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Music in games: Where we are now photo

[Hey all. Hope you're doing well. We've got a piece here from Cowzilla. It's a relatively lengthy, but give it a read. He's got some great points about how there's a lack of innovation in music. Sure, we've got some great luminaries, but there's also a ton of stuff that needs to be worked on. Be forewarned, the BioShock section has some spoilers. Enjoy! -- DMV]

Music in video games has come a long way from its early days of beeps, boops and other tiny file sounds. Well it has come a long way in sound quality, but not really anywhere else. Unlike many other aspects of gaming that are evolving and challenging how we play games like game controls, graphic design, actual plots and character development, music seems to be staying pretty stagnant as a whole. I’m not saying the quality of the compositions and the level of expertise of composers isn’t getting better (though most beloved themes are still 8-bit, but that is another discussion), it is the way that music is used in games that hasn’t changed.

Music in any medium is meant to evoke stronger emotions out of the listener. Simply playing a song can do this so applying a score or song over a movie or game in effect defines how the scene should feel. Scary movies are a great example of this, tense music makes what would normally be a person walking around into a scary scene, usually the tense music leads to a fake scare but it wasn’t the scene that got you it was the music ramping you up. Gaming music does this too, as you play tension is built via stronger themes, spooky music or the grandiose sounds of a boss battle.

The problem with gaming music is that it is stuck in generic mode. Gaming music doesn’t challenge the norms or the player it sits comfortably in the norms of musical scores and plays exactly how you should expect. Think of the last five boss battles you have fought. How many had ramped up drum beats and a quickly paced score? I’m going to say all five. So what is the problem with this, you ask? Songs like that get your blood pumping, inform you that this bad guy is the real deal and make any moment more tense much like they do in film and a movie. There really isn’t any problem per se with this but, unlike music in film, gaming music never really attempts to do anything more than fit into the scene. Check out these boss battles from Final Fantasy. Not much of a change in musical style, even though the gameplay, graphics and control have come so far.

Now the golden rule of almost any composer for a score is that the music should not overwhelm the scene. In fact I’ve talked with composers who have said if someone comments on their score they feel a little disappointed because it is supposed to blend into the background. But this is not always the case; sometimes music can make a comment on a scene. It can be a funny comment, a juxtaposition of ideas or simply a way to draw attention to a certain point. Martin Scorsese is known for his juxtaposition of sound and film, placing songs into scenes that don’t seem to fit but via this contradiction he makes the scene more powerful and influential to the viewer. It forces the movie watcher to think about the scene instead of just go along with the idea and emotions the film maker is presenting.

I couldn’t find the clip but here is the song.

A great example of this is Scorsese’s use of “I’m Shipping Up to Boston” in The Departed. The scene it plays over would normally call for a more tense score as DiCaprio is both scared and confused about what will happen next but instead of that Scorsese chooses to blare a yelling song over the scene, instantly confusing and scaring the audience and forcing them to almost feel the discomfort of DiCaprio. It works wonders even if it is incredibly jarring to what is expected.

The most well known form of this juxtaposition, and so overused it’s hardly a contradiction anymore, is classical slow music over a violent fight. Before this was the go to thing for an action movie to do the idea behind this was that there was a sort of beauty and sadness to the ugliness of violence and action and by applying a deep, enveloping, and beautiful score to a scene that would otherwise be dirty and violent you show off the emotions behind flaming guns. Without dialogue a contradictory feeling comes from the music, a statement that wouldn’t have been there.

Check this John Woo gunfight from Just Heroes -- the music is slow and sad commenting more on the effects of the violence and the slow motion movement more than pumping you up for the action. Not his best action sequence or score but it makes the point.

Another easily recognizable form of making a comment via music is when a comedic film will play a score or soundtrack up to get a laugh. Say an overly sappy love song is applied to a montage where two male friends have just had a fight and are now wondering around alone, an otherwise serious scene pulls laughs because of the music in it.

