GAME JOBS
Contents
Staying In Tune: Richard Jacques On Game Music's Past, Present, And Future
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Sledgehammer Games / Activision
Level Designer (Temporary)
 
High Moon / Activision
Senior Environment Artist
 
LeapFrog
Associate Producer
 
EA - Austin
Producer
 
Zindagi Games
Senior/Lead Online Multiplayer
 
Off Base Productions
Senior Front End Software Engineer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [1]
 
Cracking the Touchscreen Code [3]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  Staying In Tune: Richard Jacques On Game Music's Past, Present, And Future
by Brandon Sheffield [Audio, Interview, Console/PC]
2 comments Share on Twitter Share on Facebook RSS
 
 
June 16, 2008 Article Start Previous Page 2 of 10 Next
 

I can remember the theme songs of those older games, and part of it is, as you said, probably because I had to play through the levels so many times.

RJ: Yeah, the exposure...



But still, it's somewhat disturbing to me that I can't call to mind the music of recent games, a lot of them. Exceptions are like Halo, but that's partially because you have to wait on that loading screen for such a long time.

RJ: Sure. And that has a big, recognizable theme in it, and it was probably deliberately composed that way, whereas I couldn't sing any music from Gears of War, because it's dark and perfect for the game, in my opinion.

There has to be a conscious choice, I think, a lot of the time, between game designer, lead designer, and composer, about "How can we attack this? Are we going to have the player keying into this one musical idea or collection of ideas, or is it just going to be a low underscore supporting what the gameplay is doing?"

On Highlander, I'm taking the approach where I have a really huge main theme, which you do get snippets of throughout, and you're rewarded at the end with the whole song in its entire glory and blah blah blah. That's been very carefully thought about and deliberately done that way, like Headhunter.

When I did that, I had three very strong themes that are played throughout the levels, etcetera. It depends on how the composer wants to approach it. Underscore and things that you won't be able to sing back has just as valid a place as big, thematic, melodic kinds of songs, and those kinds of things as well.


Eidos/WideScreen Games' Highlander

Do you think there will be a time when we can get back to more iconic music?

RJ: I think we're starting to see that already, to be honest, in a small way. What we're seeing now is... I grew up with very old Sega consoles and arcades and Spectrums and Commodores and stuff, and I think now, as a generation, we're maturing. A lot of my friends have got kids of their own.

What we're seeing with things like the Wii and Xbox Live is that we're seeing this kind of resurgence of... let's call it "old school," for the moment. A lot of this kind of stuff, which is going back to the real root of video gaming. I think in terms of music, that is already starting to happen.

It's a two-tier system, really. You've got the Call of Dutys and stuff up here, with their massive, sweeping, orchestral scores, but then you've got stuff like... look at the latest Mario. They're doing amazing... I would still call that iconic music, on Galaxy, and that type of thing, and Super Stars Tennis, I've been going back to that traditional, iconic video game music as a genre, if you like.

 
Article Start Previous Page 2 of 10 Next
 
Top Stories

image
Gearbox's Randy Pitchford on games and gun violence
image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Keeping the simulation dream alive
Comments

John Barnstorm
profile image
Oddly enough, one of the last things I wrote mocked Richard Jacques for his faux-licensed soundtrack to Metropolis Street Racer, which crossed the line from campy into brain melting. It featured original work billed as by fictional stars, but sung by studio artists, parodying (I guess?) genres popular in the three cities. An interesting idea, but it didn't quite work.



One of the best examples of an interactive soundtrack that still retains a good theme is Mercenaries. Yeah, it's very John Williamsesque, but the theme has so many different versions, wehther a wistful, sad one, or a booming, stirring version during the big firefights, it was one of the more moving soundtracks for me in recent memory. That said, Mass Effect's Vangelis style one was excellent. I didn't know Jacques worked on it.

Yannick Boucher
profile image
I have to strongly disagree with that comment, I think MSR's soundtrack was marvelous; Jacques managed to nail it spot on for EACH style, a feat that not many musicians can accomplish. And that's one of his strengths, his incredible versatility. I loved what he did in Sonic R, JSRF, MSR, and most importantly, the classic Headhunter soundtrack... :) (shame about Redemption's gameplay and story, though... :( )


none
 
Comment:
 




UBM Tech