The Metroidvania genre, characterized by deep exploration, complex level design, and non-linear progression, is the most uniquely suited for leveraging the power of sound design and music. These elements accompany not only the player's journey but also shape and mold the atmosphere, reinforcing the emotional weight of the story, guiding the player through the interconnected world. In the following article, we take a close look at how three of the more well-known Metroidvania titles-Blasphemous 2, Hollow Knight, and Nine Sols-use sound design and music to enhance gameplay, pulling players into their worlds and keeping them interested.
The Function of Sound Design in Metroidvania Games
In Metroidvania games, sound design is crucial to let the player get into and navigate the world, attach on an emotional level with the surroundings, and be immersed. With the great basis of the genre being exploration, sound is not merely a background feature; thus, 2D nature presents challenges and opportunities. In many of these games, however, these challenges are what often result in inventive and impactful uses of audio.
Blasphemous 2
In Blasphemous 2, sound design and music are deeply intertwined with the game's religious, dark, and gothic themes. Set in a world full of divine suffering and retribution, this game makes use of sound to create an oppressive atmosphere. The rattling chains, creaking doors, and murmurs from afar further give one the sense of a decaying, forsaken world. The entire atmosphere will reflect this grim aesthetic, down to the sound design of the space-a dripping water sound in one place versus the tolling of bells in a ruined cathedral, for example. In these cases, it is used to create atmosphere, to an extent adding depth to an environment that has sonic details the player won't see.
This is similar in the role that the music plays in Blasphemous 2. Mournful choral chants and low rumbles of strings instill a tremendous sense of guilt and despair, with the musical score often swelling to indicate key narrative or gameplay moments. The sound design approach reflects the sacrifice themes within the game, with environmental sounds that suggest a world both alive and dying. Each of the score's notes is meant to make players feel like they're taking a walk through a land of divine torment, guiding them through the journey with audio cues that reflect both progression and penalty.
Hollow Knight
The music and sound design in Hollow Knight is minimalist but deeply effective. The haunting, orchestral soundtrack by Christopher Larkin is used sparingly but to great emotional effect. The ambient sounds of the environment are really important in building a sense of place, and each area offers something a little different in terms of its unique soundscape. From the creepy echoes of forgotten Hallownest to the natural beauty of Greenpath, the sound of the world serves as a subtle guide to the player's exploration. In addition to the ambient sounds, the game's use of music as a tool for emotional pacing is masterful.
Hollow Knight uses its score to mark pivotal moments in the player's journey, such as during boss battles or key narrative events. For example, the battle with Nightmare King Grimm is accompanied by a dramatic, fast-paced score that amplifies the challenge and signals the importance of the moment. Conversely, tranquil music from areas such as The City of Tears or Resting Grounds relieves tension and allows the player to rest and reflect. Sparse music with ambitious sound design helps players bond with the world of Hallownest by listening to both the feedback through visual input and auditory elements.
Nine Sols
Where the sound design is concerned, Nine Sols uniquely marries traditional instruments with state-of-the-art audio to paint a world inspired by the East. The score to this game seamlessly integrates elements such as the shamisen and other stringed instruments into atmospheric sound design to immerse players in its mythic world. Every area has a different, distinctive sound palette that makes exploration a deeply audio-based exercise.
The sound design in Nine Sols mirrors the narrative structure of the game. The evolving music and sound effects mirror the journey of the protagonist, changing in both volume and intensity as the player progresses. The music becomes more intense as the game shifts from exploration into combat-a warning of danger and raising of emotional stakes. Combat sounds-like clashing swords and the rhythmic pounding of war drums-are similarly impactful to make the battles visceral. Music and sound integration in Nine Sols don't just accompany game play but also enhance the narrative through sound to emphasize the internal and external conflict.
