You brought up a lot of good points that I had completely missed (mostly the BioShock stuff)
Have you ever checked out the soundtrack in Turok 2? Right from the get-go the music is great. I don't know if there was any point being made, but for it's time it was one of the best-fitting soundtracks I had heard in a game.
I know I played Turok 2, but i'm pretty sure all I remeber is a lot of fog. So very cold. I'll have to check it out.
The Silent Hill music is also perfect for the game, because you don't really notice it until it's very loud and clanging away. The SH games really just have great sound design throughout. Sometime silence is the best music!
A game I would add is Shadow of the Colossus (is it possible to not bring up this game in any discussion about games as art?). The game made excellent use of music and just look at Memory Card 12 for one of the best examples of it (death of Agro).
I haven't played Shadow of the Colossus m3ds but actually while I was writing this I was thinking, man I bet shadow of the colossus has some epic music in it and teh whole boss battle thing would be perfect for making comments on what is going on with music and help you play the game.
San Andreas is actually a really interesting look at how music plays in a game, since you can a. choose what you are listening too and b. thus make your own message. Mowing down people while listening to smooth jazz must mean something...probably you have bad taste in music, but still.
Music is a trainwreck with videogames compared to the number of titles out there. Even with the ratios of AAAs, to find AAAs with truly superior tunes that match or raise the situation. I cringe at all the opportunities that are missed when the song doesn't match the boss fight, or when a boss theme is all-forgotten.
Adding to your examples, take this stage of a 90s (2D) shoot-em-up called Gekirindan
http://www.youtube.com/watch?v=4JP5s7OQOSk
Now watch the same stage with a completely different soundtrack
http://www.youtube.com/watch?v=SQwSuq-n7G4
Which has more impact?
With rising dev costs, the licensing/IP cash-in focus, and the game part being backseated in many projects out to create "video games", I don't see effort coming anytime soon to rely on developers to enhance or compose memorable tunes for video games at the caliber movies do. Looping songs for scenario is a factor, but doing that isn't as hard as you think, as long as the new cue strikes just as the changing event occurs...which often is overlooked altogether when it's definitely not in movies. An acceptable compromise would be to mandate the potential for custom soundtracks with options for specifically assigning songs to cues. This would be adding specific songs to an exact game event as simple as a boss fight. The first playthrough may still seem drab, but the user can generate replay by uploading songs to the hd, save a playlist of cues-to-songs, and compose a new atmospheric playthrough as the user sees fit.
Custom Soundtracks should be as standard of an option as widescreen, 480p/720p, and (Dolby) Surround.
Actually, if developers actually did give a crap, shoot-em-ups would have had the music overhauled ages ago. The stage lengths and scrolling are fixed and the bosses when done correctly are designed to time-out, eliminating the sound-looping problem almost entirely.
Sorry...nobody talks about music and presentation outside of shiny things.....a shout was..er...manditory -_-;;
Remember in San Andreas when you got out of a car CJ would sing a line from a song from the radio station you were listening to.
That was cool
@Justice
That was awesome.
Playing Bioshock, I caught onto some of those clever uses of the music, but the biggest shame is that many gamers will take it for granted, accepting it as part of the game atmosphere but not as music itself, to be appreciated for what it is. Many want popular shit, which I feel is the wrong attitude to have (but may sometimes validly suit a game). To understand where we are its important to listen to the past of music.
I must say I do like a lot of game music, having purchased my favourite albums. Game music has come a long way since looped 8-16 bit tracks. I feel its my duty to sometimes listen to the time that has gone into a FF soundtrack, and in truth I have a higher apprexiation for music as a result. Certain tracks stir your soul while others calm it.
I like anything from the techy base beats of 3rd Strike, to the orchestral sounds of Castlevania or FF, to bizarre stuff from Katamari, Ouendan, DDR or Lumines. I've developed a penchant for EA's Burnout and Fifa international soundtracks, which while its lazy licensed fare, does make those games enjoyable. I still prefer music written for my games though.
