBITALS, SuperGameJam, and SamuraiGUNN coming to a PSN device near you!!!

 

Keep up to date with Adam Doseone:

Official site: www.anticon.com/artist/doseone

Twitter: @doseonetweets 

 

0RBITALIS is available on Steam EARLY ACCESS now and you can keep up to date with Alan at these links:

Website:  www.alanzucconi.com/

Twitter: @AlanZuccon

 

Don’t forget to keep an eye out for more news on 0RBITALIS and many others coming soon from Mastertronic at their pages!

Official: www.mastertronic.com

Facebook: MastertronicGames

Twitter: @Mastertronic

 

 

I hope you enjoyed the review, check out 0RBITALIS now:

Steam: store.steampowered.com/app/278440/

Official Site: http://www.0rbitalis.com/

 

Review by Sam Hughes

 

Uploaded 24/05/14

Leave a Reply