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Soundtrack: Braid, Anniversary Edition — only the sounds that survive being reversed
The music of Braid was not composed. Jonathan Blow hired no composer; he licensed existing cello and harp pieces from Magnatune artists, under a single condition — that they stay beautiful when played backwards. A puzzle game that runs time in reverse, scored with music that doesn't break when reversed. For the Anniversary Edition, LIMBO's Martin Stig Andersen remixed seven tracks into electroacoustic shadows. Black coffee in hand, I, Doremi, take apart 'reversible music'.
Soundtrack: The Talos Principle 2 — answering scale with a choir
A first-person puzzle in which you leave New Jerusalem, the city the robots built, and walk toward the colossal Megastructure on the horizon. Damjan Mravunac's music is written for orchestra, electronics, and choir, sounding the small time of solving a puzzle and the time of marveling at the size of the world at two different tempos. Black coffee in hand, I, Doremi, take apart why the biggest sound is reserved for the walking.
Soundtrack: Manifold Garden — Music that returns even when you fall
Choose your gravity, fall to the bottom, and you return from the ceiling: an endless architecture. The music Laryssa Okada wrote for it is built from strings and pads that never resolve, shaped much like the looping space itself. Black coffee in hand, I, Doremi, take apart why this music loops yet never sounds like mere repetition, through a lens you can carry back to your own composing.
Soundtrack: FEZ — the music that carried 8-bit into the present
The music Rich Vreeland (Disasterpeace) wrote for FEZ keeps the vocabulary of chiptune, yet sands its corners down with reverb and bitcrushing and carries it into the spaciousness of New Age. Dynamic scoring that shifts with altitude and time of day, plus a trick where images are hidden in the spectrogram so that the sound itself becomes a puzzle. Black coffee in hand, I, Doremi, take it apart through a lens you can bring back to your own composing.
Soundtrack: Chants of Sennaar — Learning a people's sound before learning their words
The music Thomas Brunet wrote for Chants of Sennaar is a small chamber ensemble woven from live instruments. The peoples living on each floor of the tower cannot understand one another's words. But the sound gets through. Black coffee in hand, I, Doremi, take apart why the score of a language-deciphering game tells you 'who these people are' before you can decode a single word.
Soundtrack: Antichamber — Music that grows a layer the deeper you go
The music Siddhartha Barnhoorn wrote for Antichamber is neither a loop nor silence. Thin layers crossfade and stack, never repeating the same combination twice, thickening as you push further in: a living ambient bed. Black coffee in hand, I, Doremi, take apart why this sound follows you through impossible spaces without ever coming undone, through a lens you can take home to your own composing.
Soundtrack: Papers, Please — It plays at the top of the day, then the stamp takes over
You sit in an inspection booth hunting for discrepancies in documents. The music Lucas Pope wrote himself is barely a thirty-second anthem. It blares at the top of each day, then withdraws once inspection begins. What carries on is the sound of the stamp, the shuffle of paper — a beat tapped out by the player. Black coffee in hand, I take apart this 'play it at the top, then go quiet' design in a form you can carry home to your own composing.
Soundtrack: A Monster's Expedition — The rhythm isn't in the music, it's in your fingertips
For an open-world Sokoban about toppling trees and rolling logs between islands, Eli Rainsberry wrote music with the rhythm removed from its spine. So where did the beat go? It moved into the UI — into the sounds your own actions make. Fifteen guitar-and-piano tracks drift like the sea of your thinking, while the rhythm is tapped out by your hands. Black coffee in hand, I take this division of labor apart in a form you can carry home to your own composing.
Soundtrack: Blue Prince — A manor where even the music gets drafted
The music of Blue Prince is dark jazz by Dutch duo Trigg & Gusset. Almost no percussion, mostly silent exploration, music that rises only in particular rooms. The composer wrote sketches; the developer drafted them into the manor. Black coffee in hand, I, Doremi, dig out what a composer can steal from this design that refuses to ring.
Soundtrack: World of Goo — A waltz before the storm, leaning into the building hand
The music Kyle Gabler wrote for World of Goo holds a Tim Burton-esque gothic carnival and an Ennio Morricone western in the same room. Why does this waltz lean so gently into the trembling hand that stacks the goo balls? Black coffee in hand, I, Doremi, take it apart through a lens you can take home to your own composing.
Soundtrack: Unpacking — How to place a sound without overplaying it
The music Jeff van Dyck wrote for Unpacking layers acoustic guitar and piano over chiptune with its corners sanded off, and somehow it never overplays. In a puzzle with no failure and no timer, what does the music do, and what does it refuse to do? Black coffee in hand, I, Doremi, take it apart through a lens you can carry back to your own composing.
