Last Ninja 2
https://www.youtube.com/watch?v=4NeTZ3AHfpY
Pretty much a prog album in SID form. Note that there are no loops in the video; the soundtrack really is over an hour long.
My man!
Last Ninja 2
https://www.youtube.com/watch?v=4NeTZ3AHfpY
Pretty much a prog album in SID form. Note that there are no loops in the video; the soundtrack really is over an hour long.
The question may seem confusing, so I'll explain it. As one knows, the elements of a musical composition, such as rhythm, timbre, scales used, musical form, chord progression, time signature, etc. can be incredibly complex, novel, esoteric, and full of depth. I'm wondering what video game soundtracks are most impressive under this sort of criteria.
Just to be clear, I'm not thinking about how much nostalgia the soundtrack has, the emotions I get out of the music, or how much personal enjoyment I get out of the soundtrack, but the most impressive soundtracks that could be used to show off how sophisticated gaming music can be.
Which soundtracks do you think are the most impressive, Gaf?
Liking the end result or not is another thing entirely, but the craftsmanship on display is always way up there.
The Witcher 3 present us with a fusion of styles not seen in any medium. It has it all.
Man...never heard of this.
You have now entered THE FOLLIN ZONE
Tim Follin - Gauntlet III, Title Music (C64)
Tim Follin - Gauntlet III (Amiga)
Tim Follin - Ghouls 'N Ghosts (C64)
Tim Follin - Ghouls 'N Ghosts (Amiga)
Tim Follin - Silver Surfer (NES)
Tim Follin - Pictionary (NES)
Tim Follin - Solstice (NES)
Tim Follin - Plok, Beach (SNES)
You have now entered THE FOLLIN ZONE
Tim Follin - Gauntlet III, Title Music (C64)
Tim Follin - Gauntlet III (Amiga)
Tim Follin - Ghouls 'N Ghosts (C64)
Tim Follin - Ghouls 'N Ghosts (Amiga)
Tim Follin - Silver Surfer (NES)
Tim Follin - Pictionary (NES)
Tim Follin - Solstice (NES)
Tim Follin - Plok, Beach (SNES)
Heh, yeah. In terms of pushing hardware synth to the limits, this is up there. Every track is incredibly lengthy and detailed. Kyd pushed the sound chip so far that the game itself ended up with almost no sound effects since all of the channels were dedicated to music.
It's grungy, dirty FM synth at its finest.
This track in particular goes crazy places.
https://www.youtube.com/watch?v=iSuPZWqOGiY&index=6&list=PLC07EBC6571E991CD
To be fair, it's hard for most people to take objective looks at music without much formal training. It's way easier to know what you like, and if lucky, exactly why you like it. Music is definitely not the easiest thing to talk about in concrete terms for most people.
I feel like there are a few different categories you could judge video game music:
a) After the advent of hardware powerful enough to basically go with streamed audio, the sky's the limit in terms of what a composer can do since all the game needs to do is play back a baked track. Therefore, one way we judge the music is the way we'd judge any other non-game medium - by its production values, musical complexity, etc. This is the most in-line with the premise floated by OP. Suggestions in this thread like Masashi Hamauzu, Marty O'Donnell and the Bloodborne crew fall strongly into this category, even if they also function in either or both of the next two:
b) Back during the sequenced or programmed music days, there's a lot of artistry involved in getting the chips to do what you want them to do, and pushing against technical limitations. Saying more with less voices, etc. People like Tim Follin completely dominate this category, and many of the 'greats' have their unsung sidekicks in the form of the people who turned the compositions into something that the hardware could play.
c) What I feel defines 'impressively composed video game soundtrack', on the other hand (and this is completely against the theme of the thread floated in the OP) is how the music works in the context of the game itself. I'm not specifically talking about an interactive/dynamically changing score, although that factors very heavily into this, since it really, really requires understanding the concept of a game, what the game intends to convey to a player, and supporting that with the music. Systems like in GTA5/RDR which may not be super impressive musically, simply works in this context. However, even without dynamically changing works, it takes a mastery of the art to write music that fits into a certain usage within video games, because otherwise you might as well be any other type of linear media composer.
As a specific example, I feel that Masashi Hamauzu encapsulates this concept very well with Blinded By Light. Despite being a fire-and-forget track that the game calls up when a battle starts, the composition itself demonstrates a very deep understanding of the typical use cases for combat in a JRPG. It starts off low-key, presents its first main motif over a minute or so, and then breaks out into a more upbeat second half. The typical use-case of a JRPG (or FFXIII specifically) is such, that if a specific combat encounter lasts more than a minute, then it's generally a more interesting battle, and typically if you've survived to that point, you're at least well on your way to victory. And specifically with FFXIII it often coincides with staggering a larger/more difficult enemy, when you're starting to unload the hurt.
Other concepts that require a good understanding of the video game medium include knowing when to pull back melodies and take a backseat in dialogue-heavy portions of games, knowing when music SHOULD be the focus, and understanding how the game will transition from one track to another. These are all concepts that linear media composers need to worry about to a much, MUCH lesser extent, since when everything happens generally would be already known in advance and not up to the whims of any specific player and how they partake of the game.
Visual novels and other games highly dependant on dialogue boxes and obfuscations for narration, for example, also have a much higher focus on music, as it's part of what tells the story and not an information overload of AWESOME MUSIC x AWESOME VISUALS. Properly written music for the storytelling portions of this subgenre of the medium also generally has its motifs right up at the start, rather than coming in later, since they tend to swap back and forth between tracks rather quickly to convey changes in mood, emotion, helping a gag along, etc.
Chrono Cross.
This.
OP, check out this 1 hour long panel from GDC '16 detailing the process of making Bloodborne's score. Very informative.
https://www.youtube.com/watch?v=5yncMReF8QA
I think almost all of the works by Masashi Hamauzu fall into this category. It says a lot that his music is academic enough that I was able to be approved to present his works as part of my master's thesis presentation years ago.
It's just excellent stuff all around, and if you check out his piano works (these scores have been published), the amount of nuance and technique on display is just nuts. In particular his focus on formal structure, motivic manipulation, chamber-style orchestration (Who the hell else do you know that can make a chamber ensemble of piano/bass/recorder/wood block/triangle be so amazing?), extended-tertian harmonies, and small-form works as areas he excels in are leaps and bounds above literally anyone one else in the industry today. Dude is on a completely different level.
Liking the end result or not is another thing entirely, but the craftsmanship on display is always way up there.
HOW DO YOU WRITE SUCH GOOD POSTS?