How does this all apply to gaming? When was the last time you laughed at something because of music in a game? When was the last time a score or song challenged what you thought about a game? Other than the now cliché slow music over fast action, gaming doesn’t seem to want to push many boundaries as far as scoring and music go. There, as I see it a few reasons for this.

The first being that gaming is an interactive medium and thus scores have to be able to play for as long as it takes for a person to get through a level or world or battle, thus music must be able to play in a loop and musical cues are incredibly hard to apply because a gamer might come at something from a different angle where the music cue totally misses the action cue. Halo and Halo 2 had this problem, where you might get a bitchin’ guitar lick to cue a battle but because of how you played into the level the battle isn’t anywhere near you, destroying the effect. Still even in games like RPGs where musical cues can be set up far more easily they don’t seem to do it. What if you hit a random battle with a massive monster but comical music started playing? You wouldn’t know how to approach him, would it be over quickly, is it just a joke; is he about to destroy you despite the song? All these questions rose simply from a song.

The other problem is that gaming music is usually a score. We often connect emotional feelings to songs we know well and lyrics can add an even greater level of commentary to what is going on in a game. Licensed music is expensive though and fails completely at being able to be looped well. It would be sweet though if games used more of it simply to create ideas and gameplay. I song with lyrics could even give you a hint as to what you are supposed to do or how to play a game.

The final reason is that there is no real push for more dynamic music in games. Gamers shout about story and gameplay and graphics all of which are advancing quite well but the use of music is getting left in the dust. We as a community defend out pastime as art vehemently but don’t push when that art doesn’t seem to challenge anything. Of course many games are multimillion dollar deals and much like film you don’t want to take to many risks with money like that, so a score that you know will work is much better than one that is challenging or thought provoking.

 

These are all problems and most are not insurmountable, there just has to be a drive to get to them. Some games have event tried and some have actually done well. The two mainstream games that pop immediately to mind as working to use music in interesting ways are Halo 2 and BioShock. One, the former, doesn’t do as well as it should and the other, the latter, is what inspired this rant with its impressive use of music to create not only atmosphere but commentary on the game.

First let’s look at Halo 2. The game wants to have a momentous score a la John Williams with much of the cliché sweeping music playing of classic massive battles. The aforementioned guitar riffs are another example of how the developers placed an emphasis on the music to send a point. Guitar kicks in, battle about to take place. The first problem is that with the games massive open worlds during many parts musical cues don’t work that well. The second is that their music doesn’t do anything special. At one point a song comes on in a temple that seems light hearted almost but doesn’t work with anything going on. It seems like an attempt at setting the mood during gameplay that got away from them. You can’t just put a score somewhere and have it work; level and score need to work together. Still the scale of the score fits well with the game and much of it works incredibly well it just doesn’t push any boundaries. As is the general complaint with Halo is technically fantastic but artistically and creatively not pushing any boundaries.

Now for BioShock. From the very first, as “Somewhere Beyond the Sea” was playing after a plane crash, you could tell the designers were doing something different. With that simple tune they simultaneously launched you back in time, made a joke about your predicament and contradicts the feeling of solidarity by presenting a song that is socially popular. Incredible. The game doesn’t stop there. After you beat the first “boss,” that doctor whose name I forget, you leave the room and a sorrowful version of “It Had to Be You” starts playing as you walk away from the battlefield. Not only is it a depressing thought, an ironic comment since this is a love song and you’ve just slaughtered someone, but in a stroke of genius beyond anything I could have imagined, it is actually foreshadows the ending. That’s right -- a game with foreshadowing via music. It quite literally had to be you. Finally, and I’m sure there is more, when you arrive to the place where the little sisters are playing, “God Bless the Child (Who Has It’s Own)” is playing. The song is a classic about children who can support themselves and the lyrics are there this time. It instantly adds another level to the scene as you are forced to consider the parents of these children and how they’ve been living on their own, plus question your newly discovered paternal lineage and whether or not you can make it on your own.