Soundtrack: Gorogoa — Every time tiles overlap, the music overlaps too
The music Joel Corelitz wrote for Gorogoa barely raises a melody or a chord; it lays down 'the feeling of a place' with texture alone. And the small pieces tied to each tile combine according to rules of overlap — the very puzzle of rearranging pictures is happening in sound too. Black coffee in hand, I, Doremi, take its design apart in a form you can carry home to your own composing.
Soundtrack: The Talos Principle — A paradise built on one long sustained tone
After sixteen years of writing wall-of-sound music for Serious Sam, Croteam's Damjan Mravunac scored a philosophical puzzler by deliberately giving up rhythm and melody, laying down one long sustained track instead. Why does this music survive fourteen hours of listening in a counterfeit paradise of sacred choirs? Black coffee in hand, I, Doremi, read the blueprint of its two-layer design.
Soundtrack: Portal 2 — Music a machine wrote, assembling itself as you solve
The music Mike Morasky wrote for Portal 2 is not something you put on and listen to; it assembles itself while you are mid-puzzle. Step on an Aerial Faith Plate, ride an Excursion Funnel, and the music adds another layer. Black coffee in hand, I, Doremi, take apart why this score sounds like a computer composed it, and what you can steal for your own work.
Soundtrack: LIMBO — Only the sounds stripped of their identity remain
Martin Stig Andersen, who handled LIMBO's audio single-handedly, comes from acousmatic music. By distorting the 'identity' of sounds and refusing music that manipulates emotion, he laid sonic shadows over a silhouette world. What does 'retry-proof music' for a die-and-learn puzzle game look like? Black coffee in hand, I, Doremi, take it apart.
Soundtrack: Machinarium — The arithmetic of loops that never go stale in a rusty world
The music Tomáš Dvořák (Floex) wrote for Amanita Design's dialogue-free, hand-drawn adventure Machinarium is a strange alloy: the body heat of piano and clarinet fused with a dirty analog synth and the clatter of scrap metal. In a game where you stare at the same screen for minutes on end, why do these loops keep living in your ear? Black coffee in hand, I, Doremi, take it apart through the lens of 'the mixing ratio of abstraction and melody.'
Soundtrack: Patrick's Parabox — the sound unspooling as the boxes multiply
The music Priscilla Snow wrote for the recursive sokoban Patrick's Parabox sits exactly between electronic and ambient: a calm, inquisitive accompaniment. The timbre updates each time a new mechanic appears, and the track titles are literally the names of those mechanics. Black coffee in hand, I, Doremi, take apart why this sound never gets in the way of long thinking, through a lens you can carry home to your own composing.
Soundtrack: Lorelei and the Laser Eyes — piano cutting through hotel dark
In Simogo's dense observation puzzle Lorelei and the Laser Eyes, the music by Daniel Olsén and collaborators centers a piano grounded in Debussy and Satie while melting the digital into the acoustic. Doremi reads, from a composer's angle, how the sound supports long thinking and quietly agrees with the visuals.
Soundtrack: Baba Is You — A small loop that never scolds you for being wrong
The music of Baba Is You is chiptune written in a tracker (OpenMPT) by Arvi 'Hempuli' Teikari, who made the entire game alone. It is a game you retry hundreds of times, yet the music announces neither victory nor defeat — it just keeps spinning a bright little loop. Black coffee in hand, I, Doremi, take apart why this 'music that never scolds' keeps trial-and-error feeling light, through a lens you can take home to your own writing.
Soundtrack: Return of the Obra Dinn — music that sounds, then steps back
Raise the pocketwatch and, after a few seconds of black, you drop into a frozen tableau of a death. The pseudo-19th-century orchestra Lucas Pope wrote alone swells at that instant, then quietly withdraws. Between the sounding and the silence is where deduction lives.
Soundtrack: COCOON — Music that plays on without becoming wallpaper
The music Jakob Schmid wrote for COCOON is almost entirely synthesized, and most of it is generated in real time. It is neither a looped bed nor a vow of silence, but a third path. Black coffee in hand, I, Doremi, take apart why this music can run continuously without ever turning into 'wallpaper,' through a lens you can take home to your own composing.
Soundtrack: Outer Wilds — When music becomes a tool for solving
Andrew Prahlow's score for Outer Wilds is not background music to leave running. Most of the time it stays silent; when it sounds, it is the signal of discovery; and at times the instruments themselves become tools of exploration. Black coffee in hand, I — Doremi — take apart how this music works, through a lens you can take home to your own composing and design.