Games are still a young medium. While your film comparisons are valid, many don't look that deep into even films (Indeed a shame too) to understand what's going on with sound and music. Sure, its a shame, but that's the reality of a primarily visual medium. Same goes for games in a way too.

Insofar as music/audio in games, you can't get much better than FEAR. Yeah, it's repetitive, but you still jump halfway to the ceiling 50% into the game cause that music is such a terrific mood setter.
Now I didn't know I was doing it when I did it, but I played FEAR at 2am, but I didn't wanna wake up my brother, so I axed the volume. It ceased being a terror-fest and became a good core-FPS, but that's it. I ran through the poorly lit hallways, shot the bad guys and sat like a good little hallucinator whenever Alma tried to scare me.
However, the next day I went over to my mate's house and played through the same sequence @ 1am with the volume at full blast and we nearly wet ourselves.
The drastic difference between the two really illustrated for me the importance of music and audio in a game.
...well, Single player campaign at least, if you care to check out my Warhawk review you'll see how much I care about audio in a multiplayer setting
I personally believe that any game sound should serve an interactive purpose, then once that is established you can build on that and go for it. For example, the 1977 Star Wars used sound as an iconic description of that world, every sound effect creates an instant emotional response and recognition from the viewer. Young George Lucas and a bunch of bearded BBC experimentalists created a sounscape which didn't rely on conventional narrative - the spoken word in Star Wars is not really needed - I think videogames have to take a similar approach.
They have to think about how to use sound in a way which will compliment the unique interactive narrative of games. A film quality score pumping in the background, as demonstrated by Lair, seems out of place and makes games look like a weak film wannabe.
With games I would take the less is ore approach and then slowly make progress, rather than chucking in a film score which has no connection with the on-screen action.
Anyone remember Blue Stinger on the Dreamcast? That game had the most ridiculous score, it was hilarious, you ran around doing nothing that exciting, whilst in the background a dramatic, epic film score was shreiking away, it was like Police Squad.
Take that music box tune in Zelda which is played when the player discovers something or solves a puzzle, that sound always coincides with where you are pschologically as a gamer, it's as if the sound is in your head and not the game, it's worth pointing out that the chime isn't triggered instantly, but it allows a second or so to pass, so that your thought process and the music box sound are in sync. This is the type of approach I would like to see developed in videogame sound/music.
makes me crave a reese's PB cup.
or maybe that's unrelated.
dunno, but an excellent post all around.
http://www.youtube.com/watch?v=WkBNKa2KXZE
Beautiful song... and it lulls you into the game before those classic lines of "War. War never changes." and we get the cold hard reality of the game. Good jump I'd say.
Music in games has always been made up of original compositions, and while there is a lot of great stuff out there, I personally would never listen to outside of the context of a game. The exceptions to this rule are the Katamari soundtracks, the only game OSTs in my iTunes. Even the really acclaimed game music (Final Fantasy etc) pales in comparison to a good film soundtrack, simply because games still do not have the reputation as an art form necessary to attract the talent that a movie studio can, and it is my opinion that this recognition will not be coming for a while yet. So is there anything to be done which can rescue game music.
Suprisingly enough, the answer lies in licensed sports games. Sports games have for many years used soundtracks made up of licensed songs from popular bands. If game developers could pull off a soundtrack made up of good pop music in a game in another genre, it would be brilliant. Think of The Graduate. Mike Nichols' seminal sixties film forever changed the relationship between the cinema and music when it employed Simon and Garfunkel's haunting "The Sound of Silence" to rending emotional and dramatic effect. Now imagine if say, Fallout 3, were to employ a soundtrack made up entirely of early jazz, Django Reinhardt and Fats Waller. Or if No More Heroes was to adopt tunes from 80's new wave bands like XTC and Roxy Music or even David Bowie to back it's retro-futurist sword swinging. Wouldn't that be, at the very least, incredibly interesting?
The final level of Rez is epic (Fear is an excellent track) and the final boss music is a good example of the kind of switching things up that you're talking about.
