#oneaday, Day 139: Multimedia Extravaganza

It is indeed a multimedia extravaganza for you today as I share with you both pictures and sound! I even share them both at the same time! That’s pretty exciting, isn’t it. Admit it. You’re a little excited right now at the prospect of pictures and sound at the same time. If you’re not, you’re either lying, or dead inside.

Err, anyway. Today was another one of those beautiful sunny days so, not having anything better to do and not having anyone to share it with, I decided to head out into the sunshine with my camera and take some pictures around the city. Turns out Southampton is actually not a bad-looking city in the sunshine. The city centre has an awful lot of green space, with about five parks all right next to each other. One of them was hosting some sort of arts festival today – there was live music, craft stalls and somewhere, apparently, workshops on things like drawing and making things.

I always find it interesting how wandering around with a camera makes you notice little things more. A flower with a bee on it, for example. If I didn’t have a camera in my hand, I wouldn’t have given that a second thought. But because “ooh, that makes a good photo”, it gets noticed. It’s also immensely annoying if you spot something that will make a good photo and you then miss the opportunity. I didn’t have this problem much today. I even managed to get the bee.

I present to you, then, a YouTube video of some pictures from around Southampton. They’re a fairly random selection, to be honest, and not necessarily particularly characteristic of the city itself. But they’re things that my eye was drawn to today and thus up came the camera, click click, boom. Wait, not “boom”. That’s something else. The music in the video is the theme from Final Fantasy VII, played by me. Oh yes indeedy.

Yes, as well as taking those pictures, I also recorded a few more pieces for your delectation. Four today, in fact. Here they are. As usual, iPhone users should tap on the titles to hear them, while everyone else can use the Flash player and be smug twats about it.

Alone from Persona 4

Living with Determination from Persona 3

Final Fantasy VII Theme

Eyes on Me from Final Fantasy VIII

That’s not quite my normal 500 words, I know. But I gave you multimedia. So I think you can let me off 80 words or so. Except by the time I’ve finished justifying my lack of words I’ll probably have hit 500 words anyway. So I may as well keep going. I hope you all had a pleasant day. I did, although it was rather quiet. Still, it’s nice to have quiet days sometimes, isn’t it? Means you don’t have to fill them with meaningless conversations and attempts to fill spaces that words should go in. Like this one that I’m filling right now. Oh yes. There’s 500 words. Time to go.

Hope you enjoy the slideshow and music. Let me know what you think in the comments.

#oneaday, Day 137: Flower Girl

I am almost falling asleep on my keyboard here, so I’ll keep this brief to prevent falling asleep with all the letters of the keyboard printed backwards across my face. I can barely keep my eyes open. I’m not sure why I’m so tired, though I have had people over this evening and I spent the first part of my day cleaning up in preparation for said visitors. We had a lovely evening, by the way, thanks for asking.

Earlier in the day I did get a moment to record one more piano piece. I posted it on Tumblr earlier but I’m not sure who got the chance to hear it. A few people did, I guess, and it even got a couple of reblogs. But I thought for those people who don’t “do” Tumblr, I’d post it here too.

The song in question is Aerith, or Aeris, or Flower Girl or whatever you want to call it. It’s the piece from Final Fantasy VII that makes everyone cry. There are two reasons for this – one, it’s a beautiful piece of music, and two, the most memorable point of the game in which this piece of music is heard is where Aerith/s dies. (Oh come ON! Surely everyone who is ever going to play Final Fantasy VII knows that by now.) This scene is widely regarded by many as one of the first times where computer games genuinely started to encourage emotional investment in their narratives – at least on consoles. Developers of adventure games on PC had been trying this for a long time already, but Final Fantasy VII was the first mainstream console game which people admitted crying to.

It’s a cliché and a bit of a joke these days, of course, but it was my brother telling me about the sheer emotion in the game that made me originally want to pick up Final Fantasy VII. I’d never touched an RPG prior to that point and had no idea what HP, MP and Limit Breaks were. My life was shortly to change forever.

The piece of music itself, though; it’s always held a peculiarly personal meaning to me, and I can’t pin down why that is. I think it possibly may be something to with the fact that the older Final Fantasy games allowed you to rename your characters, so in my game, it wasn’t “Aerith” dying, it was someone I knew. This made it all the more traumatic.

