Archive for game music

Grant Kirkhope – “Kingdoms of Amular: Reckoning OST” Review

Kingdoms of Amular: Reckoning has been a game on many people’s radar for a while and now its out, one thing many will agree on is that it has a good soundtrack – one that’s now being released! Grant Kirkhope has a long legacy of memorable soundtracks but in the world of orchestrated soundtracks is this one of them?

“Reckoning Main Theme” reminds me of the Medievil games music with its slightly quirky/creepy b-movie vibe to it. Jots of jingling, cymbal rolls and some wonderful orchestration that is fast, flowing and proud to be bursting onto your ear drums. Tim Burton take one. “The Age of Arcana” takes the main motifs from the theme and subdues them to a mood piece, one that is built upon with “Dead’s Dead”. ”Well of Souls” concludes the opening set.

“Troll” is the first big dramatic theme with thumping strings providing the tense beat as the brass bleeds across the speakers and some fantastic wind instruments flourish in some really complex melodies. “Dalentarth” is a tribute to the xylophone to woodwind for the main motif before “House of Ballads” provides a nice regal theme to the mix. “Warsworn” is a brass heavy fanfare. “Mines and Caves” is more a background  drone and ambience piece than anything else, more akin to a haunted house feel. ”Gardens of Ysa” brings its own motif and melody which steers close to the main one but has some interesting chord choices, while “Niskaru” feels like Troll evolved.

“The Plains of Erathell” uses broad string sweeps to convey its grand scale while “Titarion” is almost claustrophobic in its production. “Scholia Arcana” returns to Danny Elfman like charms to give a quirky feel to every note and scale. “Rathir” is cinematic but too short.

It’s at this half way point that you’ll wonder where things are going. Much in the way of a film soundtrack and many of the orchestral game soundtracks, it feels like a cut-scene and battles only soundtrack and with 35 tracks, all of which using a few motifs to keep a pattern and story flowing. Its going to divide people. “Fight!” continues the Elfman charms with some real 1950′s alien horror classical music. Its one of the best tracks on the soundtrack and that’s because its given time to develop and be a full track. Instead “Adessa”, which has a lovely motif to it, is over too quickly because it doesn’t linger and manifest itself long enough.

This problem plagues the soundtrack and I have always struggled with soundtrack’s that pile in the music without giving it time to develop. Its compounded here because while the music is very cinematic, it’s not immediately accessible. “The Erathi Ruins” is one that works well because it again is given room to breathe. “Conflict” shows Kirkhope’s excellent battle music nouse once again with a track both kooky and full of tension and terror. “To War” is another good short piece as is the closing track “Tirnoch” but by the time I’d hit the end I just hadn’t connected.

There is some excellent music here buried in among a lot of short cinematic pieces and they weigh down the other pieces. I personally would have preferred more of the  locale musics or even a looped version of some tracks. Here Grant Kirkhope’s music feels a little pressurised and while it does feel like a great tribute to Danny Elfman, it’s not a soundtrack I plan to return to time and time again – until I at least get to play the game and associate the music clips with something tangible. Fans only need apply.

Whispers of the Plains – Interview with Jeff Broadbent

 

With new downloadable title I Am Alive about to burst onto our consoles, composer of the game Jeff Broadbent took a few minutes to chat to HPM about exactly what to aim for when creating a rich atmosphere for a game where tension is key.

I Am Alive has been a game that has been on many gamers radar for a very long time under its various guises. Now it’s nearing release it appears to have quite a lot of people talking about its unique atmosphere which of course, a lot of it is down to the sound design and the music scoring. Tell us how the project come about for yourself?

I first got involved in the pitch for the game in Winter of 2011, after contacting the audio director and learning about the project. I created a custom demo showing different approaches for the gameplay music, as well as a couple of main theme concepts, and based on those samples I was selected to score the project.

In such a taut and tense game that relies on its atmosphere, the scoring is paramount. How do you try to tap into the game world you are scoring for?

Taking the time before any composing begins to understand the game, the back-story, and the emotional content is very important. For I Am Alive, I learned as much as possible from the developers, looked at concept art, and was even reading Cormac McCarthy’s book The Road at the time. I try to immerse myself in the concept of the game in many different ways. One can draw inspiration from all different sources, and I find that in addition to visual concept art and learning about the game, reading related literature can really put you in the mind frame of the characters and their situations.

In the game a lot of ambience is used which fit the desolate landscapes perfectly. How did you find the type of sounds you were looking and what did you use to get there?

I started by envisioning the environment the main character finds himself him. The audio director Zhang Lei had the idea that the music could represent the materials and environments of the game. A musical example he shared with me was Ingram Marshall’s composition Fog Tropes, which incorporates the tones of a fog horn into the ambient musical soundscape. In I Am Alive, we used a similar approach for certain parts of the game. For example, in one section of the game you find yourself in an abandoned and crumbling pier park. For this music I used materials such as large bell tones, creaking ambiences, and bowed metals, which are elements associated with that environment. By using reverbs, distortion, delays, pitch shifting, and other manipulations, the audio was transformed in various ways. In addition to these natural/organic elements, a variety of synthetic tones and electronics were also used for variety and more foreboding colors.

Is it much harder to create an ambience that doesn’t completely take over the experience, but actually contributes to it without the player knowing, than writing straight motifs that stand out? Is there an art to ambience?

I wouldn’t say that either is harder, as they each have their challenges. In more traditional, motif-driven music, you are working to craft tuneful, memorable themes, using more typical instrumentation and harmonic approaches. When creating ambient music, the character of the sounds themselves is essential, so great care must go into sound creation and combinations. There certainly is an art to ambience – a lot of great modern music by composers such as John Luther Adams, Brian Eno, and Morton Feldman is very ambient. It is like impressionist and abstract visual art, where the beauty lies in the combination of color, shape, and texture. With music, you are using aural colors to paint the soundscape.

For the motifs themselves, and the more dramatic compositions and themes, did you have ideas for particular instruments to take the lead from the start or did it develop organically?

