

"If you are fighting a main antagonist then the energy is high. I will then adjust the tempo when writing if it feels too fast or too slow." Even when the player is engaged in the first-person shooter sections, the music rises and falls depending on where Jackie is and who he fights. "I start to tap my foot and go from there.

"I think that the tempo becomes apparent when you watch the scene or the level," he said. To create music for the more intense situations, Wynn received a version of the game level to get a feel for the energy of the moment.

Of course, things pick up when Jackie has to make his way through waves of gangsters, crazed monks, and even demons. "The strings became more plucky while the brass used mutes." "Gone are the large taiko drums," he explained. He "lightened the percussion" in these levels to play up the sneaky and stealthy qualities of the Darkling and his objectives. "I wanted him to sound completely different than the rest of the game," said Wynn. When I finally started to write the music, I was fully engulfed in the story and this aspect specifically."Ĭreating a palpable musical shift also came into play when composing music for the Darkling, a character the player actually controls in a couple of key sequences. I wanted it to be a window into the Jackie and Jenny love story. "For all its killing and gore, 'The Darkness,' at its core, is a tragic love story," he said. Wynn composed a haunting theme for Jackie's dreams and moments when she appears to be a nurse at the asylum. " turned out great."Įven in the primary part of the game, Jackie appears to have waking dreams centered around Jenny. "I also got to write a song with the band Alien Ant Farm called 'Dark in Here,'" he said.
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"We were excited by the challenge." While challenging, he said the end product remains one of his favorites, in part because the budget allowed for him to work with a full orchestra. Wynn started his video game association with another comic book character, Frank Castle, with the 2005 Marvel/THQ release "The Punisher." "I wrote it with my partner Chris Lennertz," said Wynn. A composer for film, television and games, Wynn spoke with CBR News about "The Darkness II," the challenges of composing for video games and the emotional elements that set this particular game's story apart from the rest.

No small part of creating that engagement is the score written by Timothy Michael Wynn. Luckily for me, the hurried campaign and dumbed-down design of “The Darkness II” means I'll be keeping all of my limbs.Picking up the story that began with 2007's acclaimed "The Darkness," the sequel was welcomed early this year by critics who praised the shift to a first-person shooter format and the emotionally engaging storyline. I would have given an arm and a leg - or two demonic arms - for a “Darkness” sequel that combined the original's adventurous first-person gameplay with this second installment's ripped-from-the-comic-book style. Players can embark on cooperative missions as one of Jackie's four assassin pals, each with their own Darkness-inspired powers and weapons. “The Darkness II” wisely trades the realistic style of the original for a more colorful cell-shaded aesthetic, recalling the game's origins as a popular Top Cow comic book, and old-school tunes like Ram Jam's “Black Betty” and Tone Loc's “Wild Thing” organically plopped into Jackie's urban environment make “The Darkness II” a more dynamic experience.īesides those few flourishing touches, the only saving grace of “The Darkness II” is a fun multiplayer mode that extends the single-player campaign in ways that are more exciting than the single-player campaign itself. The story by veteran comic-book writer Paul Jenkins is frustratingly uneven, and the single-player campaign is far too short. Jackie Estacado is back as a mob boss possessed by an ancient baddie known as the Darkness, which appears as snakelike tentacles jutting from his back.Īfter two years of keeping the Darkness at bay, an assassination attempt reanimates those light-averse supernatural forces residing within Jackie, who is still reeling from the shocking death of his girlfriend in the first game. “The Darkness II” (2K Games, for the Xbox 360, PlayStation 3, $59.99), developed by Digital Extremes instead of Starbreeze Studios, feels like an unworthy follow-up that's just a little too late. Unfortunately, a sequel that's arrived five years later isn't as much of a revelation. When the demonic first-person game “The Darkness” was released in 2007, it was a twisted breath of fresh air among all the war simulators and space-marine romps.ĪP video game reviewer Lou Kesten called it an “intriguing mix of stealth and first-person shooting.”