When I play the piece nowadays, I don’t necessarily think of someone dying. But I do always find myself thinking of someone. I always feel that the character of the piece represents gentle, total, unconditional love and/or affection towards someone. So inevitably while playing it I find myself thinking of someone special to me in some way. The exact person who comes to mind has changed many times over the years, but the reason for my thinking of them hasn’t. They are important.

iPhone users, click here to hear the track. Everyone else, use the Flash player below.

#oneaday, Day 136: Massive Pianist

Some more music for you today as it’s awfully late and I feel like I’ve been busy all day today, even though the only thing I achieved in the daytime was to buy two shirts which actually look good on me. Oh, and record these two pieces, of course.

A bit of background on these pieces for those who aren’t familiar with them. Final Fantasy has been a big part of my life for many years – at least since Final Fantasy VII came out. I believe I’ve talked about the fond memories I have associated with this game in the past – the long, hot summer days, the thirty-six hour playing stint which culminated with my friend Woody and I suffering strange hallucinations of items that didn’t exist in the game – but the thing that’s stuck with me longer than the game itself is its music. FFVII was the first time I really noticed game music as a positive thing and, just to make this even more clichéd, it was One Winged Angel which impressed me the most.

After playing FFVII to death, I tracked down the previous games in the series, which I’d never experienced before, not really knowing what an RPG was before that point. I discovered that they, too, had great music, and not only that, there were piano arrangements available.

After a considerable amount of time searching, I managed to track down some dodgy scans of the piano scores for IV, V and VI. Later, I acquired genuine copies of the VII, VIII and IX books. The arrangements of the pieces are gorgeous – proper piano arrangements in a variety of styles rather than simple transcriptions. I’ve been playing them ever since and everyone seems to think that they’re very “me”.

Persona is a bit different. I came to Persona with the third game in the series a year or two back thanks to the Squadron of Shame. We even did a podcast about it. What struck nearly all of us about that series was its peculiarly quirky and enormously Japanese soundtrack. I was very interested to discover earlier this year that both Persona 3 and Persona 4 have piano scores available too. Unfortunately, they’re not nearly as well-arranged as the Final Fantasy scores, but they certainly sound good enough – for some pieces at least. The J-hip-hop tracks don’t sound particularly good on a piano, so there is no way I am ever playing any of them in public.

Much like Final Fantasy, the Persona games hold a very fond place in my heart. Rather than having memories attached to them, though, I found the stories of both games to be very emotionally resonant. I identified a great deal with many of the characters, as Persona deals a lot with friendships, personal identity and figuring out who you are, both in yourself and in relation to other people. While I can’t point a fake gun at my head and summon a mythical beast to do my bidding, I do at least understand what some of the characters have been through, and empathise with others. It’s rare that a game is written well enough for that to happen, so both games hold a special place in my heart.

Without further ado, then, here’s two more pieces for your delectation. Just like last time, iPhone users can click on the titles to hear the tracks.

*pauses* I wish I’d remembered to upload these tracks before I started writing this. *drums fingers* Tra la la la la…

Aha! They’re done. Here. *Enjoy* the *sauce*. And yes, I know there’s a couple of bum notes. I was in a hurry. 🙂

The Oath from Final Fantasy VIII

Heaven from Persona 4

#oneaday, Day 134: Busy Days

Hello everyone! Apologies for the late hour. It’s been a genuinely busy day today, despite it being a Bank Holiday (or Memorial Day if you want to be all American about it).

My day started with waking up several times, snoozing my alarm and then waking up again. The last snooze inexplicably went on a lot longer than the other ones so I had a minor panic when I woke up the last time, because I actually needed to get up today.

Why? I hear you ask. Well, today was my first performance in public for ages. What? I hear you ask. For those of you who don’t know, I’ve been playing the piano for quite a long time now. Since the age of five, in fact. Which makes it… a long time that I’ve been playing. I haven’t performed in public for quite a while, though, and my friend Sam assures me that he’d never heard me play in public before. I’m convinced otherwise, but he’s very insistent on this matter. I know he certainly didn’t see the last piano performance I did at university, which was a duet performance with one of the strangest people I’ve ever had the curious fortune to encounter in my life that was followed with one of the most memorable and terrifyingly inappropriate pub conversations I’ve ever experienced. Those who know who I’m talking about also know what the conversation was about. Those who don’t… well, I feel it would be improper for me to discuss it here. Unless you really want to know, in which case leave me a comment and I’ll tell you there.

So today was my first performance in public for ages. We’ve established that.