While I had ideas of the emotions I wanted to convey, I didn’t start with particular instruments in mind. We experimented with different approaches to get the appropriate instrumentation. For the main theme of the game, solo piano presenting an unsettling motif proved to be effective. For the music representing the man’s longing for his lost family, and his interactions with the child Mei, a combination of solo oboe, strings, gentle ambience, and piano were used. We found that these instruments could present emotional, yet simple and not excessively dramatic musical expression.

You’ve stated before that the project allowed for you to have a lot of creative freedom. Is there anything in particular you’re especially proud of or something that we can keep an ear out for that’s unusual?

I personally enjoy how a unique approach to both ambience and rhythm was achieved. For example, when the player is climbing and becomes fatigued, an interesting combination of aleatoric string techniques and sound design elements was used. For the tension music throughout the game, unique rhythmic elements fade in as the player approaches a dangerous situation. To sum up, I’m fond of the unique sonic elements in the game, and how the score conveys a sense of danger in a post-apocalyptic world, as well as the human emotions of hope and connection.
After I Am Alive, do you have any other works in the pipeline? Also, are there plans for a soundtrack release?

I’m currently preparing to score a big game in a couple of months, and am also working on some trailer and action music for a couple of production companies. As for a soundtrack release, I hope that we will see the music released via soundtrack, but at this time I can’t say for certain.
Finally, in the event of a world ending disaster, where would we find you and what would you be up to?

I’d probably be stocking piling food, water, and ammunition, while playing I Am Alive in a fortified bunker at an undisclosed location =)

Higher Plain Music would like to thank Jeff for taking the time to talk to us and wish him best of luck with the game and his musical future. We say the location would be his recording studio!

Hirokazu Tanaka – “Kid Icarus / Metroid Original Orchestra Version” Review

 

“Kid Iracus (Partena No Kagami) & Metroid” is a very old and rare cassette from back in the 80′s taking just 6 tracks and about 14 minutes of music from the two games. Yet the last time I saw it auctioned on e-bay it was sold at a shockingly high price! Was the music worth it?

 

The opening song “Theme (Partena’s Mirror)” is a beautiful and regal synth piece that layers some lovely ethereal chords over the classic old school blips and drum loops of the original and it works to great effect – very uplifting. Track 2 is a medley of the music from Partena’s Mirror using the same style as before. Each segment of the piece has a very specific scene setting. It stars of regal before taking on a middle eastern feel and becoming more and more complex like a battle theme. The different tunes are sown together perfectly in a way that many other medleys really fail to achieve. The final track from Partena’s Mirror is fittingly “Ending” which is dramatic, fast paced and enjoyable.
The Metroid songs now take to the stage with “Title” which is very futuristic at the start, with a military drum beat and the beautiful original synth melodies ringing throughout. The Metroid BGM medley follows and this too flows just as well as the previous medley but is a little darker in tone and plays a lot like a synth stadium rock band. The final track is of course “Ending” which playfully skips along without offence.

 

For many this wont appeal unless you enjoy going back to VGM’s roots. The songs while catchy in places and have nice hooks, are not exactly earth shattering but they do show the gap between classic and arranged VGM being merged which is very interesting to listen to from both an educational and from a listener’s point of view. This is a purists purchase only.

Hiroaki Suga & Hideki Kanazashi – “HAL Game Music” Review

HAL Game Music is an old soundtrack from 1988 featuring mainly arrangements from the game series – a series I have no knowledge of at all! The composers are Hiroaki Suga & Hideki Kanazashi but the first eight tracks are arranged by Masao Hiruma. Suga & Hiruma only have one other game music credit to their name and judging by this piece – that is a shame as HAL has an interesting set of ideas, just not perfectly executed.

“Yogen” opens the soundtrack with a synth arrangement of a pretty Japanese styled tune which actually sounds like it belongs to something from Shenmue! It’s followed by “Ihen” which sounds more like a random Mega Drive/SNES era dungeon battle song. It has quite a bit of character which is slightly confused by all the random warning sirens and sound effects which come across to me like spaceship noises thrown in almost at random. “Muma” is up next – another slightly confusing track with a time-stepped background snyth with detuned harp samples playing. It’s eerie and detuned but still trying to be elegant at the same time. This causes friction between the two sides of the song but it definitely doesn’t make it unlistenable – it’s just very interesting!

“Kyoko” ups the ante with a dramatic Mega-Drive style battle track which redeems the quality of the soundtrack somewhat indeed. “Haikyo” is only a minute long breezy and slightly dysfunctional interlude once again giving a very oriental disorientated feel before “Fukkatsu” gives us an uplifting tune of military standards. It’s very well done but once again you have to remember although these are arrangements – they are old arrangements so sound like a 16-bit sound chip and at times early PS1 music. Depending on your view of music at that time will clarify whether you’ll enjoy these tracks or not. “Shintaku” is a fun and fast paced ditty showing a more lighthearted side to the soundtrack ending the arrangements.

“Eggerland” gives us a wonderful ten minute piece of original music sounding like classic gameboy music to me. The bleeps and blips are spot on, clear and crisp. “Interlude” is just a small chirpy piece before “Fire Bam” gives us an eight minute rendition of original music. These two big tracks loops themes quickly before the next theme comes in – Eggerland seamlessly moving between tracks while Fire Bam fades out and restarts. Both tracks are superb however.

HAL Game Music is old so you wont find too many of them about. The arrangements aren’t bad but the strength comes from the original soundtrack included – a surprise for me to say these days. I had no previous connection to the music but quite happily bounced along to the original soundtracks without a care – that’s good music. Not classic. Good.

Kenichi Okuma – “GotzenDiener OST” Review

 

GotzenDiener OGM is a quirky little album that is half arranged and acoustic guitar for a more laid back piece of music in places.

 

“Main theme” however has a very oriental flavour for it in terms of percussion, instrumentation and tune. It has some excellent little stand out touches and has beautiful streaming drum loops throughout and is a different but very pleasant experience. ”Princess Sorceress” starts off the guitar section. The tune and playing are very laid back, like a Sunday morning stroll. It’s very chilled although the tune isn’t shockingly strong during the first half of the song, it does grow on you quickly and the middle section is funky.

