Hm. If that is the case, we may have painted the wrong picture.
Our camera was also only on for like half an hour. I'm not kidding: this meeting took 5 hours. So this really is a very short representation of something that was way longer.
We listened to 100+ "sketches" and sometimes it only took 30 seconds to be able to say "yep, this is great". Other times, it took us two full listen-throughs to be able to say what was wrong with it or to think of a spot in one of the games where this would work.
I don't think there were lots of songs that we didn't choose. And knowing Kirill, he will keep the melodies or themes of those songs, re-use them and come up with a better composition that will work in a game.
So at the start of the meeting, which I think when this was filmed, we noticed one recurring theme: a lot of songs were actually SONGS. What I mean is: they would be on the forefront of the audio spectrum. Game music (apart from cutscene music) should be supportive, not demanding your attention. You are playing a game, so the music needs to allow the player to pay attention to what is happening on screen, and needs to allow sounds effects, voice, and ambient sound effects. That is for instance why Swen was saying the "yes sir no sir" things.
After we got that off our chest, we had a pretty normal meeting
So yeah, there were A LOT of songs that were f'ing great of course.