What did you play? I hear you ask. Demanding, aren’t we? Perhaps you should stop asking so many questions and let me get on with my story because it’s entirely possible I might have been about to tell you what I played. In fact, I’m half-tempted to just not tell you now.

Except that would make this blog entry run rather short and not allow me to include the lovely media that I’m about to. So I’ll tell you.

A few years back, I discovered the Final Fantasy Piano Collections and managed to acquire most of them. Some of them I have the actual books of. The older ones I managed to track down some scans from the Internet. More recently, I managed to locate some piano scores for the music from Persona 3 and Persona 4. These respective series have some of my favourite music of all time, so I figured a public performance would be a good opportunity to spread the love and let other people know what they’re all about. So that’s what I did.

The event itself was part of Southampton’s “Keys to the City” event, celebrating local arts and the piano in particular. Today’s performance took place in the city’s art gallery, tucked away on one side of the Civic Centre near the library. I got the impression not many people know about it. But there’s a lovely Steinway piano there which has clearly been crying out to be used for some time, so my friend and ex-colleague Stephen McCleery of Retrograde Recordings helped to organise an event to give it a bit of attention.

Here’s three of the pieces I performed. I’ll be recording the others over the next few days, so there’s a few posts ready to go if I’m short of inspiration!

If you’re reading this on an iPhone, don’t get pissy about the Flash audio players not working. I’ve been good enough to supply direct links to the files. Just click on the title. I’m good to you people. Not every blog would do that, you know.

Anyway… enjoy. More to come over the next few days.

Main Theme from Persona 4

Prologue from Final Fantasy

Velvet Room from Persona 3

POKEY my SID

Forget Sega vs Nintendo, it’s time for the battle of the old sound chips.

As I commented on the recently-released 8-Bit Computer Retrospectacular Squadcast (which I really do recommend you go and listen to – it’s our best yet), I was an Atari boy growing up, largely because that’s the system we had at home – there was none of this “own every system” malarkey that goes on now, partly because the systems were a lot more expensive in relative terms than today’s consoles, and partly because pretty much the same stuff came out on all of them anyway.

The bitterest battles that we Atari people fought were against the might of the Commodore 64, a machine of roughly equivalent power and capabilities to the Atari 8-bit series of computers. Both had very similar specifications, so it was common for owners of the two systems to try and outdo each other whenever possible. This constant effort of oneupmanship often took the form of trying to outdo each others’ graphics as seen here in this equivalent screenshot from Alternate Reality: The Dungeon on Atari (first) and Commodore (second).

Alternate Reality: The Dungeon (Atari)
Alternate Reality: The Dungeon (Atari)
Alternate Reality: The Dungeon (C64)
Alternate Reality: The Dungeon (C64)

Atari fans were quick to point out that clever programmers were able to get 256 colours on screen at any one time while the Commodore often seemed to have a more limited colour palette. But then Commodore would strike back with something like this shot, the title screen from Draconus (again, Atari first, C64 second):

Draconus (Atari)
Draconus (Atari)
Draconus (C64)
Draconus (C64)

Facepalm. “Hey, where’s all your colours now, Mr Atari?”

Graphics were all very well and good, but some of the bitterest battles were fought on the aural front, with both systems having a great sound chip far ahead of anything else at the time – Atari being armed with POKEY, Commodore with SID.

Okay, I may be exaggerating when I say “bitter battles” but it’s clear that there was some rivalry here. Some compositions sound clearly better on Atari while others are clearly superior on the C64. And it’s the SID chip’s sound which has endured in today’s chiptunes. There’s still POKEY players and archives out there, sure, but nothing on the scale of, say, the High Voltage SID collection, an exhaustive library of pretty much every piece of SID chip music, both retro and contemporary, you would ever want.

So, let’s take a look at a few examples. That is why you’ve read this far, right? To hear some funky old chiptunes? All right. Here we go.

Zybex – Adam Gilmore

Atari version:

C64 version:

Two versions of a cool song that you’ll be familiar with if you’ve read my past entries on game music. Adam Gilmore worked on a lot of music tracks for both the Atari and the C64 (including the theme for Draconus, pictured above) and was clearly very familiar with how to get the best out of both of them. It’s difficult to say which one is the best out of these two – or even if there is a “best” one. The Atari version, to me, has a cleaner sound, while the C64 version has some more interesting synth effects.

