Showing posts with label 2002. Show all posts
Showing posts with label 2002. Show all posts

Wednesday, June 11, 2025

MIDI Week Singles: "Dragon Roost Island" - The Legend of Zelda: The Wind Waker (NGC)

 


"Dragon Roost Island" from The Legend of Zelda: The Wind Waker on the Nintendo GameCube (2002)
Composer: Kenta Nagata
Publisher: Nintendo
Developer: Nintendo EAD


I decided to use this theme for several reasons.  First and foremost, this is just a fun and upbeat song that I easily remember from the last time I played Wind Waker, probably 20+ years ago.  It's easily recognizable, it's hummable/whistleable, and therefore more likely to leave a lasting impression.  Lastly, it was featured on an episode of 8-Bit Music Theory two years ago.

What I enjoyed about that episode, and most of the videos on that channel, is that I can kind of follow along as the dive into music theory goes so much deeper than you might expect.  It also goes to show that music composed for video games is more than ones and zeros on a computer.  The videos also make me feel like every song I've written is just utter trash because I guarantee you that I've never put that much thought into the intricacies of chord progressions and what business do I have even being around a piano, let around a blank sheet of notation paper?  What business do I have even writing about video game music once a week in a way that doesn't do a deep analytical dive into the inner complexities of the song itself to say why I've included it beyond, "I like this song and thought it was good."

But then, after such an in-depth analysis, the question of why this is such a catchy at memorable melody for this particular location at this point in the game remains.  "It's kind of hard to say how this piece of music relates to the island as a whole, though. [...]  To me, it seems this is just a really solid piece of music written by someone who really knew what they were doing" (source).  And sometimes, that's just enough for me too.


~JWfW/JDub/The Faceplantman/Jaconian
Instrumental

Wednesday, February 26, 2025

MIDI Week Singles: "BGM #9" - The Amazing Virtual Sea-Monkeys (PSX)

 


"BGM #9" from The Amazing Virtual Sea-Monkeys on the PlayStation (2002)
Composer: Stephan Reuleaux
Album: No Official Release
Publishers: Red Cap Software GmbH, Kotobuki System Co., Ltd., Swing! Entertainment Media AG
Developer: Creature Labs Ltd.


I tried to find additional information about "BGM #9" from the 2002 PlayStation release of The Amazing Virtual Sea-Monkeys, but all I was able to find was that this song seems to have been used on Levels 7, 16, 25, and every nine levels all the way up to Level 70.  From what I could tell from what I watched of a longplay, this was just the ninth track of the game and was used for the 7th level and every nine levels thereafter.  All of the songs in the game fit well with the side perspective solving action that was all the rage of the early 90s (e.g. Lemmings, The Humans, The Adventures of Lomax, etc).  It just fits well within the context of the game as well as out of it.  Which is why we're all here today.

What can I say other than I'm a sucker for a song in a minor key that resolves from descending notes down to the tonic.  I will also add, major kudos to Stephan Reuleaux for throwing the rarely-used key change around 1:24 along with the change up in the drum machine.  Great work there.


~JWfW/JDub/The Faceplantman/Jaconian
Countless Decomposing



Wednesday, October 23, 2024

MIDI Week Singles: "Name Entry 2K2" - Castlevania: Harmony of Dissonance (GBA)

 


"Name Entry 2K2" from Castlevania: Harmony of Dissonance on the Game Boy Advance (2002)
Composer: Soshiro Hokkai
Album: Castlevania: Circle of the Moon & Castlevania: Concerto of Midnight Sun Original Soundtrack
Label: Konami Music Entertainment, Inc.
Publisher: Konami
Developer: Konami Computer Entertainment Tokyo


"Name Entry 2K2" is possibly one of the most early-2000's name for a song in a Castlevania game ever.  Something about the early 2000s lent itself to naming every other thing with "2K" and that works here too.

Interestingly, "Name Entry 2K2" was originally titled "Underground" and was first used in the Famicom Disk System version of Castlevania during the name entry screen and was omitted entirely from other releases of the game.  This is a slightly beefier version of "Underground" but the song is essentially all here and then additional themes were written by Soshiro Hokkai, building off of what Konami Kukeiha Club had previously written.  The song itself is quite dramatic* and foreboding for an opening menu and name entry screen, but again, because it's Castlevania, overtly dramatic fits well here.  It was 2002 after all.


