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Fight Two Theme

Fight Song Two

Arena battle theme, composed to energize and immerse players in the intensity of combat. This track features fast-paced drums and loud bass.

SpecificationDetails
SoftwareFL Studio 24
BPM160
Length2:04 minutes
PurposeUpbeat
DiegeticYes

All fight music is diegetic and plays through speakers in the arena.

The “Fight Two Theme” was composed to embody the unsettling chaos and grim reality of Fowl Play’s advanced arenas. The track is fast paced and loud.

A core concept was to weave the game’s Game Over and Victory themes directly into the combat music. This creates a sense of psychological tension, constantly reminding the player that success and failure are intrinsically linked in this brutal cycle.

  • Cyclical Violence: The track’s structure, which begins and ends with variations of the Game Over theme, reinforces the inescapable and cyclical nature of the fights.
  • High-Stakes Desperation: The fast 160 BPM and driving EDM drum patterns amplify the intensity of combat, pushing a feeling of urgency and desperation that reflects the high stakes of each match.

The fight two theme can be divided into five parts:

  1. Beginning: The song starts with a mix of the game over theme and a distorted victory theme.
  2. Mid Section One: The song transitions into a more upbeat section, with a fast-paced drum beat, consisting of mainly EDM sounds. This is paired with a heavy bass line and an 80s inspired lead.
  3. Mid Section Two: The bass line and drums stay, but the lead is replaced with a Gross Beat version of the game over theme.
  4. Mid Section Three: The song transitions back to the mid section one, but with a slightly different arrangement.
  5. Ending: The song ends with a reversed game over theme, to tie it back to the beginning.
  • Wah: EDM (hyperpop) style pluck-ish sound
    • Flex: Bijou Blips
    • Mixer Track: 7
  • Bass: Loud Bass
    • Vital: Growl Bass Sidechain
    • Mixer Track: 6
  • Lead: 80s inspired lead, slightly pitch shifted at certain moments
    • Flex : Eighties Movie
    • Mixer Track: 4
  • High Thingy: Mystical high-pitched sound, sounds egyptian themed
    • Vital : Moving Harmonics
    • Mixer Track: 5
  • High Thingy Support: Chip-Tune slightly distorted bass sound
    • Flex: Crazy Clash
    • Mixer Track: 4
  • Support: Chiptune 80s phaser sound
    • Kepler Expo: Gaming Lead
    • Mixer Track: No Mixer Track
  • Drum Pattern 1: Fast-paced drum beat, consisting of mainly EDM sounds. Contains two kicks and two snares.
    • Mixer Track: 7 Drum Pattern

Fight Two Arrangement

Automation tracks have been used to create the ‘glitch’ effect and the transitions between the game over theme, the victory theme and the rest of the song. Most instruments are sidechained to the drum pattern, to give the drums a more punchy and prominent feel. ‘Wah’ has been automated to alternate panning between left and right.

  • Track 1:
    • Hardcore: Distortion to create a more aggressive and guitar like sound
    • Hyper Chorus: Creates multiple, slightly detuned versions of the sound, to create a more full sound
    • Izotope Vinyl: Adds a vinyl effect to the sound, to make it sound more old school. Also used for the ‘glitch’ spindown effect at the end of the song
    • Parametic EQ 2: Used to cut out the high frequencies, to make the sound more muffled
    • Gross Beat: Used to create the ‘glitch’ effect at the end of the song
  • Track 2:
    • No effects have been used on this track, it is only used as input for the sidechain effect
  • Track 3:
    • Fruity Limiter: To create the sidechain effect
  • Track 4:
    • No effects have been used on this track, it is used to combine the other tracks before sending it into track 3 for sidechaining
  • Track 5:
    • Parametic EQ 2: To take out some higher frequencies, to make the sound less grating to the ears.
  • Track 6:
    • Parametic EQ 2: To boost low frequencies, to make the bass sound more punchy
    • Soundgoodizer: To make the bass sound more punchy and loud
  • Track 7:
    • Fruity Delay 3: To create a delay effect on the Sound
    • Maximus: Compression and limiting
    • Parametic EQ 2: Boosting the high frequencies to make the sound more crisp and bright. Taking out the lows to clash less with the already bass heavy song