Posts Tagged ‘winifred phillips’

Most Viewed – October 2009

October saw HPM have three distinct leaders in the race for top spot and despite only being a listen-to-the-samples post, Lisa Gerrard topped the bill for October while we all wait in anticipation for “The Black Opal”. Christoper Tin and Winifred Phillips followed closely behind with their interviews and reviews while Anonymous 4 was quickly catching all three at the end of the month. The top 10 are listed below:

01) Lisa Gerrard (^)

02) Christopher Tin (v)

03) Winifred Phillips (RE)

04) Anonymous 4 (NE)

05) Brendan Perry (-)

06) Imogen Heap (v)

07) Tori Amos (RE)

08) Hiroki Kikuta (v)

09) OverClocked Remix (v)

10) Yasunori Mitsuda (RE)

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Game Reviews

01) Battle Tanks (PS3)

02) Shatter (PS3)

03) .detuned (PS3)

04) Trash Panic (PS3)

05) Numblast (PS3)

Whispers of the Plains: Winifred Phillips on the Making of Spore Hero’s Soundtrack

WinifredPhillipsWinifred Phillip’s latest soundtrack “Spore Hero” was released this week and we gave it two thumbs up! We were lucky enough to get to ask a few questions about her processes when writing a soundtrack and you can read them below…

When you first started work on the Spore Hero Soundtrack, how did you manage to find the music concept that finished up with? There is definitely a very specific style to the music.

My music producer Winnie Waldron and I spent a lot of time thinking about what musical style would best suit Spore Hero.  Since the game is set in the primitive ‘creature stage’ of the Spore evolutionary timeline, it made sense to employ musical techniques that were evocative of an ancient world.  The landscape of Spore Hero is also a very friendly place, so the music needed to reflect that.  But, while keeping all this in mind, Winnie and I knew that the creature creator was at the heart of the game.  It allows the player to constantly reconfigure the anatomy of his or her character, adding levels of complexity that turn a previously simple creature into a more capable and heroic adventurer.  Winnie and I focused on the idea of evolution and increasing intricacy as a central theme for the music of the game.  The music of Spore Hero begins in a very cheerful and primitive place, and then introduces more sophistication and magnitude as the game progresses.

You used some fantastic instruments in the soundtrack – did you have any favourites that you placed in a song anywhere.

I had a great time experimenting with instrumentation that I hadn’t had an opportunity to use before.  A favorite instrument on this project was actually a bowl full of water – it could produce some amazing sounds.  I had a lot of fun with percussion in this project.  Rainstick had this great tribal quality that I liked a lot.  For some tracks I used a plastic jug in the drum section.  The flexatone was super for adding quirkiness and humor.  Also, I loved the spring drum for those rumbling sounds it can make.

Had you played the original Spore game previously and if so did it have any influence on how your soundtrack for the sequel was formed?

When we found out we were going to be working on this project, my music producer Winnie Waldron and I started playing the original Spore game right away.  Our takeaway was that musical content in the creature stage of the PC game is pretty sparse.  This works well for the simulation-style experience that Spore PC offers, but the Spore Hero development team at EA wanted the music in their game to be persistent and knitted continuously into the experience.  So Winnie and I had to develop a completely new approach.

Your musical scores are always very cinematic and fluid instead of being a straight hook-repeat-second hook-repeat style. Is that something you purposely do and do you think writing in a rigid style requires a different type of musical ability to your more fluid style?

I think it’s good to be comfortable writing in traditional song form, which is something I’ve done for a number of my projects.  But song form has a fairly static feel; it expresses a particular mood or state of mind and then re-expresses that state, maybe in a heightened way towards the end.  It doesn’t morph and change very much, and when you’re playing a videogame, things are likely to be changing pretty rapidly.  Song form tends to feel pasted on top of the action, rather than integrated into the experience.  Lately in my composition work I’ve been using gestural techniques – in which the music creates a sense of movement reminiscent of a pair of hands gesturing during a conversation.  I’ll combine that with more thematic, melody-based composition, and the rhythmic structures that I’ve always experimented with.  I think that the Spore Hero soundtrack has some of the most aggressively rhythmic composition work that I’ve done so far.

As always Winnie Waldron worked with you as producer. Were there any particular problems or goals Winnie had for this specific soundtrack?