~JWfW/JDub/The Faceplantman/Jaconian
Instrumental


* P.S.  Although can it really be any more dramatic than having someone sing "Lord have mercy" before you start a game?

Wednesday, June 5, 2024

MIDI Week Singles: "BGM #12" - Family Tennis Advance (GBA)

 


"BGM #12" from Family Tennis Advance on the Game Boy Advance (2002)
Composer(s): Kōhei Matsuoka, Iku Mizutani, Tetsuari Watanabe, Comet Momono
Album: No Official Release
Publisher: Namco Ltd.
Developer: Natsume Co. Ltd.

I tried looking up some semblance of the soundtrack and gameplay videos that might include this song, but this game appears to be just obscure enough for Western audiences that there aren't more than a handful of videos or descriptive track names than "BGM #12."

So I don't know if "BGM #12," being the 12th song on a 13-track album (unofficial release, and not including the three sound effect tracks) means that this music is the "Congratulations, you've won Tennis" or the credits music.  To me, it does sound just a little bit out of place even if a lot of the other songs are peppy, just not this level of pep; "BGM #13" does come very close though.  At least with the other songs I could kind of imagine being played in the background on a tennis video game on the Game Boy Advance.  "BGM #12" on the other hand, sounds like something out of an F-Zero or other futuristic racing game, which is supposed to be a compliment.

That's really all I have for this song.  It's catchy, it's peppy, and I knew why I flagged this particular song I don't remember how long ago for a future MWS article within the first 10 seconds.  Sometimes that's all we need.


~JWfW/JDub/The Faceplantman/Jaconian
Instrumental


Wednesday, December 7, 2022

MIDI Week Single: "Pinky's Revenge" - Pac-Man World 2 (PS2)

 

"Pinky's Revenge" from Pac-Man World 2 on the GameCube, PlayStation 2, Xbox, and Windows* (2002)
Composer: David Logan
Album: No Official Release
Publisher: Namco
Developer: Namco Hometek


I thought that this track would be a good bridge between our usual fare of video game music and bridging the gap between seasonal and cold-weather music, something we also did last year as well.

"Pinky's Revenge," being the name of the stage and thereby is now the name of the song as there is no official soundtrack, bears a lot of the hallmarks of a seasonally appropriate song, at least through the first half of the song.  First off, there are the xylophone-like instruments that carry the bouncy melody that sounds like something from "Pee-Wee's Big Adventure" and "National Lampoon's Christmas Vacation."  Then around 30 seconds in, we are greeted with jingle bells for about 20 seconds before Bernhard Herman and Hans Zimmer's lovechild comes in with an over-the-top "Psycho"-esque screeching discordant chords.

"Pinky's Revenge" is boss-level music, so it only makes sense that a lot of the music here is dedicated to creating an exciting and dangerous feeling whereas winter-themed music is often more subdued.  Although the xylophone/glockenspiel does make a brief return around the 1:30 mark if only to remind us that this fight takes place in a frozen hellscape of a stage while Pac-Man throws himself at Pinky's Blower (whatever that is).

So, welcome one and all to the month of December where we will be featuring frozen, cold, and wintery-themed tunes for you all month.


~JWfW/JDub/The Faceplantman/Jaconian
Souls Weeping Above

Wednesday, June 1, 2022

MIDI Week Singles: "Nerevar Rising" - The Elder Scrolls III: Morrowind (PC)

 


"Nerevar Rising" from The Elder Scrolls III: Morrowind on Windows & Xbox (2002)
Composer: Jeremy Soule *
Album: The Elder Scrolls III: Morrowind Original Game Soundtrack
Label: DirectSong & Steam
Publisher: Bethesda Softworks
Developer: Bethesda Game Studios

Yeah, it's this song.  The Elder Scrolls song.  First written by Jeremy Soule* during the development of Morrowind and released in 2002.

This song holds a lot of meaning for me.

I first knew it as a theme used in "Dragonborn" from The Elder Scrolls V: Skyrim soundtrack and I was immediately drawn to this song when I started Morrowind in 2013.  I would often listen to the entire song upon booting up the game and just take in the distant drums as the piano and flute come up with the melody and is built upon playing through three times before fading out.  When the song randomly comes up in the game, it would just make the world feel so expansive and grand, and then once your character is "cured' of corprus, it feels like an anthem for this character.  Not a marching band national anthem, but a personal one with a full-on accompanying orchestra for deeds that would likely end up being attributed to other people as your character is forgotten by the population at large and remembered by only a few within a hundred years.