Warhawk – Rob Hubbard

Atari version:

C64 version:

Rob Hubbard was one of the undisputed masters of the 8-bit sound chips, with games featuring his music frequently marketed due to that fact – even if said music only appeared on the title screen, as was the case with most games, including Warhawk here. In many cases, the demands that pushing the sound chip hard enough to produce complex music put on the processor meant that having in-game music was often impractical.

I’ve gotta hand it to the C64’s SID chip here, the Warhawk theme sounds hugely better on it – partly because it seems that Hubbard actually wrote a more complex piece of music for it. Listen through, though, and you’ll hear the kind of effects that you’d expect to hear on a standalone synth – vibrato, tremolo, chorus, echo – it’s impressive stuff.

M.U.L.E – Roy Glover

Atari version:

C64 version:

A much older and simpler piece of music than the kinds of things Rob Hubbard dreamt up, the M.U.L.E. theme is still a catchy little piece. For my money, I prefer the POKEY version of this one as the sound envelopes that are used, particularly on the melody line, just give the whole thing a bit more “fullness” than the C64 version which sounds a bit “dry”.

Action Biker – Rob Hubbard

Atari version:

C64 version:

Oh dear. It’s clear where Mr Hubbard’s loyalties lie now, isn’t it? The pathetic, short loop used in the Atari version of Action Biker becomes an actual piece of music on the C64. Thanks. Thanks a lot.

Digital music

Bonanza Digi (Atari):

Digi Freaks Digi (C64):

What many people didn’t realise (even now, in some cases, and definitely not in the early days) was that both of these sound chips were more than capable of reproducing and sequencing sampled sounds, leading to much more realistic-sounding pieces. Of course, the sound quality is nothing to write home about, but there’s something gloriously 80s about the sound of “noisetracker” pieces such as these – a phenomenon which continued with the 16-bit machines, particularly with the C64’s 16-bit successor, the Amiga, whose sound chip was so far ahead of Atari’s equivalent effort for the ST (which in many cases sounded inferior to POKEY) it was ridiculous.

So there you have it. A few selected examples from the Atari and C64’s sound chip back catalogues. Back in the day, I was genetically predisposed to hate everything Commodore but on reflection, there are many examples of its superiority in music production. There’s certainly got to be a reason that the sound of the SID chip has endured as long as it has and remains popular to this day, while POKEY remains relatively obscure. I’ll always have a soft spot for those Atari sounds, though.

If you’re interested in making chiptunes, this plug-in for VST- and AU-based DAWs provides a good way to get started for low-cost, while fans of the old NES sound should check this (free!) one out.

Listen To Whatever The Hell You Want

Rock BandI’m many things, but one thing I’ve never been is cool. There are many reasons for this – crap hair, being overweight, dandruff, a tendency to blush furiously when talking to people, a voice I hate listening to (which, inexplicably, seems to have gained a cult following thanks to the SquadCast) and, of course, relentless self-deprecation.

This lack of coolness was particularly apparent during my teenage years. These days I like to think I have my own identity – nerd chic or whatever stupid post-modern label you want to apply to it – and I’m quite happy with this. During adolescence, though, it’s easy to be jealous of “the cool kids” and for many nerds such as myself, the way to get in on some of that action was to get into the same music that they liked. At least then you’d have something to talk about, and you’d feel justified sitting in on them in the Music department at lunchtime, trying their best not to crucify their favourite song and, inevitably, failing.

I didn’t quite manage this perfectly, however. Kids were into Blur and Oasis when I was at school, so the first album I ever bought for myself was Oasis’ Definitely Maybe. Fine. A good choice. Unfortunately, I chose the day before (What’s The Story) Morning Glory? came out to purchase it, so was thus branded an idiot.

Over time, I got a little better, picking up some other albums that other people considered to be “classics” for various reasons, and more than a few stinkers as well – all of which I have, and intend to hold onto with no shame as a reminder of my past. I never really strayed that far out of the cultural comfort zone of local commercial radio and what I read in magazines, though.

As time went on, I got older and I apparently at some point signed that non-negotiable contract that means once you’re over the age of 25 you must immediately start hating all contemporary popular music. (To be fair, contemporary popular music is shit.) As such, I kind of stopped paying that much attention to a lot of music for a while, instead sticking to things that I’d liked for years, or more “niche” interests such as countless remixes, reorchestrations and even a spectacular metal reinterpretation of the Final Fantasy soundtracks. During my training as a teacher, my buddy Owen introduced me to 80s and early 90s metal, which I enjoyed greatly but didn’t explore in any depth. In the meantime, the charts slowly filled up with 50 Cent and crap like the track in the link posted above, and television began search after search for “the next big star”, with Popstars, Pop Idol, The X-Factor, Britain’s Got Talent and all manner of other “talent” shows which proved again and again that the mainstream popular music industry at large wasn’t interested in talent, just someone who “looked right” and was “marketable”.