 

“Sword of Fate” didnt grab me as a song at all. It uses a string synth from a keyboard in short stabs throughout the song (like a horror movie) and its awful! The song could have been twice as good without that, but the tune lacks stability and hook. ”Graveyard Labrynth” is a downbeat and darkened song that is thoughtfully played and slightly eerie because of its haunting use of a guitar in the background supporting the main tune. The other end of eerie is more manic and that’s where “Rim~Goddess of Persistence” takes us for a screechy violin piece on top of eastern pop music madness with an organ going metal at every opportunity. Each contrast the other but both are superb songs.

 

“Crystal Reef” returns to the guitar but with a sitar setting out the main tune in another dark and damp tune of moody excellence which reminds me of a separated twin of Final Fantasy 8′s “Find Your Way”! “Rebirth” starts off with a heartbeat before the song starts. A contrast of angelic harps and flutes set of against harsh synth noises to make a mean with a twist song before it builds up to a lovely climax like an orchestra. That build up leads us to “Devil Temple” which is demonic enough with some mental freak out use of sound effects to twist and compact the instruments at points in the song to send the listener into a frenzy. It’s very unique and it works very well in between all different climaxes that make this a real stand out piece! The closing track “Misa” is returns to the oriental flavour set on the first song with a catchy number that wouldn’t be out-of-place in something like Shenmue or Suikoden!
GotzenDiener is an album that branches out in all different areas of music during its 9 songs. Almost all of them successfully capture what’s great about video game music and so I must recommend this to everyone. Give it three listens and I’m sure you’ll share my sentiments!

Utada Hikaru – “Passion” Review

 

Utada Hikaru, queen of the vocal tracks due to the general success of Hikari / Simple & Clean returned to the Kingdom Hearts and VGM fray with a brand new song to tantalize us for the upcoming Kingdom Hearts II soundtrack. The offering is a 2 track single entitled “Passion” which is available with just the tracks or with an additional DVD containing the music video.

 

“Passion” is frankly one of the most captivating vocal songs I have heard in an extremely long time. Starting with soft backing vocals and electronic pulses the song rip roars into a mass drum fest – almost verging on pop tribal and it beats out a stomping stadium anthem chorus to Utada’s sublime vocals which are in both Japanese, and if you reverse it, you’ll catch many lines of English too. The verses are equally rocky and edgy and the whole sound is a much more mature and darker mood which seems to suit the overall look and feel of the Kingdom Hearts game too. The song then finally reaches up a notch for a climax of guitars, drums, electronics and bleeding vocals to return to its very soft beginnings. Amazing. While I must admit I am a huge follower of Utada Hikaru’s previous works since hearing Hikari and going onto hearing Colors – I must state that I have rarely had my breath taken away by a song so easily.

 

That’s the single version which also appears on the album Ultra Blue. Also on the single we have “Passion ~after the Battle~” which takes away every element of the single version except the vocals and then adds a soft and simplistic piano backing. Beautiful, although the warped vocals can distract at times, it really takes the same song and adds a completely different spin. Once the song has gone through its paces it then strikes up the guitar and carefully goes through a karaoke version of half the song again to finish off which I believe is quite unique – almost like the tune you’d get after you hear the victory fanfare in a game and you’re adding up your exp. points! Clever stuff if you look at the title me thinks!

 

Now if you have bought the CD+DVD version (as I did) you’ll also get a separate DVD with the music video on which involves anime Utada, lots of drum banging, even more horses and even more dancing kachinas! A visual spectacular but those of you after Kingdom Hearts footage will be left disappointed.

 

I’d recommend this single to absolutely anyone without hesitation, a masterpiece!

 

Nobuo Uematsu – “Final Fantasy V Dear Friends” Review

“Dear Friends” is the arranged FFV album, selecting 14 songs and transforming them into real instrumentation.

“Ahead On Our Way” starts off with a nice chant, before using keyboards and drum loops to re-produce the song in a way that sounds like an 80′s synthesizer song. It is very faithful to the original and is a lovely start to the album. ”Lenna’s Theme” is given a beautiful rendition on the softest of guitars, flutes and pads ever, to give a soothing lullaby that is so very easy on the ears.

“Pirates Ahoy” is a magnificently dark and devious song, using a guitar and keyboards to re-do the song to great success. Then suddenly, the song changes into chanting and wild animals. It blends well and gives a sense of a hard journey. “Critter Tripper Fritter” is a great comical song, using every bizarre instrument it can possibly use to make it sound like a circus gone mad! The result is three minutes of pure lunacy and one that is very welcome in this diverse album.

“Intention Of The Earth” is the most dramatic piece so far, with soaring keyboards, bass filled drums and gongs. This song comes to life with the improved instruments, as do they all, as you can get the real mysterious feel with all the true zest of the instruments. ”My Home, Sweet Home” is a vocal song, which is sweetening and charming. Using both English and Finnish, the song emphasises the importance of your real home and your mother tongue. It’s a great piece of insight and one I have a special spot for. ”The Land Unknown” is done in the same way as the opening track, staying very faithful to the original and reacting it with real instruments.

“Tenderness In The Air” is done almost completely on harpsichord that makes for an unusual diversion from the usual piano and it is played very well indeed while “Waltz Suomi” is done in a typical French manner and keeps nicely in time, doing the main theme in various different off-key and off beat styles before having a graceful finish.

“Fate In Haze” makes itself nicely mysterious with its slow tune but that fades away to become a beautiful tune for the choruses and a good build up for a nice finish again. “As I Feel, You Feel” is the first piano based song on the album, and they’ve given it to the right song. Also, there is a narration read over the top of the piece. The music with starts to sound a little lost, suddenly finds its place in accompaniment. The narration is heartfelt, and the singing in the background along with it makes it sound very isolated and cold. Strange, an acquired taste, but well done.

“Musica Machina” gives us a dramatic piece, that will have you stomping your feet to the big beat and heavy synth strings. “Music Box” does exactly what is says on the tin, but how so! It’s an adorable tune, no one can listen to this song and not think “Aww!” The closing track is fittingly “Dear Friends” which is played to precision on a guitar, and before long other instruments fit into the song making it a lovely warming away to end an extremely varied album.