This was also the song that I and the rest of the wedding party sans Conklederp walked down the aisle to, although I spliced the song to itself so it would repeat with the opening drum beats rather than truly fading out.  I think it played two-and-a-half times, my memory of specifics of that day is a little fuzzy.

Goblino also enjoys this song, at least I think he does as we will sometimes just watch the trailer for the original release of Morrowind which plays the song in its entirety without Goblino saying "next!" when he is bored with either the music or the video.  It is something incredibly special when I know that I can share this music with Goblino and he is perfectly content settling in while this song plays.

Nothing but good feelings all around on this day.


~JWfW/JDub/The Faceplantman/Jaconian
Un Bon Voyage

Monday, November 8, 2021

Game EXP: Metroid Fusion (Wii U)

Systems: Game Boy Advance, Wii U
Original Release Date: November 17, 2002
Publisher: Nintendo
Developer: Nintendo R&D 1
Play Time: 6h 37m / 14h 47m


I played Metroid Fusion on the Wii U using the Virtual Console version of the game, which is essentially the same game with all of the same mechanics, but the VC allows the player to create a single save-state that can be reloaded.  I mention this because I did reload save-states somewhat frequently although I did have some self-imposed rules that I frequently adhered to.  I also remapped the shoulder L/R buttons to the ZL/ZR triggers as my index fingers fell there more naturally on the Wii U's gamepad than the shoulder buttons; as well as making Y for attack and B for jump.  So for purists, I did not beat Metroid Fusion and for those who do not care, I did beat Metroid Fusion in 6 hours and 37ish minutes in-game time.  The 14 hours and 47 minutes is the amount of time the Wii U timed me as having played the game, so I spent nearly half of the game playing previously loaded save-states (more on that below).  Interesting to say the least.

Let us just jump to the conclusion.  I really liked this game.  Loved?  I might need to replay it or feel that I could replay it to feel that I love the game.   I am a little sad that I listened to whatever the negative reaction was that was so prevalent in my mind that convinced me not to buy the game when it came out in 2002. I also recall seeing promotional images of Ridley and apparently thought that because this iteration looked more cartoonist than previously depicted, that the game was designed for a younger audience.  And honestly, the only negative aspect that stuck with me before I started playing was that the story railroaded you into a linear game, devoid of exploration.  This critique throws me a bit.  The game takes place on a space station as opposed to a planet, so you are locked into one location, but you are also locked into a single planet in the previous games.  And the space station has six different biome-areas, so you are not exploring a space station environment the entire game.  The railroading in the story comes in because you are directed by the station's computer system to explore, repair, and investigate different areas of the space station.  But, you do not always have to listen to the computer either and there is a fair amount of backtracking to access previously closed-off areas as you unlock new abilities and access to previously locked doors.  I honestly did not mind how you were directed to different areas to a certain extent as it took a lot of the pressure of having to remember where to go once you unlocked a new ability and I still felt that there was plenty to be explored; although there still was a bit of that.

Story-wise, I enjoyed what was presented here.  The prologue I thought felt a little forced in that it could have been exciting to be playing a Metroid game that took a hard left turn, from playing a beefed up Samus to playing her with none of her equipment, similar to Metroid Prime, giving you a taste of your souped-up abilities as well as added fear for what you will be going up against.  The prologue starts out with Samus giving some general backstory from the Metroid series, then coming into the present with her being part of a scientific expedition on the Metroid home planet of SR388 when she was attacked by an unknown parasite.  Samus ends up crashing her ship during the mission due to the parasite taking over her central nervous system, is rescued and after some time, is administered a vaccine created from a Metroid culture (it was discovered that Metroids had been natural predators of the X-Parasite).  Post recovery, she goes to the scientific research station in orbit over SR388 where their samples from the initial expedition were taken where an explosion had just occurred.  As you progress through the game, more and more information comes to light regarding the X-Parasite, Metroids, and pulls even more influence from the Alien series that inspired the games in the first place.  There were a fair amount of callbacks and homages to previous Metroid games that felt pretty organic and not forced in the way that the entire Pirates of the Caribbean sequels felt.  