Fast forward a few years – to now, in fact. I picked up Guitar Hero World Tour and Rock Band 2 the other week, and between them those two games have reignited an interest in exploring music. Not middle-of-the-road chart music because that’s still shit. (I know I posted that already. But it is shit.) No, I’m talking music where the artists actually play their instruments and in many cases compose their own songs too.

It may sound trite to quote Guitar Hero and Rock Band as influences on exploring music, but it’s true in my case. Speaking as an actual musician (albeit not a guitarist, vocalist or particularly gifted singer), I can say that both games encourage analytical listening of the music you’re playing, even if the note charts for you to play on your plastic instruments are sometimes a little questionable (but that’s a discussion for another day). As such, it quickly becomes apparent which ones are the genuinely-well composed tracks and which ones are masking their compositional deficiencies behind lots of noise. For the most part, there’s a clear divide between “classic rock” of the 70s and 80s and more recent tracks, with many earlier tracks displaying much more in the way of virtuosity (and stamina), particularly on the part of the guitarists and drummers – but there are some notable exceptions, two of which I thought I’d mention particularly, as the individual tracks in Rock Band actually convinced me to explore these artists further and purchase more of their music.

First up is Coheed and Cambria, which I know RocGaude is a fan of. Coheed and Cambria are prog-rock taken to the extreme, with spectacularly lengthy album titles (the one I purchased is called Good Apollo I’m Burning Star IV Volume One: From Fear Through The Eyes Of Madness) and even a companion series of graphic novels to flesh out the story of the characters in the songs. But there’s something about the songs, particularly Welcome Home, the track from Rock Band, that “got” me. Now that I’ve mentioned this, Coheed and Cambria fans amongst my circle of friends have started coming out of the closet too. I’d never heard of them prior to a couple of weeks ago – now it seems that appreciation for their work is more widespread than I thought.

Next up is Dream Theater, their track Panic Attack representing one of the most difficult tracks in Rock Band 2, thanks to some tricky riffs and the fact that it jumps around from 5/4 to triplet rhythms at irregular intervals, meaning that everyone in the band has to keep on their toes. This piece was so unashamedly dramatic that it immediately appealed to me, with the concept of the piece also holding a degree of personal resonance for me. As a result, I decided to check out the album it was from, Octavarium. I wasn’t disappointed – from the opening track through a hugely diverse range of styles paying homage to U2 and Muse among other things, and finishing with a twenty-minute long finale, I really enjoyed the album. It’s the first album I actually decided to sit and listen to – as in, headphones on, lights off, concentrate on the music and nothing else – for a very long time. Not working with music on, not blogging, not browsing the Internet, not having the music on in the background – just focusing on the music exclusively. And I had a great experience with the album.

My point? Yes, there is one, however flimsy it might be. I have no idea if it’s cool to like Coheed and Cambria, or Dream Theater, but I am happy to stand up and be counted as someone who likes them both. I’m sure I will discover more great new music as time goes on, from Rock Band, from the live gigs I’ve been to recently and via services like last.fm.

In short, anywhere but from BBC Radio 1.

And that song is shit.

Ode to Game Music 2: The Art of the Final Boss

This is going to be a somewhat self-indulgent (and lengthy) gush on one of my favourite topics to do with video games in general, and with their music in particular. But I promise that I won’t mention One Winged Angel at all in this post after this paragraph as I’m sure most people who are familiar with that of which I speak below will be overly familiar with this track already.

Oh, and if you’re reading this on Facebook come and read this on my proper page. It has streaming audio and everything.

Everyone ready? Let’s begin.

So, the final boss confrontation. To me, this can make or break a game. I remember learning very early on at school both when writing essays and preparing for performances that “people remember the beginnings and the ends of things more than anything else”. And it’s true. For me, by far the most memorable parts of many games are the very beginning and the very end. Sure, if the middle is interesting, compelling and/or fun I’ll be more inclined to make it from the beginning to the end, but I’ll be even more inclined to remember a game fondly if its finale is aurally spectacular. Conversely, if a final battle is somewhat underwhelming in terms of presentation, I’ll be less inclined to think of it favourably.