The Spore Hero project was challenging in a lot of ways.  I was very fortunate to have such a talented and inspired music producer working at my side.  Winnie Waldron contributed immeasurably to all aspects of the creative process during work on Spore Hero, but I’d say that continuity was one of her biggest goals.  She wanted the music of the entire game to feel well knitted together with a consistent style, which was a difficult task to achieve.  The game jumps quickly between picturesque exploration, comedic minigames and epic combat.  Creating a musical structure that could support all three activities and still feel unified was a daunting task.  Winnie’s vigilance and artistic vision kept the score within the framework of a cohesive style, and I’m very grateful to her for that.

A lot of the tracks on Spore Hero have so many different things going on at once – how on Earth do you start to score things on such a huge scale?

I had to start simple.  Some of the tracks were written for piano first.  That gave me the opportunity to create all the counterpoint and gesture lines in a sort of laboratory setting.  I could experiment and see if things worked before I expanded the instrumentation.

Will you be involved in any more Spore related music in the future (if you’re allowed to say) or if not, after having a nice rest of course, what’s next for Winifred Phillips?


All I can say is that I’m looking forward to the next big challenge, and I’m very excited about the future!

HPG would like to thank Winifred Phillips for her time and insight – and it looks like another big projects on its way!

Winifred Phillips – Spore Hero OST

WinifredPhillipsLast time we spoke to Winifred Phillips she dangled a carrot over a possible secret EA project – well that carrot has blossomed into the wonderfully theatrical Spore Hero OST. The 18 soundtrack is out now and it’s a charming collection of music.

Opening with “Spore Hero Main Theme”, the mood is set with a playful, inquisitive but fully fleshed piece which is instantly listenable and ever evolving whilst not really having a big hook to keep you held. It’s the comical bumbling bass line that does it for me. “Home World” is rich with strings and tuned percussion. The way how it sways from warmth to potential troubled waters and then back again.

“Haven” is where the soundtrack really starts to stretch its legs. The theme is beautifully choreographed and effortlessly envelopes you into its various states of being. One thing that Winifred is able to do is to seemlessly blend all kinds of sensations and feelings into one piece. “Haven” is a perfect demonstration of a fantastic song that doesn’t sit still and has the cutest of embellishments.

“Sporeable” is dramatic in a cartoon fashion. You could just imagine Tom & Jerry playing out a chase with this music overlaid. It’s very cinematic in its tone and scope. “Sporaging” is similar in feel but with more pace and gusto. There’s a nice galloping beat in the second half that really pushes things forward.

“Spore Zone” is a beautiful six minute symphonic suite that combined with electronics and an eastern fusion set the tone for a quirky but atmospheric piece. I especially like how the drums sound like an animal walking through grass. The whole track has a moonlight feel to it too.

“Monster Mayhem” is the first fully fledged ‘battle’ track in the loosest of terms. The brass and timpani really give a great sense of urgency and demise yet the woodwind still keeps everything under a certain umbrella of quirky cartoon sound that the soundtrack carries through as a whole.

“Sporexplore” is a great mood track. It’s got the bumbling animal feel down to a fine art due to the fantastic use of tuned percussion and various instruments from different corners of the globe. The use of instruments from different countries is something that Phillips has really integrated perfectly. “Beast Brawl” is another action packed track that sounds like it should be on Yasunori Mitsuda’s “Box Garden” soundtrack. Anyone that uses a jew’s harp on a dramatic track gets my vote!

“Wanderment” is full of lush sweeping string sections interspersed with more pensive sections and Irish undertones of whistles and horns. This is the majestic track of the album. “Sporeward” is a more mystical track with an ethereal background that shimmers to the foreground in the latter part of the track. It’s strangely compelling to listen to on repeat and has become a favourite of mine from the soundtrack. It just has an understated beauty to it.

“Creepy Things” is no horror. In fact the track is just as much playful as it is pumpkin scary. It reminds me of the PS1 Medieval games scores – very cinematic and children friendly thus its full of charm and oozes a quirky personality. The harp deserves a special mention on this track. “Evolvable” which really needs to be put in the dictionary as a new word from…now… is a great track. It’s full of twists, turns and dramas. Nothing is left out of this track and the whole musical kitchen sink is thrown in and its all the better for it.

“Sporeabilities” is a warming track with lots of wood blocks, marimba’s and Irish flutes it leads nicely into “Nemesis” which is and out and out battle track. The orchestration here is superb as it really bounds out everything with big stabs of brass and bass. Your blood will be bumping at 130bpm by the end of the track. “Critters” then gives you a breather with a spacious track with the wobbliest bass line I’ve heard in ages.