All this through music. BioShock also succeeds incredibly well in its score, especially since musical cues are far easier to execute in enclosed areas with doors opening. Still at certain parts where scary music played, I was completely swept into the atmosphere of it all and ready to jump out of my skin much like with the scary movies I discussed before. This isn’t new in video games but BioShock did it really well. This is another reason the end disappointed me so much. In a game that launched storyline, player interactivity and music years ahead the final boss is still a massive monster with a pounding score behind him followed by a ten second “oh shit we have to wrap this up” conclusion.

It is pretty obvious that not all games should adhere to this. Halo in fact probably doesn’t want to make comments like this, it wants to get you riled up and make scenes feel all the more epic so juxtaposition of music and gameplay isn’t really a necessity for the game and a John Williams-esque score works perfectly well, but as games like BioShock, with more in depth plots and fantastic atmosphere comes out music in games is going to have to catch up and start making a point of being more artistic and not simply there to be there.

I want to make clear that I am not complaining about the state of gaming music. The main theme for Brawl makes me wet my pants every time I hear it and there is some amazing stuff going on in the world, I’m just saying that games can do so much more with music and become even better. Thanks for making it to the end, if you actually read it all what do you think? Any games that actually use their music to make a point or a comment on what is happening in the game?


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46 comments | showing # 1 to 46

JACK of No Trades's Avatar
JACK of No Trades at 09/12/2007 14:08
Cowzilla3's Avatar
Cowzilla3 at 09/12/2007 14:10
Ok not sure what that is.
JACK of No Trades's Avatar
JACK of No Trades at 09/12/2007 14:11
Nice post btw.
Zac Bentz's Avatar
Zac Bentz at 09/12/2007 14:12
Two words.

Silent Hill.

Two more.

Katamari Damacy.
Cowzilla3's Avatar
Cowzilla3 at 09/12/2007 14:14
I agree with Katmari Damacy having an amazing score but it doesn't use music as a commentary on what is happening, nor should it, which is what I was talking about. Silent Hill is amazing for scares like that and does it very well, good call.
BahamutZero's Avatar
BahamutZero at 09/12/2007 14:14
daxter on the psp has some excellent, atmospheric, orchestral music. I was shocked. PSP games tend to have great music and quality. if there's one thing sony can do it's a music player
dgenerate's Avatar
dgenerate at 09/12/2007 14:22
This was a great read!

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.
Cowzilla3's Avatar
Cowzilla3 at 09/12/2007 14:25
Thanks Dgenerate.
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.
Zac Bentz's Avatar
Zac Bentz at 09/12/2007 14:41
Both Katmari and Silent hill use music in very different ways, but I think they are both equally important. Katamari is the best music-as-music soundtrack ever. It's just perfect for the game, bright and fun. Just like each level is, well, just a new level, each song is just another song.

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!
m3ds's Avatar
m3ds at 09/12/2007 14:42
Really good read. Music is one of the things I rarely think about in games and I forget how much of an impact it can have in games.

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).
Mxyzptlk's Avatar
Mxyzptlk at 09/12/2007 14:42
Nice read! I'd like to see developers make clever use of their soundtracks. I enjoed how the DJs in San Andreas would change their banter as you progressed through the game. Obviously not the same thing, but it came to mind. Fallout 3 is supposed to be including several period tracks, hope they can do something similar to Bioshock and make their use part of the story rather than background noise.
Cowzilla3's Avatar
Cowzilla3 at 09/12/2007 14:47
I completely agree Bentz, silent hills music was amazing and one of the reason it is a classic of survival horror.

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.
DJ Incompetent's Avatar
DJ Incompetent at 09/12/2007 14:53
I feel the article.
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 -_-;;
Justice's Avatar
Justice at 09/12/2007 14:54
Super princess peach!

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
Cowzilla3's Avatar
Cowzilla3 at 09/12/2007 14:59
Awesome DJ, great points about the shoot em up. Glad this generated some discussion its someting I've always been really interested in too.

