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Just
as an aside, do you find it difficult to compose a distinctive theme for Highlander when you're following Queen [who composed the original film soundtrack]?
RJ: Uh... (laughter) Not really. I can't
talk about it too much, since we're releasing in a few months' time, but no.
We've taken a different approach that's right to the game, to be honest. And
you wouldn't even try to go anywhere near that music, because it's so awesome.
How
have you found the process to have changed over the years? You've been doing
this for a really long time, longer than most have been doing it consistently.
RJ: In terms of actually creating the
music, or...?
Both
in terms of the creation of the music and the tools available to you, but also
in terms of the designer-composer interaction, and what they want from you and
these sorts of things. It's a very huge question, sorry.
RJ: Sure. Well, no, it's a great one that
needs covering. When I started my career, we were working on very limited
technology. The first game I shipped was on the 32X, which had no...
Which
one was it?
RJ: Darxide,
which is a 3D asteroids game made by David Braben of Frontier Developments. And
then Shinobi X, which I did the European
version. That was on the Saturn. I wasn't allowed to use the CD-ROM for any
music on that.
The technical challenges were pretty tough
in those days, but creatively speaking, I would say that I was given more free
reign then than I am now. I think it should be the other way around.
I'm sure
composers who have only been in the industry for a number of years or just
recently will say, "Oh yeah, we get all this freedom," but back in
the day, I was literally given a game and pretty much did my first instinct --
composed on my first instinct, whereas now, it kind of tends to be about
comparison.
"Oh, we want it a little bit like Hans
Zimmer, with a little bit of this and a bit of that." Well, that's fine,
and I'll take that on board, but I'll still interpret the game in my way. The
game is what speaks to me, not a bunch of CD references that someone's put
together, because that's just referencing something else, and I don't
understand why people do it all the time.
I always say to a developer or a lead
designer or whatever, "I want my score to sound like your game. Even if we
haven't worked out a brief, I want my music to sound like your game, not this
film or TV series or this other game."
I think that's stifling the
creativity of the composer greatly. It's fair enough giving guidelines like,
"We want electronica or orchestral," or this, that, and the other,
but I always want to put my own identity to the game, because it helps identify
the game in its own right.
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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.