Last Oasis: Behind The Music With Michał Korniewicz


Image: Last Oasis - Donkey Crew

Last Oasis is a Nomadic Survival MMO available on Steam. The last human survivors need to beat the searing sunlight in an enormous Open World. The game offers a neat feature to where you can navigate the world on your walker. A walker is made of a wooden wind-controlled machine. Walkers are portable bases that can be adjusted for movement, transportation, collecting, and battle. Customize your walker to meet your requirements with a huge number of structures, connections, and updates.

You can explore to what's left of the world by discover a wellspring of water, chase brutal animals, and battle off privateers. You're able to construct self-governing machines to saddle the intensity of the breeze. Hook your way from a worn out roaming dealer to the statures of a hired soldier lord, armada administrator, or a legendarily-rich shipper.

Image: Last Oasis - Donkey Crew

Last Oasis highlights dynamic, ability based directional battle. Travelers can pick their weapon from a wide scope of both one and two-gave blades, maces, tomahawks, and quarterstaves. In the event that you incline toward went battle, you can modify your walker with weapons like ballistas, scattershot firearms, repeaters, or even monster slingshots. Represent considerable authority in one or become a more adaptable warrior by attempting to ace them all.

Soloing or groups of gathering players have the same number of chances as tribes to succeed. Groups may control domains and lead the economy, yet shrewd brokers, gifted hired fighters, nimble trackers and privateers will discover specialties that better suit solo play. While solo play will consistently be a reasonable playstyle, social highlights like voice visit make it simple to meet new companions and collaborate to slaughter probably the biggest animals.

There are exchange networks that stretch between the found desert gardens. In this worldwide, player-driven economy, keen and fast dealers can exploit flexibly and request to make tremendous benefits. Different wanderers may select to deliver or chase down uncommon and exceptionally confined assets. It's consistently savvy to think about potential contenders first.

Image: Last Oasis - Donkey Crew

You can develop your clan into a political and financial force. Once so, you're able to control a district and get compensated with a flexibly of nearby assets accumulated there by wandering migrants. Make collusions to ensure your pay, since war is consistently around the bend. Foe families will challenge your control and take steps to remove all that you've constructed.

The enormous open world is comprised of many interconnected desert gardens. Possibly a great many desert springs exist at the same time with the number consequently changes with oblige the size of the playerbase. Go through by investigating them to uncover new and remarkable biomes while ravaging their restricted assets. A few travelers may pitstop to top off their water. Others will make due with some time, in any case everybody will get and journey east to get away from the infringing sun.

Image: Last Oasis - Donkey Crew

Interview with Michał Korniewicz

Michał Korniewicz, the music composer for Last Oasis expressed what it was like working for Donkey Crew to create the musical vision for the game.

As a game composer, are you a gamer yourself?

"Yes, long-time and active. Besides the simple fact that I enjoy playing games in my free time, I also treat it as a part of the job - researching how audio behaves in current games is a natural part of my routine."

What was your musical vision for 'Last Oasis'?

"In Last Oasis, the world came to a stop. Earth is no longer rotating around its own axis, although it's revolving around the sun. Humanity is leading a nomadic lifestyle, constantly traveling across the globe to escape the burning sun. That everlasting journey became the focal point of my approach to the soundtrack."

Image: Last Oasis - Donkey Crew

Were there any specific type of sounds that you were going for in your music compositions?

"Yes, music of nomadic tribes from the Middle East, like Bedouins for instance, was a big inspiration for me. I was trying to emulate it not only by reaching for old, original instruments like rubab, oud or ney, but also by avoiding chord progressions, instead focusing on drones and melodies."

Were you given any reference songs from the game director for 'Last Oasis'?

"Actually no, I was very lucky to be able to implement my own vision."

What was your experience like working with the developers at Donkey Crew?

"It was honestly great. Donkey Crew embraced my approach from top to bottom, I was given a ton of creative freedom as well as appreciation. I have nothing but love for the team."

Do you work with other musicians for the recordings of your compositions, or do you perform the entire piece yourself?

"I do work with musicians, even though I play a few instruments myself, there's usually a musician that will do it better. If only I have a budget for it - and this was the case for Last Oasis - I try to record the very best instrumentalists I can find. I'm very proud of the bunch we've been able to assemble for the Last Oasis recording sessions, truly extraordinary people."

Image: Last Oasis - Donkey Crew

What inspired you to make music? How long have you been writing music for?

"When I was 15 I had a dream in which I played guitar. I woke up, went to the store, bought my first instrument for something around 50 bucks and that's how it all started really. So yeah, 17 years now, about half of that with a serious, composition driven approach."

How would you describe the music that you typically create?

"That is a hard one. I think imperfect would be the right word for it. I love and embrace imperfections, whether those are slightly mistimed phrases, accidental instrument noises, weird resonances - anything that has an individual character that you can't just copy and paste into a million other tunes."

What is the best advice you’ve been given in your music career?

"That this is a marathon, not a sprint."

Image: Michał Korniewicz

Who are your biggest influences?

"That would be a crazy long list with order flipping upside down depending on a project I'm currently working on. I get influenced by both mainstream musicians like Tom Waits and Glitch Mob, ethnic gems such as Yat-Kha and Wardruna, current game music and film composers like Austin Wintory, Borislav Slavov, Daniel Pembertone and so many more."

What is your songwriting process like?

"Usually starts with the timbre. I look for the right instrument, right tone. Once I have it I'll start playing around with it and see where it gets me first - into the realm of rhythms? Or maybe a melody or chord progression? I kind of see what happens and go from there. Once I have that I make sure I think about how this particular theme will fit my adaptive music system and proceed accordingly. So it's not only composition influencing the design of a in game music system, but also the other way around."

What has been your biggest challenge as an artist?

"Managing my own ambitions and standards I try to hold myself too."

What are your goals for your music in the future? Do you have any projects you're working on next?

"I do have some projects I'm working on right now, although I can't yet share any details about those. As for my goals - I have quite a few. Some more important ones would be to score a post-apo, narrative driven RPG, work on a game with another composer, and land a AAA title."

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