Instrumental music has been used to evoke natural environments and their qualities for centuries, and composers have employed a variety of methods in order to successfully invoke such sensations in their listeners. When composers and sound teams for video game soundtracks write pieces to accompany in-game settings, they may use a similar set of strategies. The nature of these tracks as an accompaniment to an interactive visual media and as a piece that must be able to indefinitely loop leads them to emphasize environment over emotion, and thus draws out or exaggerates these same techniques. This study seeks to understand the relationships between the acoustics of various setting backing tracks and the perceptual qualities of environments that listeners feel they evoke through the statistical method of multidimensional scaling. The relationships of three perceptual factors (coldness, brightness, wetness) and two acoustic factors (beats-per-minute, spectral envelope slope) are of greatest interest in this study.