Not exact matches
As Cox
sets his violent anti-heroes against equally violent villains, he relies on extreme close - ups of maniacal laughter and grotesque facial expressions, repetitive
music cues that are both
eerie and irritating, dusty vaquero costumes and a production design that emphasizes a desolate wild west location seemingly outside the bounds of law or nation (though presumably Northern Mexico, somewhere along the US border).
Eerie music, with sounds of screeching violins among other sounds really
sets the mood when walking up or down stairs or even whilst traveling through a confined cave in the dark, sure even with night vision a cave isn't a safe place to be if something was to confront you.
From the
eerie piano piece that greets players at the title screen to the forlorn melodies that fade in and out as you explore the mansion itself, the
music, while sparse, does a fantastic job of
setting a somber tone.
The
music is
eerie and
sets the tone well.
The
music does a better job at
setting the tone providing an
eerie backdrop of sound to the gameplay with tracks that are clearly modeled after the haunting soundscapes Akira Yamaoka provided to the Silent Hill games.