How 2D Metroidvania Environments Shape Sound Design
While sound design and music are important in every game, the 2D world of a Metroidvania game like Blasphemous 2, Hollow Knight, and Nine Sols creates some very specific challenges. Whereas in a 3D game, voices and sounds can be positioned dynamically within a three-dimensional space, audio in a 2D world must rely on other tools if it is to give an impression of space and depth. Moreover, it includes some advantages if the sound comes from some directions: left, right, above, or even from the back. This further enhances the sense of space, which is very significant.
Conversely, 2D must involve alternative imaginative creation of depth. In one 3D game, Hollow Knight has stereo panning, the shifts in volume, and more subtle changes in tone make instances of distant sounds. It also guides the player through the interconnected world of Hallownest, though this game presents itself in a 2D plane. The 2D environment also means sound should be carefully designed to avoid clutter. This means that in Blasphemous 2, each area has a small set of sounds that repeat and change, helping the player to stay immersed and never overwhelmed by noise. The minimalist sound design makes sure the player can always focus on the important sounds, whether it be the rustle of an enemy moving towards them, the soft hum of an ambient background, or the rise of dramatic music during an intense moment. This is similar to how, in Nine Sols, the deliberately crafted audio landscape acts in service to the progress of the player's journey, leveraging the limited space for emotional weight without crowding the player's auditory experience.
Dynamic Music and Sound Feedback in 2D Metroidvania Games
One of the distinctive features of Metroidvania games is the way players return to previously explored areas after gaining new abilities. Sound design must support this backtracking by subtly signaling changes in the environment and gameplay.
In Nine Sols, the dynamism of music and sound design is interactive with the player's progress. Whenever the player unlocks a new ability or hits an important milestone in the narrative, the world shifts in terms of sound, signifying growth and development. These don't act as background sounds but to enforce the player's feeling of success and involvement in the world.
Similarly, shifts occur in Hollow Knight: the musical scores in previously heard areas change as the player becomes capable of different abilities and key story elements are found; this maintains feelings of discovery and wonder. Subtle transitions in sound reflect that, at times, the player develops their relation to the world-what was serene can now turn into danger, and what was chaos might have turned to peaceful.
The Emotional Power of Sound Design and Music
Perhaps the most striking feature of sound with Metroidvania is its ability to evoke emotions. In Blasphemous 2, the sound further amplifies the emotional tones of the game's religious and philosophical themes. The mournful choral tunes and harsh industrial sounds raise the notion of a world in torment to a whole new level. This is not just music that accompanies the action; it expresses the pain and suffering of this world, making every single victory and loss even weightier.
In Hollow Knight, the music is a reflection of the game's themes of isolation and perseverance. The minimalist score allows the players to connect with the protagonist's journey through the ruins of Hallownest, providing a sense of solitude that mirrors the game's narrative. The sparsity of music makes every shift in tone feel profound, whether it's the dramatic escalation during a boss fight or the quiet beauty of an exploration section.
In Nine Sols, the music and sound design are intertwined to reveal the dual journey of culture and emotion within the protagonist. The dynamic sound design of the game reflects the growth in the character, while the shifting of music shows personal and public conflicts that push the story forward. The use of traditional instruments with modern elements better conveys the trip of the protagonist through a world that blends the ancient with the contemporary.
Sound as the Driving Force in Metroidvania Games
Sound design and music in Blasphemous 2, Hollow Knight, and Nine Sols are not just aesthetic choices but are deeply integral to the identity of a game. With crafted soundscapes, these games deepen the player's connection to their world, elevate the emotional weight of the story, and provide critical gameplay feedback. But the unique challenge of Metroidvania games, in their 2D nature, is something with which the games wholeheartedly identify, using those constraints to further the boundaries of what sound can achieve within video games. Whether it's the oppressive, mournful tones of Blasphemous 2, the sparse melancholic beauty of Hollow Knight, or the dynamic emotionally charged score of Nine Sols, sound plays an integral part in shaping the player's experience and making these games unforgettable.
New Paragraph