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Fusion Genesis Soundtrack Available For Download

October 31, 2011 by Mat Growcott

The "sci-fi twin-stick shooter with MMORPG elements" by ex-Rare employees Starfire Studios has a pretty awesome soundtrack. And you can download it for free, right now.

The 360 exclusive Fusion Genesis is a very interesting sounding game, literally. The soundtrack seems rich and, as far as I can tell at this early stage, pretty suitable for the game itself. Composed by Steve Burke, the same man that composed the score for Kameo, the full soundtrack is available for download from Youtube, SoundCloud and Steve's own website.

The full thing runs at nearly an hour and a half, 39 tracks included total, and gives you a nice indication of the universe you'll be getting into later in the year when Fusion Genesis releases.

In an interview with Scorenotes, Burke discussed the process it takes to get the music from being nothing more than an idea on a piece of paper to setting the scene in-game.

"There are just over forty cues written for the game. The combat tracks are shorter, around 1.5 – 2mins each, and the ambient exploring tracks up to 4mins each. The Lead Designer of the game, Chris Tilston, wanted a thematic score plus additional sci-fi ambient tracks. In our initial discussions of style and approach we talked about music we admired from movies and games. The music to Star Wars was a reference, not the main themes, but the orchestration in the quirky incidental cues. Once I started writing the first couple of cues, Chris felt we had nailed the style and from then on left me alone to write what I thought was appropriate.

"The Music Brief was concise and simple. A list of cues, be it combat, action themes, ambient exploratory, their durations and a sentence or two describing the style. This could be as simple as "Action, using Pirate theme, percussive, fast for climactic battle sequence, duration around 1.5mins", and off I'd go and write the music. To show how all the music fitted together, Chris gave me a Flow Chart, with the interactivity and branching clearly mapped out. I kept the team updated with new tracks, and asked for their input and comments early on."

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