Jumping ahead a bit in the story, but because we are talking about the story here, this is where I am going to bring this up.  During the game, there were cutscenes with Samus talking/thinking to herself, and some of these monologues were about a member of the Federation that she had worked with in the past, a guy named Adam.  The way that Adam was first brought up seemed a little out of the blue, mainly because this was the first time I had heard of this character.  I thought maybe a flashback to this character was going to happen in the game, but that never occurred.  Then I thought that maybe it was a character in Metroid: Other M, but that game was released in 2010 so this was likely Adam's first occurrence in the game, but apparently was a significant person in Samus' life.  As you progress through the story, you do find out more about Adam, but for most of the game, I felt like I was missing out on information from a previous game, although this was not the case.

As for the gameplay, it did feel very much like the sequel to Super Metroid, all the way down to the wall-jump which was never featured like it was in Super Metroid and I still sucked at it; although I did manage to pull off a sequence of three or four consecutive wall-jumps to get an early Missile Upgrade.  One of the biggest Metroid-type mechanics that changed in this game was how you open doors.  You still shoot doors to open them, but in previous games that required either the standard arm cannon or a series of missiles (usually five I think) or a single Super Missile, the doors in this game were locked behind security access.  As you progressed through the game, you were granted access to increasing levels of security clearance, allowing you to open more and more doors.  Thankfully the game would mark on your map when there was a security door that you could not open so that once you gained that level of security clearance, you could return to an area and do some more exploring.  I do wish that you could have accessed the maps for different areas of the station regardless of where you were.  So for instance, once you gained Lock 3 access, you could look at the different maps for the station to find out where Lock 3 doors were and head there, without having to travel to each area independently.  Really it is just a complaint about time.

Speaking of time, as mentioned above, I did use the save-state and respawn feature as part of the Virtual Console, but I did not spam this mechanism.  Most of the time.  I had a few rules that I more-or-less abided by.  

  1. I can create a save-state if I have to turn the system off and I am not near an in-game save spot.
  2. I can create/load a save-state right outside a boss's lair, as long as getting to the boss is not a significant trudge and part of the boss battle experience.
    1. For the battle against the fight against the spider boss Yakuza, but only after I died the first time.  More on that below.
  3. I can create a save-state if there is a countdown timer immediately following a boss fight.
That was pretty much it.  But I did break the last rule during the battle against Yakuza.  That battle, in particular, was a pain in the ass; actually, from Yakuza onwards, the boss battles seemed out-of-sync with the difficulty of the rest of the game.  For the Yakuza battle, after dying the first time and making my way back to the boss's lair (because I did not realize I was going into a boss battle), I did spam the respawn feature.  This boss battle was brutal in that Yakuza would pick Samus up and continually deal damage to her and then body slam her doing more damage; I just discovered that you could wiggle your way out of its grip by just moving left/right on the control pad. . .oops.  I think I could survive, at most, four direct attacks before dying.  So what I ended up doing was I created a save-state upon being picked up the first time and reloaded from that point every time I died.  Once Yakuza took on its second form, I created a new save-state and would reload that one upon dying.  I finally created a third and final save-state when it reached the Core-X form.

For the penultimate boss battle in the game, I majorly broke this rule as I created multiple save-states as the fight progressed.  There was the first stage which required you to hit the boss around 10 times with a fully charged plasma/wave beam before it takes on its second form.  During this battle, I found that the boss would seemingly learn what you were trying to do, for example, I would hang out in a nook and shoot it when it jumped to get at you, and instead, it would hang out on the ground and take shots at you since its own ranged attack could pass through walls.  So I would load the game up outside the boss chamber, and once I had managed to damage the boss a few times without taking damage, I created a new save-state.  Then I would inevitably die a few times, reloading again and again, before finding a new tactic that worked for a couple of shots, then I would create a new save-state.  I would say that I would die no fewer than five times before finding out a new way to attack the boss.  The second stage of the boss's form I figured out purely by accident as I was on an elevated platform trying to stay away from it as I only had 32 hp left and found out that I could take pop shots at it as it was jumping at me.  The third form took on the familiar Core-X form but the attacks/counter attacks did take some time to figure out.

