Sometimes, moments of happiness needed to be accompanied by a form of melancholy, moments of fear and sadness by nostalgia. The music needed to reflect that, so it could never be just happy, angry, or sad. Thunder Lotus wanted the game to help us free ourselves from some of the taboos surrounding death and passing. Grief is a complex and difficult subject matter that the studio wanted to portray in a cozy and lighthearted way. Music can evoke an infinitely nuanced, complex and colorful array of emotional worlds in a way that other mediums cannot.įor Spiritfarer, it was important for the music to have both complexity and simplicity at the same time and an intrinsic emotional duality, even sometimes dichotomy. I’m not the most eloquent communicator when it comes to describing music with words. How would you define the music you created for Spiritfarer? Max LL, Ulric Corbeil Trudel & Ian Lafontaine working on Jotun's sound design. A Kickstarter campaign was launched, successfully funded, and this is what started this beautiful collaborative working relationship I’ve had with the Thunder Lotus team since. We had kept playing music together through the years and it felt natural for us to collaborate on a first project, so Will asked me if I was interested in writing a musical theme for Jotun, which was still in its early conception phase. Those were also very formative years for me as a musician, I started trying my hand at writing, composition and experimented with different musical styles.Ī few years later, as Will was contemplating the idea of starting a game studio, I was making my first steps in the film and game industry as a composer. We share some great memories from that time. We used to play in a rock/metal band together in high school, Will as drummer and I as guitarist and singer. Will (the studio’s founder) and I are childhood friends. To our friends in the region, we hope you're safe and sound. Unrelated but very important side note for y'all: please spare a kind thought for the people of Syria and Turkey, who experienced a devastating earthquake this week! We've made a donation to The Red Cross to support relief efforts in the region if you're able, please consider doing the same. This is not an easy decision, but we do agree with it - the alternative is basically encouraging people to abuse the system and pay far less for our games than we know they're worth. This is apparently a widespread problem on Steam, which is why Steam is recommending an especially large increase in your regional prices. Something like 85% of sales coming "from Argentina and Turkey" seem to be coming from people playing in other countries - people who are chasing the lowest possible price on Steam. What I can say is that we saw a huge increase in sales in your countries last year, but no increase in the number of players. Special mention to fans in countries where the price changes are more dramatic - Turkey and Argentina, especially: we see you and appreciate you, and apologize if these changes affect you negatively. As we understand it, Steam's new changes should account for all the crazy fluctuations in the worldwide economy over the past few years. We trust Steam with this we always have, locking in Steam's recommended prices on all our games since we started publishing on the store back in 2015 - the alternative being to set, manage, and update prices manually across 30+ stores ourselves. In a nutshell, they try and consider many factors so that, hopefully, the average consumer pays a fairer price in each country. Some of these new prices are a big change (check out the full list here), so I want to give a little context.įor those who are unaware, Steam doesn't simply use exchange rates to set prices. Today, we're approving and locking in Steam's latest regional price recommendations on our games.
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