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Dev Update - Soundtrack Design: Composer Q&A!

Hey everyone,

Welcome to this week's Dev Update from VOID Interactive's Community Manager Guinevere!

This week Guin's been chatting to Ready or Not's composer, Zack Bower, about what goes into the creation of a soundtrack for a game like ours.

On top of that we've got two previews from in-progress tracks to give you a feel for what's coming!

Much like when playing Ready or Not, you'll want to listen closely to this post...


Soundtrack Design in Ready or Not


A game's soundtrack is vital to its identity. The tension it builds, the action it intensifies, the moments it brings to new heights. Each song has to be crafted not only to stand on its own, but to compliment the game's setting, tone, and experience. With this goal in mind, Ready or Not's soundtrack is being made to be as 'vertical' as possible, allowing us to add or remove layers during key moments in gameplay.

For example, the drums on a combat track may kick in when the player engages a suspect, and as the firefight goes on for more time or if more suspects are involved, the track will have more layers of music added in. By contrast, non-combat tracks are made to be unintrusive so as not to distract from the player's ability to gather information from other audio cues: you'll still be able to hear distant footsteps and voices through walls, but you'll have that underlying tension accompanying your actions.

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Above: Click the lick above to hear a snippet of one of Ready or Not's in-progress tracks, 'Broken Clock'.


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Above: Click the image above to hear a snippet of one of Ready or Not's in-progress tracks, 'No More Lights'.

Both of the above tracks are small slices of Ready or Not’s soundscape.


Composer Q&A - A Chat With Zack Bower


Here to talk more about Ready or Not's soundtrack is our composer, Zack Bower, who recently joined our team and has proven himself to be incredibly hard working.

How did you end up joining VOID Interactive?

Believe it or not, two ingredients - A lot of luck, and a ton of persistence in the face of that internal voice going ‘don’t upload, this ain’t it’. I moonlight as a composer when I’m not at the day job, and if I’m not working away on a smaller project, I like putting time into remix tracks where I ask myself “how would I write this piece?” With that in mind, I took a sliver of Ready or Not’s main theme composed by the extremely talented Dan Liston and expanded on it, slowing it down and giving it a darker coat of paint. After a few days of hovering over the upload button and chewing my fingernails off, I finally decided to pull the trigger and post it around. 2 weeks later, I see a message from our Community Manager (the amazing Gwynn) asking if I’m up for a chat with our Creative Lead. The rest is history. I still lose sleep thinking about how exciting the whole thing is. Moral of the story - push against that ‘block’ as hard as you can.

What's your overall vision for Ready or Not's soundtrack?

I love Splinter Cell: Chaos Theory’s plunderphonics style. I think Amon Tobin nailed the atmosphere with this crazy cacophony of sound that perfectly matches the game. Being able to grab some of that style, mix it up with more orchestral music, and spread it out a bit more (a la ambient Eric Brosius) to give players as much situational awareness as possible is the #1 priority. Gritty, dark, hard hitting when it needs to be, these are some of the goals when working through the music for Ready or Not.

How do you tackle creating music for a game where environmental awareness and audio cues are so important? How does the soundtrack serve to enhance the experience?

The tactical shooter genre is tricky with music - how much do you pull back before you don’t have any music at all? In this case, we’re balancing it out through FMOD using a few parameters to mix things up. Busting a door down but not in combat? Let’s turn the ambient intensity up. Have a few suspects ganging up on you? Let’s turn the combat intensity up. Today’s tech lets us take full advantage of crafting a really immersive and intense soundscape, with a lot of expanded nuance. What’s really exciting is that line between ‘this is combat music’ and ‘this is ambient music’ can be blended to a point where there is no line - it’s music catered to how you’re experiencing the game.

What would you say are your greatest musical influences?

When it comes to sound textures and sheer experimentation, Amon Tobin is definitely my main go-to. Again, his work on Splinter Cell was so raw and visceral that it stuck with me long after release. He really nailed down the atmosphere just based on whatever textures he was exploring. On a more melodic note, Jonny Greenwood steals it. He dabbles in a lot of experimental stuff too, but his orchestral work on Phantom Thread is out of this world. Anyone with a command of emotion like that in the orchestrator’s chair gets a gold star from me.

What has been the most difficult, but most rewarding, part of working on Ready or Not's soundtrack so far?