Lastly, I want to briefly touch on the music.  It was definitely not as interesting as either Metroid or Super Metroid.  There were no tracks as catchy as the Brinstar theme or the Norfair theme, but this game never felt as heroic in its exploration as those games.  To me, Metroid Fusion was not about exploration and possibly for the first time in the series, had some very real horror elements to it.  There are a number of sections in the game where Samus is actively hunted and all you can do is run away knowing that if you were to face your attacker you would be killed.  There were (at least) two sections when your hunter would appear on the same screen, but there was a wall separating you and them, an I did not move, out of fear that if I made a sound, that would attract attention and I could be killed.  I do not know if that was actually a possibility, but the fact that that was how I felt is a major kudos to Nintendo R&D1 for getting me to react that way.  The atmosphere in Metroid Fusion is one of frequent dread (eh!?) and worrying about what could be around the next corner and the music does a great job of representing that terror too.  One of the downsides of a lot of games that focus somewhat on fear and terror is that apart from a title theme, the in-game music tends to be subdued, more focused on adding to that feeling of fear than one of creating memorable melodies.

I very much enjoyed Metroid Fusion and it still makes me sad that there was a 19-year gap between the mainline Metroid games of Fusion and Metroid Dread, but I will be happy to be able to play Dread so close to having played and finished Fusion.  The last thing that somewhat surprised me, was that I had only a 56% item collection rate.  This could explain my trouble with some of the bosses, that I just did not collect enough Energy Tanks (I finished the game with, I think, 11?).  I know that there were breakable blocks that could only be broken by the Screw Attack that I did not go back for as there was a story-event that sounded urgent, but only urgent in the way that you are told that it was urgent, ie "You need to do this Samus."  So I could have diverged from what the computer system was telling me, and oftentimes I did to explore on my own, but towards the end of the game, and after picking up the Screw Attack, I mainly followed the story.  So maybe I will go back and see if I can pick up more items, or maybe I will go back through and see if I can actually be the game just to please the purists.



~JWfW/JDub/The Faceplantman/Jaconian

Wednesday, June 24, 2020

MIDI Week Singles: "Flower Garden" - Super Mario World 2: Yoshi's Island (SNES)


"Flower Garden" from Super Mario World 2: Yoshi's Island on the Super Nintendo Entertainment System (1995), Game Boy Advance (2002), SNES Classic (2017)
Composer: Koji Kondo
Album: Nintendo Power - Play it Loud! Original Soundtrack Volume 1, & Super Mario Yoshi's Island Original Sound Version
Label: Nintendo Power, & NTT Publishing
Publisher: Nintendo
Developer: Nintendo EAD


I started playing Super Mario World 2: Yoshi's Island quite a while ago, back, I think, when I first got the SNES Classic as it was a Super Mario game that I never played, probably because I thought the concept of Baby Mario was too childish for my 15-year-old sensibilities.  But I had the music, as part of the "Play It Loud!" compilations album and I loved the music that was incorporated into Tetris Attack.  So I started playing and right off the bat, in the first stage of the first world, was one of the songs that I loved from the soundtrack.  "Flower Garden."

I find it to be just a super chill tune that sounds pretty advanced for a game on the SNES, and could easily be music that was composed for and released on an N64 cart.  I have complicated feelings about Yoshi's Island, which I will likely get to later, but at least the music from the first series of stages in World 1, I will have this groovy little tune with its harmonica-esque melody warbling in and out of my ear.  Good tunes.



~JWfW/JDub/Cooking Crack/Jaconian
Hösten kommer och Sommaren går

Wednesday, September 11, 2019

MIDI Week Singles: "The Gift of Forever" - Eternal Darkness: Sanity's Requiem (GC)


"The Gift of Forever" from Eternal Darkness: Sanity's Requiem on the GameCube (2002)
Composer: Steve Henifin
Label: Nintendo of America / Nintendo Power
Publisher: Nintendo
Developer: Silicon Knights



Last week, while randomly looking up information about Eternal Darkness: Sanity's Requiem, I found out that former Silicon Knights composer and former director (and composer I assume?) of Hadal Studios, Steve Henifin passed away in July, 2019.  He was 51.  The obituary I found from the funeral home did not say anything about how he died and I could not find anything else online about his passing that was not already mentioned in the aforementioned obituary.  All I can further assume is that his death was sudden and unexpected.

I was really unsure what music to choose as a way of saying goodbye to the one person whose music I had only experienced in one game that I played.  But that one game, over time, has become one of my favorite video games of all time, and the music that Steve Henifin wrote played a big part of that love for the game.  In all honesty, I decided on "The Gift of Forever" partly because of the name of the song and how I view music that I love, but also because of how it was used in Karim's chapter and how his story unfolded.