Take Diablo II, for example – I think most people agree that Diablo is a fantastic game, but for me that final battle with Diablo was utterly underwhelming, and it was the music that killed it completely. Or rather, it was the lack of the music that killed it completely. Diablo has an eerie, ethereal sort of soundtrack that doesn’t have much in the way of memorable tunes. Sure, it’s atmospheric and sure, its production values are higher than for many games (it is a Blizzard title after all) but dammit if I didn’t want something a bit more dramatic for battling the most evil thing in the history of ever!

So it is with this in mind that I want to share with you some of my favourite final boss confrontation soundtracks. The overdramatic climactic music may be something of a cliché to many people but I can’t get enough of it. If it involves “scary choirs”, a phrase a similarly-inclined friend and I coined a while back to describe the chorus in One Wi… I mean that song at the end of Final Fantasy VII… so much the better.

These are presented in no particular order, I should probably say. And if you have any similar examples, please feel free to share them in the comments.

Final Fantasy I (Origins Version): Last Battle (Nobuo Uematsu)

Start as you mean to go on, with a bit of Uematsu. While he is probably one of the first composers that people get interested in when they start looking into video game music, his “mainstream” (for want of a better word) doesn’t mean that his music isn’t worth looking at. On the contrary, in fact – the Final Fantasy series has typically had spectacular finales and a huge amount of this can be attributed to the music.

This piece is from the remake of Final Fantasy I for the PS1. If you’re unfamiliar with the first FF, the battle system consists of your party members standing on one side of the screen wafting their weapons around at a monster or monsters on the other side of the screen. There’s very little apparent physical interaction between them, and said monsters don’t animate at all.

That didn’t stop this piece of music making the final battle with Chaos (incidentally, just how many unimaginative RPG designers have used something as generic as “Chaos” for their final bosses since FFI?) super-dramatic and exciting.

This piece takes in all the JRPG finale clichés. Pipe organ? Check. Tinkly piano breaks? Check. Loosely based on the game’s main battle theme? Check. But I still love it.

Final Fantasy II (Origins Version): Battle Scene 2 (Nobuo Uematsu)

I’ll say now that I’m getting all the FF music out of the way first so those who think it’s been done to death (which, to be fair, it probably has) can happily skip to the later tracks.

Who’s still here? Oh good. This theme is from battling the Emperor at the close of Final Fantasy II, one of the less well-known FF games because many people hate, loathe and despise it with a passion. Me? I enjoyed it, and this music, while simple, was pleasant to experience at finale time.

The interesting thing (well, to me anyway) about this one is that the main motif of the theme also made a reappearance in the final confrontation of Final Fantasy IV when battling Zeromus. This also happened a couple of other times, with the chord sequence for Exdeath’s (still a dumb name) theme in Final Fantasy V bearing more than a passing resemblance to Sephiroth’s theme in Final Fantasy VII.

Talking of which…

Final Fantasy VII (Nobuo Uematsu)

I have two tracks to share for this one for the reason that it does one of the things I love best in a good final confrontation soundtrack – it takes one of the earlier themes in the game and expands on it. The next few tracks in this post revolve around this kind of idea.

So this track (Those Chosen by the Planet)…

…becomes this track (The Birth of a God).

Eventually, anyway. Give it time. At about 1:25 in, we get that Sephiroth theme coming back to kick some ass. I remember the first time I heard this it was one of those moments where you get an involuntary shiver down your spine. I know for a fact this doesn’t happen to anyone, but this one particular musical technique at work here – using a simple motif from an earlier piece of music in a completely different one, particularly if they are of markedly different styles – always has that effect on me, particularly if it’s used at a dramatic moment.

Then, of course, after this track, you get that other one that I’m not mentioning.

Neverwinter Nights: Hordes of the Underdark (Jeremy Soule)

Mr Soule is very fond of the technique I mention above, as is clearly demonstrated by both his work on Neverwinter Nights and Dungeon Siege (up next). The moody, creepy opening track from Hordes of the Underdark (which, so far as I’m aware at least, has no title other than “x2_title”) sets the scene for a descent into darkness with faint undertones of potential heroism ahead:

Slog your way through to the end of the game through its many traps, challenges and monsters and, musically, you end up almost right back where you started, but in a slightly different key at a slightly faster tempo with more screechy strings and clangy percussion:

There’s even some pipe organ in there. Well done that man.

