Can a soundscape be schizophrenic? If so, this one might qualify. For about the first four minutes, composer Mike Trapp offers us a driving rhythm propelled forward by electric guitars and deep bass. Then, as if the titular serial killer has come to his senses, the music suddenly changes to low, soft, and a bit ominous, as the killer begins to chant his regrets (“I’m so sorry”) over and over. While this sudden shift embodies the title of the piece well, it makes for a bit more difficult timing at the gaming table. For one thing, it’s a bit hard to script time so tightly during an RPG; for another, the linear storytelling significantly limits the track’s loopability. Since I’m not likely to run a horror game anytime soon, let me describe how I’d use this track in a supers game with a transforming victim/villain like Dr. Curt Connors/the Lizard, Kirk Langstrom/Man-Bat, or Dr. Jekyll/Mr. Hyde. I'd set iTunes to begin the track at either 0:23 or 0:41 (depending on my need for the slight downtime/intro provided by the earlier starting time) and to end it at 3:58, and loop just that section for the big fight. Then I'd switch it to a loop running from 5:00 to the end of the track, on loop, after the character’s transformation. The section in the middle, from about 3:59 to 4:59, could be used during the character’s actual transformation back into the “innocent” scientist or whatever. This might require making three copies of the track and monkeying with the ID3 tags a little bit, but it could be pretty effective. Please understand that the music and effects in this soundscape are really very good, but I gave it only three stars because of the amount of work I think is needed on the GM’s part to get the most out of this track at the gaming table. This one doesn’t “just work” like so many of the other Sonic Legends soundscapes.
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