@Justice
That was awesome.
Eschatos's Avatar
Eschatos at 09/12/2007 17:29
Gaming music doesn't matter that much to me, I'm happy if some big ominous music crops up before a boss fight, and other stuff like that. My favorite music in game is Half Life 2, right as a fast paced scene cuts in, some fast techno starts, but it fits really well with anything, even adds to the immersion. Sure, juxtaposition of gameplay and sound is nice, but I'm fine with the current situation.
Cowboy TTop's Avatar
Cowboy TTop at 09/12/2007 22:58
Good thought provoking post, my favourite kind. I think it not just music that need to be better but overall sound design. When both work well with game, special games like Bioshock emerge.

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.
DynamicSheep's Avatar
DynamicSheep at 09/12/2007 23:10
Great write up, excellent points. This is what a C-Blog should be. You had a realization about something game related, so you put together all of your thoughts, used specific examples, and did it all in an engaging manner. I present you with a gold star for excellence in C-Blogging.
Cowboy TTop's Avatar
Cowboy TTop at 09/13/2007 06:05
I wish I'd get one of them. Never mind.

Well deserved and no mistake, congrats zilla.
dubbya's Avatar
dubbya at 09/15/2007 21:36
You really don't notice the major, MAJOR significance of the right type of music in any particular game/game setting until you turn off the volume or you come across a game with REALLY god awful music.

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
DynamicSheep's Avatar
DynamicSheep at 09/15/2007 21:44
WTG cow! Too bad Jack's comment is in there mucking shit up...
zardoz's Avatar
zardoz at 09/15/2007 21:55
Nice article. I think that because games are relatively young compared to other more established digital media, they use music in the same way as other mediums, rather than work out the best way to incorporate music in a way which suits games.

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.
ShawnKelfonne's Avatar
ShawnKelfonne at 09/15/2007 22:08
Very nice read here, I agree with pretty much everything here. I'd also like to point out that the fight in Fort Frolic with the Blue Danube playing in the background was really more than just the classical music over an action packed fight, since it really did help to establish your latest foe as a complete psychopath.
Bricfa's Avatar
Bricfa at 09/15/2007 22:08
excellent post.

makes me crave a reese's PB cup.

or maybe that's unrelated.

dunno, but an excellent post all around.
lucashoal's Avatar
lucashoal at 09/15/2007 22:50
The only game I can really think of with perfect music was the intro to Fallout
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.
NicUrfe's Avatar
NicUrfe at 09/15/2007 23:10
Great article albeit one which missed a major point.
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?

RskimB's Avatar
RskimB at 09/15/2007 23:26
Gotta agree with most things you said, good job on the article.
Tristero's Avatar
Tristero at 09/16/2007 01:19
Yes! Front post for Cowzilla! Great article, man.
wesman's Avatar
wesman at 09/16/2007 02:07
Chrono trigger had a music joke near the end, it always made me laugh.
Lowtax's Avatar
Lowtax at 09/16/2007 02:11



It sees all. It holds the secrets of the Universe. And a 8-bit DJ mode :x
A New Challenger's Avatar
A New Challenger at 09/16/2007 02:33
Rez, man. No one has mentioned Rez. One of the things I really appreciated about that game was how the player had enough control to make it a game (and one you could definitely improve upon) but the way things worked was tweaked just a little from most other games in order for the game to have more control to sync things up with the music: the fact that you never shoot instantly, you lock on, and your locked on shots fire sequentially with a rhythm, and the transitions between level sections where the cube won't activate until the music loops to the appropriate point are the two key ways.

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.
Fading Star's Avatar
Fading Star at 09/16/2007 05:53
Excellent work, Cowzilla. I like game music. Final Fantasy seems to always have this epic scores and I enjoy listening to them because they work very well with the games. The Halo games have some nice music, but I agree with you. It doesn't seem to fit with what is going on. Katmmari, Battletoads, Megaman, SOTC.
Cowzilla3's Avatar
Cowzilla3 at 09/16/2007 09:56
Wow, thanks everyone I wake up with a headache and that nasty taste you get from drinking to much in my mouth and get rewarded with some front page love! Best day ever = yes.