It’s terrifying sitting on a track that’s about to go public - you really wanna please as many folks as possible, while maintaining that personal overall vision that encompasses everything. At the same time, that fear totally washes away working on some new tracks and being pumped to finally show ‘em off. It’s a game of balance that keeps my blood pressure in a good spot.


Conclusion

This concludes today's biweekly briefing, the first of three which will focus on elements of the game's audio design. A big thank you to our composer Zack Bower for taking time out of his busy schedule to talk to us a bit about his work. I hope to see you all next time for more development news!

P.S. -- This briefing's banner is a fan made render, courtesy of Natjvin. Check out the whole image here.

Keep your feet on the ground.
Guinevere

Dev Update - PvE Encounters: Hotel

Hey community,

Guinevere is back with another update from the team on PvE in Ready or Not!

This week we're showing you two officers going through part of Hotel, a cramped and confined environment where effective use of cover, equipment and weaponry is key.

We've got some new video content to go alongside today's post coming in at nearly two minutes, so let's get stuck in...


Introduction

Hey everybody

It's time for another edition of our biweekly Dev Blog. This week we'll be showcasing some more PvE gameplay, accompanied with elements of Ready or Not's original soundtrack.


PvE Gameplay

From the first step inside, you know things have gone horribly wrong. The dispatch call didn't do it justice: corpses cover the floor, trails of blood from crawling, wounded survivors, gunshots still echoing from deeper within. Smoke in the air, alarms blaring, fire spreading. Screams of terror. Civilians running from the carnage. Suspects on every floor, on edge with itchy trigger fingers. It's up to you to put a stop to it.


Securing Hotel
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Above: A series of engagements with suspects in Hotel, set to Ready or Not's original soundtrack.

Each encounter in the above video requires the two officers to respond differently. Entering the giftshop leaves the team exposed to multiple lines of fire as windows are shot out and suspects close in from adjacent rooms. In this case, speed of action is vital to take control of the situation before you're surrounded. By contrast, the parking garage involves long distances, poor visibility, and innumerable places for suspects to seek cover.

Preparation and precision will be key here, as any move forward runs the risk of a suspect flanking behind you unseen from the darkness while car alarms trigger from shots fired. The upper levels combine these two elements, with long hallways and bullet-ridden rooms containing potential suspects.

The dichotomy of cramped, close quarters combat and longer rage engagements is something that you can see throughout Hotel, and will require that you equip yourself and your squadmates accordingly to handle. For every successful breach and clear that you see in the above video, there were a dozen attempts by over eager players that didn't prepare, didn't coordinate, and didn't execute properly. Failing to account for the mission briefing, your location, and the situation at hand means that lives can be lost: yours as well as those that you have sworn to protect.


Conclusion

That brings us to the end of today's biweekly Dev Blog, covering more Alpha PvE gameplay and some of Ready or Not's soundtrack. I hope to see you all next time for more development news!

Keep your feet on the ground.
Guinevere, Community Manager

Follow Ready or Not on Twitter Like Ready or Not on Facebook

Support Ready or Not ahead of launch by Wishlisting on Steam:

https://store.steampowered.com/app/1144200/Ready_or_Not/

Thank you!

Development Update - PvE Gameplay!

Hey community,

Welcome to the Ready or Not Steam Developer Update!

Every two weeks we'll be sharing with you exciting and interesting behind the scenes looks at the development of Ready or Not. These can consist of a wide range of topics, including gameplay, mechanics, weapons, equipment and more!

The chances are you'll also get first looks at upcoming content too, so stay sharp!

Each post is written by VOID Interactive's Community Manager, Guinevere, who then passes it over to myself to share with you all here!

Naturally, a big part of sharing all this information with you includes hearing what you think - So let us know in the comments below, we'll be taking notes!

Now, over to Guinevere...


Introduction

Hey everyone,

Welcome back to the next edition of our Ready or Not biweekly newsletter. This time around, we'll be taking a look at some more PvE gameplay as players engage A.I. throughout Hotel. Fast moving suspects attack from different angles, civilians run and flee, and every trigger pull has the potential to be lethal.

PvE Encounters

Alarms echo their death throes through regal hallways throttled by smoke. Blood spattered walls and still twitching bodies. There are civilians here: trapped, terrified, traumatized. Looking for a way out. It's up to you to make sure they get out of here safely. It's up to you to make sure order is brought to chaos.