“Final Fantasy V Dear Friends” is a rare treat. It does a bit of everything and does it all extremely well, with no reason to fault it at all. If you loved the game’s music, you’ll adore this. There’s always that extra pinch of excitement seeing how synth music turns out on the real instruments and this is a lesson on how it should be done.

OverClocked Remix Tributes to “Unsung Heroes”

OverClocked Remix kicks off 2012 with a new compilation of songs from RPG’s than are given less love from the community such as Lufia, Breath of Fire II and Secret of Evermore. Below is a trailer and HPM will be having a big Overclocked review in early February!

Journey Music Trailer

If I was not already excited enough – now I cannot wait!

Final Fantasy XIII-2 OST Mitsuto Suzuki Balearic Mix

Check out this 40 minute remix of the FF13-2 soundtrack from Mitsuto Suzuki. A fantastic feature – reminds me or Hiroki Kikuta’s Secret of Mana+ but… Balearic!

“Nier Tribute Album -echo-” Review

Nier, the PS3 RPG has one of the best soundtracks I’ve heard all generation. Now there’s been a tribute album released so I can’t be the only one thinking the same thing!

“Repose” opens remixed by Sexy-Synthesizer which is weaves the beautiful angelic vocal samples and acoustic guitar samples of a shimmering mirage of technical wizardry. It’s like the keyboard just showers all kinds of arpeggios of greatness upon your ears – it’s really beautifully put together. Matryoshka’s version of “Kaine / Salvation ~ Kaines Escape” is a hushed version of the vocal theme with lots of static noise purring through the arrangement. It reminds me very much of the original Shadow Hearts vocal theme.

“Temples of Drifting Sands” but millstones is a real drum n bass affair moulding the original vocals that are heavily processed around a quickly paced beat. There’s plenty of bright piano added in to keep you amused too. “Emil / Sacrifice” from Ametsub starts off like a fluffy Cocteau Twins track and spins itself into a whirlwind of clicks and real moogy keyboard samples. It’s nothing like the original and the track really flips its character over the five minutes it runs. Superbly diverse and genre hopping, it’s a great display of technical talent.

“Suite of Nier” from arranger Go-qualia however is a tour de force. Taking four tracks and fusing them together in a Gothic beauty. Complete with sharp, buzzing complex drum structures, industrialised keyboard synths and disquieting vocal performances – the whole thing works an absolute treat. “Shadowlord’s Castle / Roar” from Rafven is a great little polka number. Accordion, brass and whimsy guitar make it great fun and when it suddenly kicks into the full speed version, you won’t be able to keep still!

Nobu44 turns to a new genre with “The Incomplete Stone” which is neo-jazz with its slinky organs and low fi chords being lazily played underneath. Then give the monk style vocal some vocoder and you have another surprisingly awesome track on your hands. sasakure.UK’s version of “Song of the Ancients / Devola / Popula” is a hi energy affair with a rocking beat and some hugely complex noise riffs rolling constantly around the speakers. Add in some fantastic piano and string work over the vocals and you have a great mix.

KanouKaoru’s “The Wretched Automatons” is a sublime echo filled dreamscape of underwater currents, string arrangements and soft percussion. It’s a hard one to classify because its soft and dreamy but actually very densely produced. It works very well though, making a soft song have underlying tension. “Grandma” from Schroeder-Headz is an interesting take on the song which starts off very similar to the original and then grows into something more orchestral and grand. No-No2′s track “The Lost Forest” is a typical remake using woodwind, plenty of piano and soft tuned percussive elements giving a warm if mystical rendition. The closer is “Snow in Summer – The Dark Colossus Destroys All” from World’s End Girlfriend is a song that decides to throw in every type of tempo change effect possible, even making me think my speakers had gone wrong. It’s very much of the nature of Nier, Shadow Hearts, End of Eternity etc in its style and its a great dramatic end to a fantastic album.

As a tribute album, Echo is at the top of its game – so much so I’d recommend it as a must have accompaniment to the original soundtrack the expansions soundtrack. Gothic, haunting, slightly nuts but eerily beautiful from start to finish – I have not enough thumbs to up to Echo!

Whispers of the Plains: – 12 Followers / Meteo Xavier

Having released his first full album Metrocrity Vol.1, we speak to 12 Followers / Meteo Xavier about putting out his new baby.

So tell the readers little about 12 Followers/Meteo Xavier and how you came into being?

Well, the real origin here is so ridiculous I almost feel like it should be something I’m ashamed to admit, but the real start was about 10 years ago when I graduated from high school. I wanted to get into major serious acting and my thinking at the time was if I started a rock band, that would be my in. Oh yeah, and this is before I knew jack squat about music. I actually thought that would work. :P

Well, 10 years of reality later and an attempt to do a Christian Rock band with a friend later and slowly piecing equipment, software and knowledge together is where I land now. Over the last several years I’ve been doing “on-the-job” learning which I wanted to develop as a foundation to build and improve off of – this is 2 albums, about half-a-dozen commissioned game work, Ocremixes, what have you. I hate being limited and I enjoy being realistic (as opposed to yesteryears) so I’m interested in any music work I can get – albums, games, projects, etc.
What inspired you to take the route of a game music style approach with Meteocrity Vol.1?

Meteocrity Vol. 1 IS game music I had been commissioned to do that has yet to be published. The bitter reality of starting out in the indies is that 8 out of 10 projects never see the light of day. Game development is a time crushing activity that most people do in their spare time and life just gets in the way and I had a bunch of tracks sitting on my computer that weren’t going anywhere, so I fixed up the ones that were worth fixing, mixed them better and hired German game composer and audio producer Daniel Lippert to master and the album was finished.
When you listen to Meteocrity Vol.1, it sounds like there’s a narrative that runs throughout the album. Did you plan one and if so what was it about?

