Horror lives and dies by its ability to create an atmosphere that unsettles the basic human state; it must confine, pursue, and isolate. It must be desperate, wrong. Even more so than in other mediums, sound is essential to horror in games since it must constantly envelope its audience in a way that keeps them moving through the world. A horror movie takes its audience with it but a horror game must rely on its audience’s willingness to keep going of their own accord and its aural landscape must antagonize and sooth a player in equal measure. Music itself typically takes a back seat to ambient noise. Akira Yamaoka is the torch bearer for this genre maxim. His work in the Silent Hill series, while not devoid of melody or traditional song structure, is predominantly dissonant squalls, distortion laden static, and the thick organic sounds of things that go bump in the night. Punchline’s Rule of Rose, a cousin of Silent Hill in the horror genre, takes a decidedly different route in creating a soundscape of dread and wrongness. Incidental sound takes a backseat to Yutaka Minobe’s chamber music score.
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