See. Play. Live.

by Danny Kim
Posts Tagged ‘martin o’donnell’

Video Game Music Today as Art, Cinematic Component, and Cultural Phenomenon

I wrote this paper as my final paper for CTIN309: Intro to Interactive at USC. I really do think it’s one of the best papers I’ve written during my time here, and I’ve decided to polish it up a bit and post it here. I’ve also put in Youtube links in this version so you can listen to some of the pieces I talk about as you read. 
 

Think of any triple-A blockbuster title – say, Call of Duty: Black Ops, Halo: Reach, Starcraft II, for example – and chances are, music played a huge role in your perception of the game. From the bold opening fanfare in Starcraft II to the subtle, ominous, and nostalgic undertones of the Halo: Reach score, video game music has its way of being a significant part of our experience in major titles today. And this has really been the case with most major blockbuster titles in the past decade, from Michael Giacchino’s brass anthems in the Medal of Honor series and Garry Schyman’s Stravinsky-esque manipulation of strings in Bioshock to Martin O’Donnell’s iconic Gregorian chants in the Halo franchise and Harry Gregson-Williams’s bold mix of electronic and orchestral elements in Metal Gear Solid.

As Jack Wall, the composer for titles such as Myst III, Jade Empire, and Mass Effect and one of the co-founders of Video Games Live, says, “Music is an unseen character in video games… You don’t see it, but there is definitely an effect.” It sets a mood and feeling for the story to be told in a game, and “depending on the way the music for a game is written, what is felt by the audience can be dramatically different. They aren’t quite sure why they’re feeling what they’re feeling, but in actuality, it’s because of the music.” (Wall 2010) Music in video games can create anticipation and strike fear into a player; it can foretell upcoming events and recall past ones; it can create emotion where there would otherwise be none; and it can accentuate emotions portrayed onscreen or play against them and in general give a whole new dimension to what a player is experiencing at a given moment. (more…)