
The piece opens with fuzzy guitar layers before a jazzy drumbeat kicks in. Despite the multitude of influences, the album is held together by a feeling of nervous energy that keeps listeners on the edge of their seat from the start and constantly maintains a feeling of agitated tension throughout the album.Ī composition like “7th Ward” is a perfect example of the heady brew inFamous 2 concocts. That it all comes together so effortlessly is testament both to the composers’ skills and those of the recording engineers, who’ve designed a visceral sound that is the foundation of the whole mixture.
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Most of the music is based around a vast array of percussion sounds that are complemented by various solo instruments, most importantly a string quintet that often performs material full of dissonances and counter-intuitive rhythms. The result is a score that seamlessly mixes a number of rarely combined genres - there are ambient stylings, jazz, rock, some funk and drum & bass-influenced rhythm work, and orchestral sounds steeped deeply in the acidic harmonies of 20th century classical music.
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And it’s immensely encouraging to see such envelope-pushing music accompanying an AAA-title - kudos to Sony Entertainment and Suckerpunch for giving free reign to the composers’ creative impulses. InFamous 2 makes true on its promise and delivers a fresh, innovative soundtrack that is possibly the most creative Western game score release of 2011 so far. This review refers to the Blue Soundtrack. A companion album, inFamous 2 – The Red Soundtrack, was released only days later as part of the game’s “Hero Edition”. Promoted by an online making-of featurette of the soundtrack, the music for inFamous 2 hit stores first in May 2011 in the shape of inFamous 2 – The Blue Soundtrack, available as a regular digital download. Ultimately, over the course of a year, four hours of music were created for inFamous 2. The involvement of such a colourful team of composers promised an eclectic score, and developer Suckerpunch’s instruction to the artists to keep on improvising and experimenting only increased the intriguing nature of this project. They were joined by two newcomers: Bryan “Brain” Mantia, a prolific session drummer with an impressive list of credits (including Tom Waits, Guns N’ Roses and Primus), and New Orleans band Galactic, coming from a background of blending funk, hip-hop, jazz and R&B on their own records. As a result, only the game’s music manager Jonathan Mayer and composer Jim Dooley would return from inFamous.


Consciously moving towards more organic sounds, the game’s soundtrack would take its cue from the rich musical tradition of New Orleans. This also prompted a natural change in the developers’ approach to inFamous 2‘s score. Enforcing the liberating sense of roaming Empire City was an electronic score spearheaded by knob twiddler extraordinaire Amon Tobin.įor inFamous 2, the game’s narrative moved to a new location, New Marais, based on the real-life New Orleans. The adventures of bike courier-cum-son of Zeus Cole MacGrath saw the thunderbolt-throwing protagonist battle Reaper gangs and make Empire City his own, climbing up drainpipes, surfing power lines and sprinting across the city’s rooftops with adrenaline-pumping abandon. Playing god has always been one of gamers’ favourite pastimes and the original inFamous gave them a exciting opportunity to live out these fantasies.