Actually, that quite surprises me. My last album had a sort-of narrative and this one did not. The only real structure to it was I had some tracks that sounded like beginning tracks and a couple that sounded like ending tracks and put them at bookends and then tried to arrange the rest of them in the smoothest progression possible, but now I’m really interested in this idea because I had no deliberate narrative going on.
There’s a real collection of different genres and it even sounds like some tracks come from different era’s of technology (8bit / 16bit). What are all the different challenges of having to compose for such a vast selection of different styles? Do you have any favourite styles?

My favorite style is the hyper-melodic prog-rock sound that Motoi Sakuraba and Hiroki Kikuta patented for their games and compositional formulas. This one has a lot of different sounding tracks because they all come from different projects and different setups I used to have. Most of these tracks reflect me being inexperienced and eager, so I pretty much gave in to the strict commissioners’ wishes and did them exactly as they wanted (I now command much more creative and quality control).

I’m not so sure I had much trouble in learning different styles. A rock track for a platformer or SHMUP can easily become a puzzle track if you slow down the tempo and make it less dynamic. I asked for audio examples, they sent me what they wanted and I did my best to learn and recreate (copy) what they wanted. This is not really the way I like to do things but sometimes it’s what’s called for in the job.
How do you start off composing a track. Do melodies come before the beats or does it change from song to song? Did some tracks come to you quicker than others?

A lot of my tracks come from an earlier exercise in something that I kept, but when I’m started from square one, I always start with drums and bass, I build some chords and fills and get a general atmosphere and direction going. After that I either develop the melody or further accompaniment (whichever works first). I discourage starting with chords and melody first and then building everything around it – that’s like building a house around your furniture out in a field somewhere. I start from the ground up, get my direction and accompaniment going and then put the melody in. The melody’s the easiest to write because you’re just writing on top of everything else.

Some tracks are definitely easier than others. Some of the tracks here on Meteocrity took like an hour – others took days. It’s just the luck of the draw when you’re making something from nothing, you build what you can build, take a look at it and go from there until it sounds like a song.
Although you have composed for a variety of other projects, this is your first commercial release. How does it feel to finally have something that is entirely your baby with name on out there?

Spiritually orgasmic. I always encourage people to finish their stuff for any reason just because it feels as good as sex and lasts a lot longer. Even if what you do sucks, you get SOMETHING from it and you can do SOMETHING with it. An unfinished track – all you’ve got is raw material to mine from. It can’t do anything by itself. Completing a project is pretty addicting, but it might be a good addiction.
You’re always busy with new projects – is there anything you can let slip for us that’s coming up in the near future?

Oh, my plate is super full and might take me more than a full year from now to work on and complete. I have a chiptune album I meant to start back in the fall but hadn’t gotten to it other than some track demos to work on. I’m the Assistant Director and Manager of the Seiken Densetsu 3 project on Ocremix and that’s going to kick some ass. I did a MIDI soundtrack for a Tower Defense game and we’re mostly done with that.

I will, sometime in the near future, be working on a new commercial album with piano maestro Ghetto Lee Lewis from OCR for the record label that’s solo piano and I can’t wait to do that because then I’ll finally get to release a “12 Followers” record and not “12 Followers/Meteo Xavier”. It will be an actual album-long collaboration.

On the flip side of things, I’m also an author under the name J.S. Lawhead and I’m going to be working on a new novel soon for Hellfire Publishing once I make some more headway in marketing my current novel, Vulgarity For the Masses.

So I have my work cut out for me, but I ain’t complaining. It’s good to have real work to do for people these days. Thank you for asking, Simon!

…and thank you so much for talking to Higher Plain Music!

“Deepak Chopra’s Leela” Soundtrack Review

I’ve put his picture here, and it is a game that carries his name but Deepak Chopra’s Leela carries a soundtrack without his music on. Instead eight wonderful artists converge for two discs of beautiful relaxation music.

Brent Arnold opens Disc 1 which is entitled “Play Mixes” with “Origin” which is a warm river of bending string arrangements across the lightest of percussion. It’s so hypnotic and soothing, like taking a velvet bubble-bath. “Life” by Garth Stevenson sounds like something Sigur Ros would compose without the vocals. A slow mellow blend of electric guitar plucks and swirling keyboards eventually come into a brief ascension with bass and light drums of a ticking clock. It’s minimal nature is laboured upon because there are a lot of layers going on, it’s just you won’t detect them all straight away.

“Power” from Karim So is more grizzly with its offbeat tuned percussion and sharper electric gubbins. It’s the least soothing track so far but one of the most immediate because the riffs are more apparent. “Love” from East Forest is a sublime track that combines piano, electric piano and a simple backdrop beat to make a flowing chill out track. It’s the rolling piano that makes it as the two different types interact with each other.

phowa continues the flow with the ethereal “Harmony” which is just bleeding  bells and twisted masses of metal slowly pulsating over and over. It works well as a mood piece. “Intuition” by Daniel Perlin is a wannabe techno track in waiting but take away the stomping beat and replace it with a tabla and you’re almost all the way there! Good fun. Disc 1 ends with Keith Fullerton Whittman’s “Unity” which is a shimmering electrosphere of meditation and sorenity. It sounds like something that would be in a film like Koyannisqatsi – or like an electrical version of an early morning Raj. Simple, beautiful, warming.

Disc 2 presents the “Reflect Mixes”. These are more traditional Raj -esque numbers and blend perfectly from one to the other. Some have more electronic elements in them, others are warmer, some of more cyclic. All of them are long in length and all are able to slip you into a state of hypnosis at a drop of a hat. The most traditional is phowa’s “Vishuddha” which is a real Raj in waiting. The sole additional composer here is a wonderful singing bowl trac “Sahaswara” from Phillippe Pascal Garnier which ends the album like a rising dawn.

I fell in love with this double album on first listen. Disc 2 is a very traditional and has a great flow to it. Disc 1 showcases the game’s music itself and really intrigues me with its rhythmic pulsating low fi moves. A unique delight in-game music. For those looking to relax, this should be top of your list.

12 Followers/Meteo Xavier – “Meteocrity Vol.1″ Review

Composer 12 Followers/Meteo Xavier released a fantastic album called “Meteocrity Vol.1″ which follows the traits of a classic video game soundtrack right down to the core.