Dungeon Siege (Jeremy Soule)

Dungeon Siege as a game was, to many people, a relatively forgettable action-RPG. It wasn’t by any stretch of the imagination bad, but most people seemed to think it was a fairly unremarkable game still riding the remnants of the Diablo II wave. Still, I remember it fondly for its music – in this case, both the very first and last tracks of the game providing strong “bookends” to the action.

Here’s the track you get for setting out on your journey:

This being Jeremy Soule, there’s more than a passing resemblance to the “sound” of Neverwinter Nights – if it ain’t broke don’t fix it, eh? – but to me, the main theme of Dungeon Siege is much more memorable. I know of people who have restarted the game many times simply to hear this music again. I was also delighted to discover that Dungeon Siege II also started with an alternative version of this theme.

Get to the end of the game (assuming it holds your attention, of course – and I maintain that it’s actually an entertaining experience worth playing through) and your battle with the final boss is accompanied by this stirring soundtrack:

Scary choirs, clangy percussion, a hurdy-gurdy break and… there it is, lurking around the 1:08 mark, that opening theme. Once I heard that, any trace of gaming fatigue I had was immediately gone and I had to finish this game to do justice to the excellent soundtrack. It’s strange. The adrenaline rush of the simple re-use of a musical motif – I often wonder if I’m the only one that this particular technique has an effect on. But then I think about how many composers out there do it and I know it can’t just be me.

Space Channel 5 (Hataya, Tokoi, Nanba, Ohtani featuring Ken Woodman and His Orchestra)

My love for Space Channel 5 has, of course, been well documented in the past but I feel it’s worth mentioning here simply because it’s a completely different soundtrack to what we’ve heard above – and yet it still uses that same technique, and it has that same effect on me.

Space Channel 5’s main theme, Mexican Flyer, is the basis for much of the rest of the game’s soundtrack – if not in terms of reusing motifs then at least stylistically, with the blaring horns and Sixties stylings providing a backdrop to many scenes in the two games in the series. It’s certainly a memorable, toe-tapping theme that sums up the “Gays In Space!” aesthetic nicely. So when I got to the end of Space Channel 5 Part 2 after, oh, the mighty 45 minutes of game that preceded it, I was immensely gratified to be dealing with the extremely bizarre and surreal finale accompanied by this piece:

This piece has everything I want from a finale – a bit of drama (0:33), a bit of cheesy false-hope “Yay! You did it!” (1:03) and cap it all with an ending that takes the main theme and builds on it from a simple vocal (1:20) up to everyone in the galaxy singing along with you (2:15). This is the kind of piece that makes you feel rotten if you fuck it up halfway through.

Persona 3 (Shoji Meguro)

There’s just one more example of what you have probably surmised is one of my favourite musical clichés to fall back on, and that is the great and brilliant Persona 3. I’m not sure much more needs to be said about this at this time other than the fact that The Poem for Everyone’s Souls…

…becomes, after 90+ hours, The Battle for Everyone’s Souls.

It, of course, is them followed by the final battle mix of Burn My Dread featuring, in Beige‘s own words, some Japanese guy “rapping the fuck out”.

Beyond Good and Evil (Christophe Heral)

Just two more, you’ll be pleased to know. First up is the spectacular soundtrack of Beyond Good and Evil which I want to draw attention to simply for its high production values and the great “bookending” of the game that these two tracks achieve.

Shortly after starting the game, you are thrust right into combat with a mysterious enemy you don’t know much about. During said battle, you are accompanied by this incredible piece of music that everyone who has played Beyond Good and Evil seems to comment on when describing the game’s amazingly strong opening sequence. Dancing with Domz certainly sets the scene for an epic battle.

The return to this style at the end of the game with the piece Sins of the Father is made all the more effective by the fact that much of the music in the middle of the game has been either of a somewhat “gentler” style, or when things did get hectic, a more “electronic”, “technological” sound. A return to the orchestral/choral stylings of the opening for the final confrontation helped, for me at least, to diminish the “Umm… what the fuck happened at the end of this game?” nonsense.

Trauma Center: New Blood (Atsushi Kitajoh)

I draw particular attention to Trauma Center here because I still find it utterly bizarre. I mean, we’re talking about a surgical action/puzzle/shooter game here. And let’s not forget the fact that the first Trauma Center game ended with you battling an illness that was “a form of Death itself” that had wrapped itself around the human heart.

