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Features

Riffing on Tolkien: The Conceptualization, Production, and Dissemination
of Music in The Lord of the Rings
The
Orchestra
These
recordings would be used in current and future games, so I isolated
and recorded the orchestra one section at a time - strings, brass,
and then woodwinds. This approach yielded undiluted sectional "stems"
which would work flexibly in any number of future arrangements,
offering each game a chance to use the high-quality live recordings
we made within the context of infinitely varied compositions. It
maximized quality and flexibility in one fell swoop. We started
with the strings.
We didn't exactly get off to a smooth start. Version incompatibility
between my Windows XP drives and the studio's Windows ME drives
made it impossible to transfer my guide tracks. While the studio
scrambled to find a fix, the orchestra grew restless. An outburst
by a prominent member of the orchestra only added to the building
tension. As we waited on the tech team, I watched the dollars slip
into the chasm, and my blood pressure began to rise.
The
control room finally called down with an interim solution. I rose
to the podium and took a moment to gauge the atmosphere of the room.
The players were unfocused, uneasy, and some seemed antagonistic.
I was outwardly calm but totally rattled on the inside. This was
no way to start a session, especially for my Lord of the Rings
score. So I did something I had never done in a session before.
I announced to the orchestra that I was going to pray, and before
they could protest I bowed my head and started talking loud enough
for everyone to hear. I gave thanks for everyone's talents and professionalism,
I gave thanks for the rare privilege we had of making music for
a living, and I asked for help in capturing a performance that would
live up to the lofty standard of the literature. I said, "Amen,"
picked up my baton, and started describing the story behind the
first piece. Interestingly, those sessions gave us some of the best
tracks I've ever recorded.
The
Choir
In
contrast to the orchestra, which benefited from some "divine
intervention," the choir was a hit right from the start. I
contracted an ensemble of singers, most of whom perform with the
Mormon Tabernacle Choir, and they far surpassed my expectations.
Here are a few moments from our sessions together.
- The
Rise and Fall of Sauron. For Sauron's theme, we took the inscription
from the Ring of Power - "Ash nazg durbatuluk, Ash nazg
gimbatul, Ash nazg thrakatuluk agh burzum, Ishi krimpatuland"
- and set it to music. This is sung twice in Sauron's theme, once
with men only singing in a profoundly low octave, and the second
time with full choir, including sopranos wailing on the top end.
The singers were just way too good at this. I said to them, "What's
your choir director going to say when you tell him you've been
singing the Black Speech of Mordor?"
- The
Song of the Dwarves. When we started this piece, the singing
was exceptional, but the feel of the caverns and the monotonous
labor of the Dwarves was just not coming through. I asked the
men's choir to march in place, and to sway from side to side for
the next take, and their singing was totally altered. It was uncanny.
As Tolkien videographer John Pratt later wrote: "To my amazement,
simply excellent singing was transformed into the grandeur of
generations of tireless hammers echoing into songs of celebration
in the finished halls of Khazad-dûm!" A live producer
needs lots of tricks up his sleeve.
The
Ancient Instruments
Rare,
antique acoustic instruments bring an ancient flavor and feeling
to a game that nothing else in the world can. In truth, the sounds
of these instruments are the only game elements that actually do
come from another place and time. Getting some of these instruments
into our Lord of the Rings recordings was essential.
Ferreting
out ancient instruments in the 21st century is an adventure game
all by itself. You can wander unsuccessfully for days and still
come up empty-handed. I was lucky to find Gael Schults, an ancient
Celtic music enthusiast who knew just about everyone in the world
of archaic instruments. She provided two of the instruments herself
and put me in touch with several other great players. Some of the
specialty instruments we used in recording our themes and songs
included the hurdy-gurdy, viola di gamba, psaltry, penny whistle,
recorder, mandolin, rebec, dulcimer, and even an arch lute (also
know as a theorbo).
Getting
in the Game
With
the recordings completed, it was time to get the music into the
hands of the developers and into our games. This process had great
potential to fall apart, since all the developers had a different
composer signed on for their individual game score. But our music
design was developed for this precise circumstance, and it actually
held up remarkably well through the first round of scoring. Let's
examine some of the specifics.