Opener “Tempest Rush” is like an J-RPG opening FMV sequence full to bursting of energy and enthusiasm in a 16/32 bit Gust Team type way. It paves for pseudo menu screen “Caveat Emptor” which mysteriously meanders its charms through your ears. Sounding all the 16bit battle rage, “Bitter End to a Thatched Ray of Light” is an uprising storm the castle type track. A harpsichord synth leads the main melody with a complex percussive track going nuts in the background – it really is a celebration of classic old skool battle themes.

“Five is Average” seems to step back a generation to real 8-bits and less. It’s perfectly laid out across the speakers to avoid any hiss and the melody is complete with a synth solo and real charm. A favourite definitely. “Bright Dreams of an Empty Vessel” reminds me of the classic days of MIDI when vgmidi used to rule my days of listening. The fun harp MIDI and no thrills approach is endearing and it focuses you on just enjoying the melody. “Wealth of Knowledge” is a cute twee track with woodwinds and harpsichords chirping away. It’s as bouncy as it is sweet and strikes a perfect balance between a wall of sound and emoting a feeling.

“Asymmetrical Conflict” reminds me of Grandia. It’s the harmonic guitar lead and the organs over such a big stomping beat that really drives this track forward. “Lofty Goals for a Forest Epitaph” has a fantastic free-flowing guitar riff and an upbeat tempo which is unusual for a track that has all the hallmarks of a forest theme. As a result it’s another favourite from the album.

“Colosses of Eygpt” is an interesting track in that it almost tries to avoid making a catchy melody and chords in favour of more obscure chord progressions and offbeat percussion. “Need Insurance? Get a Bullet” aside from having an awesome title is a more straightforward 16bit techno rock battle track and is a riot. “Red Dim Lights and Old Stories” is panpipe led but also heavily drum blasted and the result is an unusual blend of the ancient pipes and an over powering drumbeat which don’t sit well together but still stands out as a viable concept. “Lunar Eclipse Millenium” is another slightly abstract track with lots of tuned percussion playing out the main theme of the piece.

“Isolate the Variable” is a great understated track akin to a profile overview piece or a mission quest music piece. I really like its futuristic/retro juxtaposition with the synths used. “Vestigial Dance of Blades” is another battle-type track but this time peeling off the rockier edges and veering more to dance side, this works much better as a more accessible piece to the masses. “Exploring the Temporal Lobe With a Bomb in my Mouth” is another fine title but is actually one of the shortest tracks on the album and more a mood piece with a banjo playing a little tune over moody keyboard pads. It’s actually a very tightly woven tune and quite enjoyable.

“It Was Written on Your Tombstone” is one of your typical two chord tension pieces but with fun orchestral hits, bells and neat tricks floating all over the place to keep you amused. “The Heavenly Integer” is a lovely warm track of soft pads, synths and melodic harps wrapped up in a beautiful chord progression and an appreciation for letting everything breathe. I have listened to this song on repeat as part of a mood relaxation track – it’s just sublime. The album closes with the upbeat “Starry Knights” which is a sweet track that reminds me of something Hiroki Kikuta would have written. It’s euphoric and celebratory while feeling final and reminiscent at the same time – a great job with limited technology.

Meteocrity Vol.1 is a real bolt out the blue. With no game to place the tunes against I always find composers who write in the game music style particularly interesting as they have to create a mood based purely on melody alone. As a whole 12 Followers/Meteo Xavier does just that with some outstanding tracks that take form a real journey. I felt like I’d levelled up by the time the music stopped.

Call of Duty Modern Warfare 3 Soundtrack Proceeds To Charity!

Whoever said gaming doesn’t pay once again loses today as Activision and CoD MW3 composer Brian Tyler will be giving all proceeds to a non-profit public fund entitled The Call of Duty Endowment.

The Call of Duty Endowment has been set up to help war veterans return back to normal life once they return home, getting back to work and helping set up their lives again. Having a friend that has not long returned home himself from Iraq, it’s fantastic to know that such a cause is out there and since they’ve provided such an excellent service to lay their lives on the line, gamers are giving back in a small way.

Brian Tyler himself has composed for films such as The Expendables and the 20 track soundtrack is available to buy now online.

Deux Ex & LOTR: War of the North OST’s Confirmed

Sumthing Else will be distributing soundtracks for both Deux Ex Human Revolution and LOTR: War of the North.

Deux Ex is composed by Michael McCann from Splinter Cell Double Agent fame and the soundtracks been weaved from combining fifty of the musical compositions he’s created into 25 tracks. A lot of people will remember the trailers impact and so this will be an anticipated release both on CD and digital format on 15th November.

Inon Zur returns from his Dragon Age soundtracks for another sweeping soundscape for Lord of the Rings War of the North. With the London Philharmonic Orchestra he’ll be weaving his usual magic for the soundtrack which comes out on 1st November.

Whispers of the Plains ~ Interview with Eufloria Composer Brian Grainger

Higher Plain Music has been lucky enough to snag a few minutes with the insightful Brian Grainger, composer for Eufloria the new indie PSN game (previously on Steam too). Here Brian talks about the project itself, how he composes, the problems, the rewards and how he feels on the end result itself.

So now Eufloria is out, how do you feel about being part of such an indie coup of sorts – a game that is taking on the big boys?

It’s interesting that you see it that way – personally I haven’t really looked at it from that perspective, but now that I do, it’s actually quite cool. I’m actually a very active gamer – I have all three current consoles, and I also play online games such as World Of Warcraft – so I don’t have any sort of animosity for major game studios or anything. In fact, I’d love to be employed by one, if they would ever have me. That said, I don’t think there’s actually anything stopping Eufloria from going even further than it has – we’re set to release the game on iPad/iPhone soon and that all by itself is this completely different and massive market. It feels great to be a part of something that has this much potential, although that is not to say I don’t think it’s great already.

Music and sound play a huge part in Eufloria’s atmosphere. How did you get involved in the project firstly, and what was it that drove you to go with the certain ambience that the soundtrack ended up becoming?