Ready or Not's single-player and cooperative experiences are absolutely its central focus. As such, the game's Artificial Intelligence has been built from the ground up to be intelligent, adaptive, and reactive. Suspects dart from cover to cover, flank sedentary players, and utilize their surroundings and civilians to get the upper hand. Any encounter with a suspect has the chance to be a lethal one, and a lack of awareness, perception, or preparation can mean failing a mission -- or not making it out of one alive.

[previewyoutube][/previewyoutube]
Above: A confrontation with multiple suspects turns bloody for all involved. Click the image above to watch a video of PvE gameplay.

In the above clip, the player engages a suspect through quickly broken panes of glass. Kicking open the door, he seizes the initiative and shoots a suspect before they can reposition. A second suspect returns fire, causing the officer to panic and shoot from where he believes the shots are coming from, nearly missing a scrambling civilian. Regrouping, a stinger grenade gives the officer a chance to regroup, move from cover, and pursue the second suspect.

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Above: Scores of cars and hundreds of angles to watch. Nothing to rely on but the officers at your side. Click the image above to watch a video of PvE gameplay.

A pair of officers move into the Hotel's parking garage, closing in from two angles on an isolated suspect. Though he proves compliant with a bit of coercion, upon moving to secure and arrest the suspect the officers are shot at. They return fire while moving to cover before advancing on the suspect, who sprints from behind the vehicle before being shot. While only one player was injured, this scenario serves as an important reminder to never leave your back open. Only approach surrendering suspects if you know that you're in a position to secure them without having to face a new threat.

Whether facing down a lone suspect with a handgun or several with an arsenal, Ready or Not's A.I. interact with much more than just the player. Civilians, hostages, each other, environmental objects and more can impact the situations you'll go up against. Every encounter should be treated as a unique situation with its own necessary preparations, tools, and risks.

Conclusion

With that, we've concluded the this edition of our development update, featuring PvE gameplay and commentary on elements of suspect behavior. I look forward to seeing you all back in two weeks for the next edition!

Keep your feet on the ground.
Guinevere, Community Manager

Follow Ready or Not on Twitter Like Ready or Not on Facebook

Support Ready or Not ahead of launch by Wishlisting on Steam:

https://store.steampowered.com/app/1144200/Ready_or_Not/

Thank you!

Ready or Not - Team17 Partnership Announcement!

Hey everyone,

Today we're excited to announce that VOID Interactive have partnered with Team17 to launch Ready or Not under their independent games label.

To celebrate today's announcement we've put together a new trailer, so prepare to breach:

[previewyoutube][/previewyoutube]

For those of you new to Ready or Not, welcome!

Ready or Not is a tactical shooter that drops players into the role of elite operatives working to diffuse a range of hostile situations.

You'll be breaching, clearing and engaging in stealth tactics to successfully complete missions. The strategic use of tactical equipment will have a dramatic impact on your mission, giving rewarding outcomes to the tactically minded.

How you choose to engage with each scenario will be pivotal to the outcome. Do you use deadly force or non-lethal options? What is the best way to maximise your squad's teamwork to ensure all hostages are safely rescued? Split second decisions just like these will be down to you.

Key Features
  • Tactical Teamwork: Command a squad of operatives and plan how to approach each situation before breaching and clearing

  • More than just guns: Riot shields, mirror guns, smoke grenades, and more can be utilised to prevent or assist with a firefight

  • Civilian safety: The lives of civilians are on the line, and each shot will need to be carefully considered to reduce collateral damage

  • Realism at its core: From bullet penetration to team communication, Ready or Not is built around realistic non-military combat situations

  • Customisation and equipment: Each loadout can be tailored by players, and will dramatically influence chances of success, including guns, attachments, shields, and surveillance tools.


The Ready or Not Community - Developer Updates & Social Spaces

Following today's announcement we're going to be sharing regular developer updates on Ready or Not here on Steam. These posts will be giving you a behind the scenes look at what we've been working on, including first looks at upcoming content and changes as well as how we're working on community feedback.

You can also keep up to speed with all things Ready or Not and join the wider community at the following locations:

VOID Interactive Twitter Ready or Not Facebook Official Discord

That wraps up today's announcement!

To stay up to date on the latest intel and support the game ahead of Early Access Launch, be sure to drop us a 'Wishlist':

https://store.steampowered.com/app/1144200/Ready_Or_Not__Alpha/

Thanks everyone, speak again soon!