After
bringing all the music tracks back to my Yosemite studio in five
massive Pro Tools sessions, I started carving out the music cues.
By way of explanation, music cues are game-useful segments of music
that underscore a particular mood or game state, and are ready for
implementation as a digital audio file. Every racial overture was
broken down into five to ten such cues of the full orchestration,
each lasting from 30 seconds to two minutes. I now had close to
35 usable cues from the main themes for all our developers.
Next,
I went to work creating variations on these cues with different
mixes. One section from "The Overture of Men" is instructive.
From the movement entitled "The Life and Love of Men,"
I was also able to derive a brass-only mix, a harp and flute mix,
a strings-only mix, a woodwinds-only mix, and a strings and woodwinds
mix. Each sounds remarkably different and conveys a unique atmosphere.
Thus each is useful for a different scoring purpose. Suddenly the
number of usable music cues was approaching 100.
I
uploaded all of these music cues to VUG's FTP site and made them
available to the developers. I also uploaded the original MIDI files
and sectional stems, and I sent each developer an asset list with
recommendations for using them. A personal visit with each composer
followed, offering further instruction, encouragement, and clarification.
A brief summary of the development of three LOTR scores will
show how it all came together.
War
of the Ring. Composer Lennie Moore and the team at Liquid
Entertainment have taken full advantage of every aspect of our design.
Lennie used the MIDI files as a starting point for 75 to 80 percent
of his compositions. He generally began by quoting one of the themes,
working into a variation of the theme, then going off into a completely
original idea. In producing the score, he made generous use of the
choir stems, especially the phrases sung in Sauron's Black Speech.
Each of the sectional stems has been utilized to add texture and
definition to the score, and even the solo fiddle from "The
Overture of Men" is mixed into one of his pieces. In addition,
extra brass, pipes, voices, and Irish whistle sessions were contracted
to record fresh material and some wild variations on Sauron's theme.
Finally, music cues from the main themes were used under the movies
and underscore some of the key game events and transitions. The
result is an artfully complete score that is perfectly in harmony
with the music style guide, sings the main themes with clarity and
variety, and creates a unique identity for War of the Ring
within the body of Tolkien music.
Treason
of Isengard. This game was cancelled, but that too can be
instructive. Composer Brad Spear and the team at Surreal Software
took a more selective approach with our design. Brad used the MIDI
files generously but was more crafty in his quotes and quicker to
move into variation and onto his own material. The Treason
score did not include any of the stems or music cues. Nevertheless,
it adhered faithfully to the Tolkien Music Style Guide and quoted
from the main themes reasonably enough to establish it as a VUG
Tolkien game score.
Middle-Earth
Online. Instead of relying on MIDI files like the previous
two games, developer Turbine Entertainment and composer Geoff Scott
prefer sprinkling the game world with the ready-made music cues
pulled from the main themes. These fully produced theme segments
are perfect for an MMO, and Middle-Earth Online is taking
full advantage of them. As of this writing, there are at least 90
different cues that have been identified for implementation in the
game. This abundant thematic foundation allows Geoff to concentrate
on creating source music and specialty tunes for the game. In addition,
he has contracted additional recordings on lute, solo woodwinds,
and guitars, quoting some of the main themes by ear and offering
grassroots variations for the score.
An
Epic Journey
Great
literature is a wonderful catalyst for the imagination, and very
few works of literature inspire better than The Lord of the Rings.
With our authoritatively documented Tolkien Music Style Guide, meticulously
produced main themes, and successful franchise music design, each
game score orbits tightly around an authentic Tolkien center, while
offering its own unique adaptation and interpretation of the material.
The result is a desirable union of individuality and continuity.
I
am grateful for the chance given to write music from such a brilliant
font of inspiration. In deference to LOTR fans I have been
as thorough, scholarly, and authoritative as possible in adapting
these works for music, and so have the various composers who have
worked with me. I hope fans will find each game score evocative,
authentic, of award-winning quality, and ultimately irresistible.
In addition to the music cues available at www.gdmag.com,
many of the examples I've discussed, plus video footage from the
recording sessions and interviews with the creative team are available
at www.LOTR.com,
where VUG has built a web hub dedicated to our Lord of the Rings
music.
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