It was years ago now that the game was initially conceptualized and created by Rudolf and Alex, and when they started, they were working on it as more of an experiment in procedural generation that was meant to be submitted in an online contest, so they had a really limited amount of time to do it. Back then, Rudolf was already a fan of my music, and specifically the ambient material, and we’d already been in touch somewhat, although I didn’t know anything about what he did for a living. Their project, which was then named Dyson, was described to me with some aesthetic details and Rudolf asked me for permission to use a track from my 2006 CD Beyond The Sea Lies The Stars (Infraction Records) as music for the game, since he and Alex had been listening to it while creating Dyson. I think the track itself was “The Singsong Waters Of An Endless Sea”, which is a big 20 minute loop-based piece that slowly moved around and evolved…so not entirely dissimilar to the music I ended up composing for subsequent versions of the game. Anyway, I think Dyson won the competition and after that things started sorta getting bigger. They submitted it with some updated things to the Independent Games Festival, and surprisingly we got nominated for the grand prize! I think it was at that point that Rudolf said he would be fine simply licensing previous works of mine for use in the game, but I was already so impressed with the visuals and atmosphere that I insisted they let me compose new work specifically for it. By the time it hit the IGF booth I think there was about an hour or so of soundtrack completed. I remember it wasn’t done yet because when I flew out to San Francisco I made sure to touch base with Rudolf and Alex on the audio and discuss what they liked, or wanted to see more of. We had all agreed that the strongest track written for it so far was “Open”, in terms of runtime (the track is 15 minutes) and textures/composition, so I went back to South Carolina to finish the rest of the soundtrack with this aesthetic in mind. By the time the deadline to submit the game to Steam rolled around, the soundtrack rounded itself out at two and a half hours, plus another hour of alt. versions/outtakes. The final result of the music can be credited to both the game’s visual aesthetics and Alex and Rudolf trusting me to “do what I do” more or less. I’m proud to say that everything ended up meshing together far more effectively than I could have ever imagined when I was working on the music and it is all thanks to them.

The music has a certain ethereal otherworldly ambience to it and its hard to tell if the music ever has any actual riffs or hooks. How do you go about making music that is written almost not to take over the players conscious but to provides a certain tone that subconsciously takes over the whole mood instead?

This was very much my modus operandi for most of the recording sessions. I had already made a lot of ambient music prior to the game, but in actuality I was taking a hiatus from making ambient as Milieu because at that point there were some genre-specific boundaries around the project. I had strong desires to make ambient music with less emphasis on melody and more emphasis on texture, atmosphere, experimentation, so I had effectively “packed up” and taken to recording beatless works only under my own name, to have more freedom with the format than Milieu, being a predominantly electronic project, could afford. Looking back at that scenario now, it all seems a bit overdramatized and I suppose that’s one of the big reasons why I prefer to work under several different monikers…so things never get boring! Anyway to continue with my answer: Eufloria was what brought me back to Milieu and ambient electronic music. The whole format of the project being a new and refreshing hill to climb was really what got my gears turning. I love a challenge and something so potent like Eufloria makes it really hard to resist going headfirst into that. Subconsciousness was actually a big factor in this music – I knew straight away that I wanted to invoke a lot of familiarity, comfort, curiosity and even some nostalgia with the soundtrack, all the while being acutely aware of the boundaries involved in both keeping something ambient, not letting it get too busy for a low-key pace, and maintaining the very form of it being a soundtrack, leaving enough open space for sound effects. Combine all of those requirements with longer levels needing longer pieces that developed over time, and the whole project really sort of started there, out of basic on-paper necessities. Stylistically, I wanted the music to feel organic, alive, even growing and changing, and this was inspired by the procedural generation of the game itself. How the trees never grew the same way twice, and how there were all these beautiful variants on the simplest things. For example, that translated into me writing melodies that were programmed to have certain notes played at different octaves every time, which creates the illusion of infinite variation while effectively still being a very straightforward programmed composition. This part of composing alone can create so much musical variance that you still need to rein all that back in, in the end. Especially if you want to end up with something that feels more like a song, less like a meandering jam, even if it turns out to be 15 or 20 minutes long. That element presented itself in the form of a recurring melodic theme, which could and would appear in several different instances of the soundtrack’s songs. It was written initially as a very sparse lead melody made up of only a few simple notes, and was subsequently adapted to be played slower, faster, backwards, on higher and lower octaves, or even just shoved into effects processors as a raw sound to mulch up into textures. That melody really is the blood flowing through the soundtrack, and was established as early as the very first piece that was written, “Meander”. So all these sort of variables and parameters were set up, and through that process, the music almost seemed to write itself.

With the PlayStation version, around an hour of new music was recorded for the game. Did your approach change in any way from PC to PlayStation? Were there any goals you’d set yourself or things you really wanted to try out?

Ironically, so much time had passed between the PC and PSN version of the game that when I sat down and recorded additional music for the soundtrack and handed it in to Rudolf and Alex, most of what I had done got rejected! It wasn’t that they didn’t like what I had made, but instead that my notions of the soundtrack and the sort of blurring you get when you reference something by memory too many times…that had mutated my interpretation and representation of the Eufloria sound, to the point that the tracks I submitted were all essentially “songs” made within the Eufloria sound-template, rather than actual scores for the game itself. So I went back to the drawing board, and it was just as much of a challenge as it was the first time around, unexpectedly. Usually, because I make so much music and I make it on a pretty regular basis (for readers unfamiliar I have released over 300 different albums and EPs since 2004), it’s very hard or even impossible to ever fully return to the sound of a recording I made a year ago or more. Because I have so many different projects and monikers, my gear is always changing, and the way I approach that gear is changing too. For example, I now use a digital reverb/delay effects box only for textural noises and not for the effect it is intended to apply, whereas if you saw me recording in 2006, that effect was my primary source of reverb or delay in my setup. So when I went back to Eufloria, it was almost more a case of amnesia, because I couldn’t even remember how I made everything the first time…and from there, all I really wanted to do was rediscover some familiar ground. The additional hour of music that I recorded, that was happily accepted by Rudolf and Alex, ended up coming from a more graduated look at the game. I wanted to make pieces that relied even less on the previous conventions of melodic unification and variance, and more on things like immersion via repetition and long runtimes. Therefore most of the Euflorian Additions, as I have dubbed them, are much more minimal in the way of melodies and movement, and rely on absolute repetition to really present themselves fully. For me, repetitions can be a very comforting thing, and from the perspective of a gamer, playing Eufloria, you want to have some atmospheric stability…so the new pieces are meant to be relatively predictable, in a good way, and hopefully they round out the already existing soundtrack with a different kind of dense, organic ethos.