@Nicurfe
I totally agree with you about the liscenced material and like I said we as people attach emotions to songs that we know (its one of the things that made moulin rouge so popular). I tried to point this out but didn't go to in depth into it. The sports game is a great example though of how this works...imagine though if a sort of movie-esque sports game came out (think Rudy: The Game) and a liscned song started playing at key moments, that would be awesome, or even in Madden if it was a crucial fourth down and some song kicked in and pumped you up. I'm going totally off point here, but good comment.
Everyone else, awesome comments too and thanks for reading!
Also having re-read my own work I want to apologize for the flagrant typos and missing words. Once again I learn that spell check does not catch everything and I should proof with a bit more attention.
What's more astounding is the fact that all the feedback you have got consist of great mature opinions on the subject.
Even regular Destructoid's crew have a hard time getting this level of quality, on-topic, feedback.
So congratulations my friend for a great piece.
And now, lets get back on topic (my little words of praise turned into ass kissing, but this article and the discussion it spawned deserve it)
While I see your point in that using music that at first seems like out of place but in time you get a stronger feeling from the contrast , I think that not every game has to aspire for such complex emotions, such as platformers like Mario Bros. or Yoshi's Island, the later being an example of a game where I wouldn't change a thing, the superb music reflects, perfectly and delectably, the feeling of each stage or the boss fights.
I think your approach applies more to video games that try be like film in which case I agree completely that you have to strive for a more risky, daring approach to soundtrack, but I fail to imagine the same being applied to any type of game.
and to NicUrfe : In my opinion some games would get an excellent effect using licensed music, but it has to be done in great taste, because Id' hate to hear undeserving, trendy music in a game, because it would greatly impair its ability to stand the test of time.
I am glad I ran into this article, its been a marvelous read.
Godot's theme takes on a different meaning once you get to a certain, tragic point in the game. The music doesn't change, but you realize that the smooth, cool jazz-y soundtrack he has going has a sad undertone that's been there all along without you noticing, because of his behavior.
Music is an integral part of game play for me. I've been playing Metroid Prime and the music fits very well. After beating certain sections the pieces change to become more lighthearted instead of dreary.
BioShock is an excellent example of how musical pieces can totally make a game. The Cohen-Splicer fight with the classical piece was hilarious. It had be cracking up and appreciating the oxymoronicness of it all. I half wished there were more classic clips on the jukeboxes you could mess with. I kept wanting to hear How Much Is That Doggy In The Window. I like the score and songs so much I put together my own Complete OST with all the songs used.
Halo 2 doesn't make leaps or bounds really but the opening theme is definitely haunting. I'm excited to see what Halo 3 will hold in terms of music.
Another few that come to mind....Shadow of the Colossus. The music in that game was huge for me. It had to be since you feel so alone most fo the time and there's silence. When you hit a Colossus battle just the sheer contrast of difference makes a statement. Half Life and Half Life 2...I don't have many soundtracks on my iPod to take with me but I've got both of those. The musical cues were always right on par instead of you finishing the fight WAY before the music is over lol.
And of course Katamari Damacy and Beautiful Katamari would not be the games they are without that crazy funky soundtrack. Even Wario Ware Smooth Moves uses kooky music to their advantage. The orchestrations of Final Fantasy are always moving ensembles as well. The soundtracks in a Grand Theft Auto game really make or break it. I loved Vice City so much. Vice City Stories....awesome. GTA III could have been better if there was a better soundtrack at the time. GTA San Andreas didn't meet its potential either although there were some good tunes in there. Couldn't beat that 80s nostalgia though. Driving around to The Warrior is something else.
While music isn't making leaps or strides, its impact on the gaming world in undeniable. Music is more important than ever in video games and companies budget more for that aspect as well. We're past 8-bit and a simple MIDI keyboard won't cut it anymore.
Earthbound.
Go play it, you'll see. That is all.
I'm a sucker for this:
http://www.youtube.com/watch?v=ABa2fAo1fsA/
It's also nice they included the soundtrack with the game. Why doesn't every gameproducer do that?

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