I don’t know about you, but when I think about doctors, nurses and surgeons, pipe organs and scary choirs (there they are again) don’t spring immediately to mind. Neither do electric guitars. But what the hey. If you’ve played Trauma Center, you’ll know that it’s a sweaty-palmed and utterly terrifying experience, which these two pieces, heard during the final “battle” with the Cardia disease, reflect perfectly.

And on that note, it’s good night from me. Congratulations if you made it through all that, and I hope you’ve enjoyed some of my picks. If you have any other final boss musics that you’d like to share, please post ’em in the comments.

My next post on game music (which will happen when it happens and not before, dammit!) will likely revolve around the art of the end credits music.

Ode to Game Music, Part I

This is one of those posts I’ve wanted to write for a long time, and I have a sneaking suspicion it will be a topic that I will return to regularly – covering, as it does, one of my favourite things about video games: the music. You might think it ironic that I am so interested in one of the more non-interactive elements of interactive entertainment, but the effect of some quality music on the experience of a video game is not to be underestimated.

My first exposure to video game music came very early on with enjoying the title-screen music compositions of artists such as Rob Hubbard on the Atari 8-bit series of computers. These songs formed a big part of the “identity” of a game, and many of these composers became micro-celebrities in their own right. In many cases it could be argued that the quality of the music was actually higher than the quality of the game itself – particularly as many of these early computers didn’t really have the processing power to play complex (for the time) four-channel music as well as having a smooth gameplay experience and thus forced you to listen to not-very-interesting sound effects during gameplay.

Here’s a couple of fine examples from “back in the day” that stick in my mind:

Zybex (Adam Gilmore)

Warhawk (Rob Hubbard)

Going back to these games now, they’re somewhat primitive in every way imaginable, but I have to say, my fond memories of them can almost 100% be attributed to the music that played on the title screens. Both games are now relatively forgettable shooters, but Gilmore and Hubbard’s music meant that I’m not about to forget them.

My next generation of computers was the Atari ST which, despite being very good at MIDI, had a shitty three-channel internal soundchip that was 1) considerably worse than the four-channel POKEY chip in the Atari 8-bit range and 2) constantly trumped by Commodore’s rival machine the Amiga which had then-revolutionary stereo digital sound. However, a number of developers got around this fact and produced some excellent pieces of music. It has to be said, however, that these pieces of music were still largely confined to the title screens of games. Here’s a few more that stick in my mind:

Obliterator (David Whittaker, Psygnosis)

This one sticks in my mind not because it’s a particularly interesting piece of music (which, after listening to it again, it clearly isn’t – and look how long it took to load the damn game) nor because it’s a good example of the ST’s capabilities (see what I mean about the horrible soundchip?) but because it evoked the atmosphere of the game nicely. Obliterator involved running around a space station shooting robots and solving puzzles – yes, the same shit we’re still doing nearly 20 years later. It was quite a “solitary” game – you spent the majority of your time alone and attempting to navigate the environment using Psygnosis’ incredibly weird icon-driven movement and action system that thankfully they abandoned after two games.

Obliterator also sticks in my mind for a second reason – the fact that the music adapted as it went through. The moody piece of music you hear in the video above eventually gives way to a more, for want of a better word, “cheerful” piece as you make progress. This is something that, to this day, I absolutely love. While Obliterator may not necessarily have had the technology to make truly dynamic music, I remember feeling the whole mood of the game shift when the music changed. Suddenly you weren’t up against the wall in the dark surrounded by robots, you were a hero.

Gods (Nation XII/Bitmap Brothers)

The Bitmap Brothers were one of the earliest “celebrity developers” of the gaming world – developers who were held in the same regard as today’s well-known designers and teams. In the earlier days of gaming, teams were much smaller and budgets were much lower so it was rather more unusual for a development team to come to the forefront in such a way.

One of the ways that the Bitmap Brothers brought themselves into the public eye was through their use of excellent music in their games – the music for Gods which you can hear above being one such example. This piece of music was played on the Atari ST version during the introduction sequence and is, I’m sure you’ll agree, poles apart from Obliterator’s chiptuniness – which brings us to another point – the Brothers’ games also made far better use of the ST’s hardware than almost any other developer out there, including taking advantage of the STE’s enhancements, such as the ability to display a mighty 512 colours on screen at once (seen to lovely effect in Gods with a nice gradient sky background).

Okay, Amiga owners were laughing at the shoddy ST ports of many games, but the Bitmap Brothers’ games made some of the pain go away. 🙂

I hope you’ve enjoyed some of these tracks. There will be more to come in the following entries!