This then leads into “Spore War” which is completely different to the rest of the soundtrack. This track stands out with its electric guitar undertones and choral samples layering what is already a fully fleshed string and bass accompaniment. It more of a battle cry to rouse you up and get fighting – a fantastic track. The soundtrack closes with “Hero Theme” which is a militant style track but with hooks a plenty and all the brass you can shake a conductors wand at. It has a large scale to it that really pays off and sees you finishing the soundtrack ready for another go.

Winifred Phillips is great at crating soundtracks that are more like cinematic scores than game scores. “Spore Hero” falls firmly into the cinematic animation category. It has charm by the bucket load and some really interesting uses of world instruments and tuned percussion. The battle tracks are really something special and there some great clumsy comical tracks here too. Winifred Phillips continues to blur the line between cinematic scores and computer game soundtracks and does it with aplomb with “Spore Hero”!

Most Viewed January 09

This month was the most busiest month to date with HPM hitting over 2,000 hits for the first time! Vienna Teng & Ayumi Hamasaki’s new releases news were top of the agenda with Winifred Phillips’ latest release and inteview coming in quickly behind. Here’s this months top 10 viewed artists.

01) Vienna Teng

02) Ayumi Hamasaki

03) Winifred Phillips

04) Charlotte Martin

05) Tokyo Ska Paradise Orchestra

06) Hiroki Kikuta

07) Akira Yamaoka

08) Sarah Slean

09) Emiliana Torrini

10) Brendan Perry

HPM Podcast #1

DOWNLOAD THE PODCAST HERE

Welcome to the first ever Higher Plain Music podcast! This focuses entirely on video game music and talks about the soundtracks reviewed this month and has special features on Final Fantasy X songstress Rikki & Final Fantasy CC siren Yae – featuring clips from their own albums works.

This is very much a work in progress test and for the future I’d like to include interviews and guests to come along and have a chat with me. It’s going to be very open to whoever wants to come along and talk. If you want to come join in the fun, just give me a post on here, on twitter (Sitorimon) or via email!

Please leave your comments (and the answers to the 3 name the song clips) so it can improve for the next edition!

Whispers of the Plains – Interview with Winifred Phillips

Last week we bought you a review of Winifred Phillips’ latest fantastic soundtrack “SimAnimals” which was released yesterday. This week we have an interview with the siren of song herself! So without further ado, I bring you Winifred Phillips:

What were the highlights for you when writing for SimAnimals?

Meeting with the development team at EA was a real highlight. My music producer Winnie Waldron and I visited the team early in the project, and they demonstrated gameplay for us and talked to us in great depth about what they were trying to achieve, and how the music should contribute to the overall experience. It was very inspiring!
When you listen to the soundtrack there is always an overall feeling of warmth and almost a motherly-love to it. Was that something you had tried to factor in or did it just happen?

I think it just happened on its own. The game SimAnimals encourages the player to shape the environment according to his or her wishes, and there is the potential to form very warm and friendly bonds with the animals, and to become quite attached to the ever-evolving environment. I think that potential relationship was always in the back of my mind when I was working on the music. Of course, its also possible to wreak havoc and cause trouble for the animals, and some of the music in the game expresses that sentiment, too.

You said originally that you were excited to have free reign from the start over the sound. Did anything in particular inspire you to get the tone you finished with?

I took a slightly experimental approach with the music – not that the resulting score comes across as all that experimental! But when Winnie and I were watching the early gameplay videos and deciding what music would best enhance the experience, it seemed that a sense of perpetual motion was permeating the game at all times. This perpetual motion needed to be mirrored in the texture of the music, and that suggested an experimental approach. The world of SimAnimals is constantly changing and evolving as you experiment with it, adding elements to it and encouraging various interactions within it. This ebb and flow of activity forms the core momentum of the game, and it was very important for us to reflect that in the music.

Your producer Winnie Waldron is a bit of an unsung hero as the producer is never given the same spotlight. How does her input help your work?

Winnie Waldron is a great creative partner. We brainstorm, evaluate various musical concepts and develop strategies together. During the music creation and production process, Winnie offers advice and encouragement, keeping things on track and on schedule, and up to the high quality that the game needs. Her input is invaluable to me, and I’m very fortunate to work with her on all my projects.

How does writing music for computer games differ from writing for TV or radio?

Video games are interactive by nature, so the music requirements are fundamentally different. To create music for television or radio is to craft a linear experience in which events happen in a certain order, without changing. But events in a video game are constantly in a state of flux and change, so the music needs to be created in such a way that it supports the unpredictable nature of the gameplay. It’s always an interesting challenge.

