Com­poser and sound de­signer David Gar­cía im­pro­vised the mu­sic for Rime’s sec­ond trailer af­ter the team found that the more tra­di­tional scor­ing ap­proach taken for the re­veal trailer didn’t quite work. It was a de­ci­sion that had larger reper­cus­sions for the game, too, as Ru­bio ex­plains. “It was great for the trailer, and so we de­cided that for the en­tire sound­track we just needed David to im­pro­vise lots of mu­sic, so we had many tracks that we could dy­nam­i­cally adapt to the ac­tion. It works, firstly, be­cause David is a very tal­ented com­poser! But sec­ond, it also fits with our de­ci­sion to not do tu­to­ri­als or dia­logue or any­thing like that – we’re not go­ing to do a track that tells you you’re go­ing to feel sad­ness. If you feel melan­choly or don’t, that’s not up to us be­cause we want you to ex­pe­ri­ence this world at your own pace. The mu­sic isn’t go­ing to be there all the time try­ing to be epic when it’s not sup­posed to. It’s more in­ti­mate, more per­sonal. Rime isn’t about sav­ing the world or res­cu­ing a princess. It’s lit­er­ally that you are a child on an is­land, and we want you to feel like one.

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