@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!
pancakes mcgee's Avatar
pancakes mcgee at 09/16/2007 11:09
You make a lot of great points, but I feel you're leaving the entire genre of games that are based on music. Things like guitar hero. Not only is it a game based soley on music, without much care to graphics really, but it brought about an entire new type of controller, the guitar. And now there's rock band. I think that shows how music can play a whole new role in games....the fact that music now is a game, and will hopefully inspire a lot of kids to pick up an actual instrument and REALLY learn to play. I think that's a huge step for music and gaming.
pancakes mcgee's Avatar
pancakes mcgee at 09/16/2007 11:09
You make a lot of great points, but I feel you're leaving the entire genre of games that are based on music. Things like guitar hero. Not only is it a game based soley on music, without much care to graphics really, but it brought about an entire new type of controller, the guitar. And now there's rock band. I think that shows how music can play a whole new role in games....the fact that music now is a game, and will hopefully inspire a lot of kids to pick up an actual instrument and REALLY learn to play. I think that's a huge step for music and gaming.
Cowzilla3's Avatar
Cowzilla3 at 09/16/2007 11:21
I agree completely with you pancakes mcgee (awesome nick) and I contemplated putting something in about those style of games but as you saw the article was already getting really long. I wanted to discuss music as a narrative force more than as a subject of a game like it is in guitar hero and other rythm games so that is why I didn't really bring them up. But they are doing amazing things with music in ways that many years ago I would have never imagined in video games.

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.
ShinSennju's Avatar
ShinSennju at 09/16/2007 11:24
GREAT Article man, very rarely I encounter an article that provokes so much intelligent, articulate discussion. I mostly visit this site for the lulz, but its really an exquisite surprise when I find a piece like this.

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.
twentythoughts's Avatar
twentythoughts at 09/16/2007 11:34
The most recent example of good use of music I can think of, is Phoenix Wright 3. Despite not seeming to have changed the music from the GBA version (which means NES sounds in certain places), it has generally good music, with each character having their own theme.

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.
PetiePal's Avatar
PetiePal at 09/16/2007 11:52
Awesome post.

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.
Cowzilla3's Avatar
Cowzilla3 at 09/16/2007 11:57
Shin I completely agree with you that it doesn't belong in all games, there is a time and place for this, but even when the time and place arises games are avoiding using it which they shouldn't. I think as games evolve and directors become more influential it will naturally progress towards a more artisic and compelling music scene within video games...I just want it now.
PetiePal's Avatar
PetiePal at 09/16/2007 12:02
Just one more thing to add....when a game like GTA Vice City or Vice City stories actually has the power to make me stay in the car and finish listening to the song before completing a mission, that spoke of good composition and use to me :)
Wedge's Avatar
Wedge at 09/16/2007 13:10
There is one game nobody has mentioned, that is quite old and has a phenomenally engrossing and unique soundtrack.

Earthbound.

Go play it, you'll see. That is all.
pancakes mcgee's Avatar
pancakes mcgee at 09/16/2007 15:27
You make a lot of great points, but I feel you're leaving the entire genre of games that are based on music. Things like guitar hero. Not only is it a game based soley on music, without much care to graphics really, but it brought about an entire new type of controller, the guitar. And now there's rock band. I think that shows how music can play a whole new role in games....the fact that music now is a game, and will hopefully inspire a lot of kids to pick up an actual instrument and REALLY learn to play. I think that's a huge step for music and gaming.
mooserson's Avatar
mooserson at 09/16/2007 16:05
Now what I hoped for a long time ago and still do is licensed songs in Zelda games, for example when in Twilight Princess link has to carry the Midna thing to the castle and it is raining and stuff if they played "Gimme Shelter" etc... wow that would be neat.
Takeshi's Avatar
Takeshi at 09/16/2007 17:23
SW33T! I love a good soundtrack.
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?
entropyman's Avatar
entropyman at 09/17/2007 08:39
you have to admit though, sometimes "in your face music" really makes the game- look at sega titles like jet grind radio/jet set future, crazy taxi and the sonic games (esp.sonic adv. 2), I do like atmospheric music, but it seems to have it's place more in rpg's than in other places.
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