Your God of War compositions won you an award. Tell us how that feels…

I was incredibly honored that Winnie and I were recognized as part of the God of War music team with an Interactive Achievement Award from the Academy of Interactive Arts and Sciences.

Is there any projects you’d like to tackle or new things you’d like to learn?

I would love to create the music for a fantasy roleplaying game. It’s one of my favorite types of games to play, and a genre that I haven’t had the opportunity to work on yet. Any game set in a serious fantasy world would be appealing to me, but an RPG would be an especially enjoyable project.

What’s next in store for Winifred?

At the moment I’m working on the music for another title at EA. Also, I’ll soon be working on a highly-anticipated mature game with another developer, but I’m not allowed to say anything about that yet.

Winifred Phillips – SimAnimals Soundtrack Review

We (ok just me then) at Higher Plain Games have our second pre-release review in our short 9 months of life, however this is our first in the gaming music world and that makes Simon a happy bunny. Winifred Phillips (from God of War fame) has been beavering away composing the SimAnimals soundtrack, which will be released on 19/01/09! Anyway enough of the psychobabble – onwards with the review!

SimAnimals opens with the quirky but magical “Sim Animal Theme” which wouldn’t sound out of place in a regular Sims trailer or opening cinematic. It has a cute charm to it with its clumsy marimba’s, perky flutes and beautifully rich string ensemble. This sound is followed up by the more tense “Trailheads” which has an usual overall sound because the piano and strings sound quite agitated while the woodwind is chirpy and crisp and there’s bird song happily calling you in the background. “Free Play” is an aural delight with little Celtic flourishes garnishing angelic string plucks and percussive tunes.

The soundtrack takes a more darker sound with brass and rumbling percussion coming to the forefront in “World in Need” before turning to sneak/comedic values for “Dry Gulch” which is a fun track that never stays still. “Grassy Glen” is a more regal track with plenty of ambience added to its lush orchestral soundscapes. It’s now you know you’re in very safe hands.

“Castle Ridge” is a downbeat Celtic piece that blossoms out into an intricate call and response piece between various instruments. It works beautifully with its playful wooden block percussion. The whole soundtrack really comes across like Yasunori Mitsuda’s “Hako No Niwa (Box Garden)” in terms of its soundscape and production. Everything is close to the ear. If you take that sound and infuse a small pinch of Kumi Tanioka’s Final Fantasy Crystal Chronicle’s styled songs then you arrive somewhere close to Sim Animals.

“Friendship” is a warm hearted piece with great use of pizzicato strings and tuned percussion which dances playfully through your speakers. “Hard Times” has some nice crow samples and discordant brass to get you going before surprisingly an electric guitar comes in to back up an excellent wind solo. Juxtaposed with “Happy Place”, the two couldn’t be further apart with their emotion, the latter being a riot.

“Orchard Playground” is a playful track that skips on through like a breath of fresh air as even though its a busy track, it never feels like it. “Danger Woods” however is full of brooding tension and is the soundtracks darkest piece. “Foggy Wallow” has running water throughout this dramatic string and wind section which is a nice effect as it sounds quite authentic. “Absolutely Positive” sounds very Final Fantasy Crystal Chronicles with its percussive edge all the way through which is no bad thing at all.

“Woodlands” starts off the final run with bouncing song with an unusual time sequence to its bass drum which sets it apart from the rest as it has an understated drama to it. “Perfect World” is soaring track that utilises choral keys very well and gives it an ethereal quality. “Misty Bog” is possibly the most jazziest song on the album if you could call it that due to the brass and finger bells involved.

“Quality Time” is the longest piece on the soundtrack and it deserves to be as it carefully winds its way through a cute melody. “Forest Song” then closes the soundtrack to the most upbeat track. Paced by an acoustic guitar and drums it flies and soars with its orchestra which flows over the top of a happy folksy song to give you an uplifting tune that has Celtic twangs to it.

Winifred Phillips has created a soundtrack that keeps the essence of Sims music intact with its magical melodrama and lush production but she’s also moved it into a world that gives it maturity and a more polished feel. The whole soundtrack gives a certain warmth that I can only relate to with Mitsuda’s “Hako No Niwa” but if your a Sims, Mitsuda, Celtic or orchestrated music, you’ll feel right at home here. The first must have of 2009 for VGM fans is here.

We will be hoping to bring an interview with Winifred Phillips soon.