When I was initially told to create music for the combat of the game, as I always do I requested actual footage of the battle scene or a demo battle scene to get a sense of it. It’s very important, in my thinking, to always get a sense of what you’re actually composing for and how it actually “feels” to experience this particular scene, moment etc. To explain this a bit further, let’s make some points.
One of the most basic things that someone should be aware of, especially when composing for a battle scene, is the “tempo” of that battle. How fast or how slow the battle is. The rhythm of it. Finding the correct tempo on your music, according to the scene results to some kind of “balance” between your music and the rhythmic tension of that battle. They almost interact with each other in a way creating an absolute result, as much as possible.
Since “Hearts of Violet” is a story-driven game for the most part, it was very important for me to compose according to the story. In this specific moment in the story, there’s danger, confusion & anxiety, so the music needed to have that same tension. Another aspect that should be noted in relation to the story and the music is the aesthetic. It’s very important for the music to follow the aesthetics of the story. Considering that in this situation the story consists of high-tech elements on the one hand and very human elements on the other hand, the music had to follow that lead.
There had to be electronic instruments as well as organic instruments. Using an orchestra, I thought it was the best way to represent both the organic part of the scene and the specific tension of it and using a touch of synthesizers it was the best way to represent the high-tech aspect of it and add a little bit more to the tension. Without spoiling too much of the story, let’s say that the synthesizers are just a part of the orchestra.