Mike Fahey over at Kotaku might think Uru should die already, but this blogger is currently squealing in glee in his computer chair. Ubisoft canned it, Cyan Worlds brought it back via a shard system in " Until Uru", GameTap brought it back officially, GameTap canned it after one season, and now Cyan Worlds is once again attempting to put life back into their only online Myst game thanks to the extremely active and vocal community. Myst Online: Uru Live seems to be one game that not only continually gets the proverbial shaft, but also knows how to come back from the dead better than the Scourge of the Eastern Plaguelands. Learn more about Tim Larkin from his website, TimLarkin.Shorah, readers! Kehnehn rahm b'yihm shehm! I'll update the website (with news whenever I'm able to spill the beans:) Wow, I'd love nothing more than to mention each one, but right now they're all under a tight lid. That music fit the game so well, and added to the whole ambiance of the game making you feel so much more a part of it. I've also always been a Grim Fandango music fan. I just played through the Far Cry demo, and enjoyed the implementation of the music there and how it interacts with events. Q: Is there any other game you've played where the music really struck you as being important to gameplay? I rarely get the time to play through an entire game, but I do like to see what's going on with everything that's hot in the market. I try to play as many games in part as I can. Q: What games do you enjoy playing in your free time? The challenge was more in what to expect from the public, who I'm glad to say ended up giving an incredible amount of enthusiasm, support and acceptance to the score. I was able to write what I felt was appropriate for each area, and was encouraged to create something different and unique sounding. I think that I was lucky in that the freedom I had along with the great visuals made my job easy. Q: What was one of your biggest challenges in designing the music for this game? The orchestration is fairly light and sparse, simple percussion and voice pads. The last spot is in Kadish as you head toward the end of the age and the music underscores the expanse of the area with an open feeling. The next section would be the Gallery in Kadish where you hear a lone soprano voice calling out to her husband as the D'ni civilization falls. I wrote a piece for this area that combined some Dobro slide guitar with a bit of native percussion and Indian flute. This is a desolate area with nothing but the sound of crickets and wind. The first one is the southwest guitar feel in the opening scene. I actually have several places that I feel really capture the moment, or the space. Q: Which section of music did you enjoy the most, where you felt it truly nailed the atmosphere perfectly? I then created a palette based on sounds that were interesting to me, blended them together to come up with a feel for each place that I felt would benefit from theme or ambient music. It left the door wide open to come up with something very fresh. That's actually part of what made it interesting to me, the fact that I could write some music that has a modern day feel to it, and other music that comes from no period or culture in particular. How did you come up with music to suit each area? Q: Part of the charm of the Myst worlds is that they are all fantastical - combining elements from different regions and periods in earth's history. I was initially involved with Cyan doing sound design for Riven, so I had a relationship with them for several years before URU, and moved to Spokane when the development got underway. Q: How did you first get involved in doing sound work for URU? Tim Larkin won awards for his gorgeous sound design for the computer game Uru, the third in the Myst series of games.
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