It almost seems like the song plays out the events of Karim's chapter.  There is the start of the song with a quote from Ulyaoth about the Universe being a yawning chasm, which you could say is the time before Karim came upon the Tome of Eternal Darkness. There are the female vocals signifying the source of Karim's love and the origin of his quest followed by ambience until around 2:13 when the song becomes the Tome's influence on Karim's love? Then later in the song, the chugging drums is the drive Karim feels to recover the ancient artifact, and the lone female vocals are Karim's reminder of the woman he loves.  Maybe.  I am just making assumptions here, but that is the way I interpret the song and adding a story that really does not need to be there.  Whatever.


A great song, from a great game, written by a great composer gone too soon.



~JWfW/JDub/Jaconian
I Seek The Night And Hope To Find Love

Thursday, August 3, 2017

MIDI Week Singles: "Peaceful Waters" - The Elder Scrolls III: Morrowind (PC, Xbox)


"Peaceful Waters" from The Elder Scrolls III: Morrowind on the PC, and Xbox (2002)
Composer: Jeremy Soule


Apologies for the day lateness of the MIDI Week Single.  I am currently a few hours outside of Montréal in an area that can best be described as "there are lakes everywhere."  Seriously, look up "Lac Wendigo, Amhearst, QC" and zoom out.  Lakes.  Everywhere.  I am not at Lac Wendigo, just a few lakes over, but you get the idea.  So I wanted to use a song that reminded me a bit of lakes and rivers and I landed on "Peaceful Waters" from The Elder Scrolls III: Morrowind by Jeremy Soule, who we have used a couple of times previously on MIDI Week Singles

What I personally love about this song, is that in me, it does instill a sense of calm and peacefulness, but that feeling only goes so far as I find that there is an undercurrent that while there is tranquility, there is also a sense that all is not right just under the surface.  However, the song never seems to deviate from the calming meter that it begins with as there is no significant change in tempo, chugging bass lines, or rumbling drums to indicate that there might be something more sinister just below the surface of the waters.  The, what I assume to be a bassoon does a great enough job to help convey that sense of possible foreboding as a contrast to the harp, flute, and oboe.  Not that I feel that there is some evil cosmic force living under le lac or a presence out in the forests that wants to capture you and set your feet a'fire, I just find this song somewhat appropriate as I look out on the peaceful waters of the lake, or perhaps taking a stroll along the beaches, all the while avoiding any mudcrabs or slaughterfish.



~JWfW/JDub/Jaconian

Wednesday, July 27, 2016

MIDI Week Singles: "Main Theme" - Neverwinter Nights (PC)


"Main Theme" from Neverwinter Nights on the PC (2002)
Composer: Jeremy Soule
Label: Atari
Developer: BioWare


While looking through one of the bookshelves in our place, I saw my collected copies of Neverwinter Nights and the two physical expansions, (Shadows of Undrentide and Hordes of the Underdark), and I was hit with a wave of 2002 nostalgia.  So I took the CDs off the shelf, used both Instillation Discs and the Play Disc and booted up the game.  Worked perfectly.

That was when I was greeted with this song, the main theme from Neverwinter Nights.  I tell you, coming off the heals of Baldur's Gate II: Shadows of Amn, I loved the proverbial shit out of this game.  I even went to Fry's (believe it or not) to buy the Shadows of Undrentide expansion since I couldn't find it in any stores in Woodland or Davis.  If I hadn't been so against digital games at that time, I would have bought the DLC Kingmaker, but I was set in my ways of physical media only.

Jeremy Soule's score here does a fantastic job of easing the main theme in, and by about 33 seconds in, you know that it's not going to be all roses and sunshine.  Around 1:20, the theme comes in with more heroic and fanfaric fashion, but then slowly fades away before one faint and final pronouncement of the main theme at the end.  It's a beautiful theme, which is why I wanted to share my nostalgia (which has held up by the way) with you all.



~JWfW/JDub/Jaconian
Road Into The Dark Unaware



P.S.  As far as I am aware, this was my first introduction to Jeremy Soule, although I didn't know his name at the time.  It wasn't until I was playing The Elder Scrolls III: Morrowind (which was also released in 2002) back in 2013 that I thought some of the music reminded me of the music from Neverwinter Nights.  Actually, I forgot that he also wrote the music for Icewind Dale (2000), but I don't think I played that game until 2003-2004.