Are there any plans for a soundtrack to be made available for sale?

Yes, the OST was first released in tandem with the Steam release of the game, and since that was a limited edition of 100 copies on 2xCD-R, it went out of print relatively quickly. Since then, I have reissued the double-disc set in different packaging (it was in a jewel case before, and now it’s in a white DVD case with different cover art) in an edition of 117 copies, and that edition will be reissued itself if it runs out too quickly before demand is satisfied. The additional tracks recorded for the PSN version have also been given a CD-R release of 171 copies in a high-gloss mini-LP style cardboard CD sleeve. Both the OST reissue and the Euflorian Additions disc come with factory printed full-color art from the game itself, and can be ordered directly from me at the Milieu Music online shop. Digital versions of both releases are also available directly from me at my Bandcamp website, in FLAC, MP3 and even OGG file formats.

http://milieu.bandcamp.com/album/euflorian-additionsAdditionally, there was a very limited edition release called We Live In The Trees that was only available as a thank you to people who helped me pay for my trip to and from San Francisco for the Independent Games Festival. This release contained two longform tracks, Softwhite and Burnt Dusk, which appear in abridged/heavily edited versions on the OST release. This release is completely out of print and unreleased anywhere else, although I am considering making a digital version for sale on Bandcamp soon. Beyond all of this I am actually at work currently on yet another expansion of the soundtrack intended for the iPad version of the game, and that additional music will likely see a physical release as well in the future.

Which parts are you most proud of and were there any unique challenges in composing Eufloria that you had to overcome?

I would say that the most challenging factor in composing for the game was simply that it was my first soundtrack ever attempted, and so the general going about it was in itself the hardest part. Once I had a handle on what X visuals and Y pace would translate into aurally, it developed very naturally. My favorite pieces are “Open”, “Pink Leaves” and “Distances”, even though those pieces are all very different musically, and I think the thing I am most proud of about the soundtrack is how well received it has been in terms of just being a Milieu album, on top of a soundtrack. It has effectively crossed into both being a functional score for Eufloria and a record that people can put on outside of the context of the game and still enjoy as music alone.

How much of a gamer are you yourself and are their any games that sound out for you lately?

As previously stated I am a very enthusiastic gamer and I’m always appreciating great sound design and music in other games. This year in particular I’ve played some really fantastic games…LA Noire really had impeccable atmosphere and I absolutely loved the investigation interface, and how much it relied on musical cues instead of some intrusive on-screen menu to guide the player towards key elements. I’m a big BioWare and Bethesda fan so I was of course playing Dragon Age 2 and Fallout: New Vegas (the latter a few different playthroughs), and I’m super excited for Mass Effect 3. I finished Deus Ex: Human Revolution about 2 weeks after I picked that up, and I’m nearly done playing Rage right now. Aside from those titles, I regularly play as a rogue in World Of Warcraft, log in to Animal Crossing on our Wii and I have kept up with some XBLA titles as well, such as Limbo (which was truly a standout in terms of audio and atmosphere!) and anything the almighty Doublefine releases (Trenched is a riot!). Ironically the system I turn on the least is the PS3, but I have been turning it on more for Eufloria lately, and of course where else will you go to play Katamari Damacy or Little Big Planet? I am also eagerly anticipating The Last Guardian and I plan to pick up the HD remasters of Ico/Shadow Of The Colossus too, and I just heard from a friend that Crono Trigger just got a digital reissue on the PSN as well, which I’d love to play again. The most anticipated title of the year for me is hands-down Skyrim – Oblivion was one of the first games that truly blew my mind and in the wake of open world Rockstar games, it really just stepped everything up in terms of immersion. For me, there is something quite nostalgic about picking flowers in the woods, finding an Ayleid ruin and spending hours on end exploring, looting, questing. Once Skyrim is released I will probably disappear from everywhere until Christmas, when I awake from a coma, open my presents, and retreat back into my studio until Mass Effect 3 lands…

Do you have any other composing duties lined up we can know about?

Nothing I can really talk about at length just yet, although it has been formally announced that I am once again part of Rudolf Kremers’ team for his next game, tentatively titled Starlit, doing (you guessed it) soundtrack and sound effects. The game is set up to be a science fiction title and so I am already forming the basis of what the Starlit universe will sound like along with Rudolf. Rudolf is a very talented guy and a pleasure to work with, so I’m sure people who played Eufloria and enjoyed the game as well as my music will not be disappointed with whatever we collaborate on next.

Many thanks to Brian for his excellent insight into his world of composing. Be sure to check out his works!

OverClock Remix (Doesn’t) Drop the Ball!

We love OverClocked Remix and their dedication to VGM. This new collection is inspired from the game Super Dodge Ball and is entitled “Super Dodge Ball: Around the World”. The free album contains tracks from all the different locations you can play in the series from… you guessed it around the world. All genres of music are catered for and it’s the usual epic high standard. Grab the album here. The trailer is below!

Jesper Kyd Returns for Assassin’s Creed Revelations Soundtrack

The Kyd’s certainly got it. Jesper returns again for the new Assassin’s Creed game subtitled Revelations. Jesper’s previous scores for the series have garned a collection of awards and we here personally loved the music when it was in full flow. Judging by the press releases it looks like more of the same so that can’t be a bad thing at all. The game itself comes out November with the soundtrack expected to follow shortly after.

Bring me the Greek instruments!

Adam Fielding – New Music Peak

Adam Fielding has a couple of new things up his sleeves and has also recently been signed to a label too. Whilst he works on album No. 3, he also has completed a production album for general media consumption. Here’s a sneak peek. That would sound good in any platform / shooter / sniper game to me.

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