Chris: The game features an interactive music system that matches the flow of the battle. Could you elaborate on this system and what it brings to the experience?
Sam Hulick: It's not quite your typical interactive music that matches what's going on during combat, where you might adjust the intensity based on the number of enemies, or how close to death your character is. Since many people tend to mute the music in these kinds of online multiplayer games and play their own playlists, Tripwire and I decided to emulate that by providing a "playlist" that fits the mood of the game. So instead of looping a track over and over (which would get quite tedious on maps that last several minutes) we've set up a playlist that runs through a list of cues. A cue plays from start to finish, and then the next cue is played. The priority here was to suit the mood, not necessarily match the action.
That being said though, the playlist changes based on your team's morale, so if your team starts performing poorly, there's a transition cue, for example, that that plays to bring you from a neutral morale state to a low morale state. Then at that point, the playlist consists of low morale cues that are played one after the other. And of course, the music selection depends on if you're playing axis or allies.