Thursday, May 28, 2020

MIDI Week Singles: "Hearthfire" - The Elder Scrols: Blades (NS)


"Hearthfire" from The Elder Scrolls: Blades on the Nintendo Switch, iOS, & Android (2020)
Composer: Inon Zur
Publisher: Bethesda Softworks


If you read Monday's article where I talked about playing The Elder Scrolls: Blades, you will know that I have been spending a fair amount of game time in the town of Gobliville (you are able to name the town you are rebuilding).  "Hearthfire" is the in-town music and I can attest that for what started out as a mobile-exclusive game, that this is some damn beautiful music for a platform not overly known (is it?) for having majestic soundscapes.  To me, "Hearthfire" perfectly captures what it feels like to be in an idyllic setting while ignoring the fact that the town is being rebuilt because it was just attacked and a mystical green fire enveloped the entire city.  This is perfect in-town music and makes the amount of time spent deciding which quest to do next or deciding how to upgrade or repair the town to its former glory, all the more bearable.

Something else that I find interesting is that this music perfectly encapsulates a mountain-esque town in Cyrodiil, that it fits that setting with this being Inon Zur's first foray into The Elder Scrolls universe.  The tone and melody nestle in nicely with the world music previously established by Jeremy Soule from Morrowind to Skyrim, as well as Brad Derick and Rick Schaffer's music from The Elder Scrolls Online.  With any luck, this will not be the last time that we hear Inon Zur's music in Tamriel, because this music is too good to ignore.



~JWfW/JDub/Cooking Crack/Jaconian

Monday, May 25, 2020

First Impressions: The Elder Scrolls: Blades (NS)


Pulled from publically viewable The Elder Scrolls
Facebook
page.
Before I go any further than even declaring that I downloaded and am playing The Elder Scrolls: Blades on the Nintendo Switch, the first and most important thing you need to realize is that this is a mobile game designed for the mobile game market.  TES:B is not trying to be the next The Elder Scrolls V: Skyrim 2, although I am sure that Skyrim could probably run on a lot of higher-end (higher-end that my phone anyway) phones.  If you are going into TES:B expecting Skyrim 2, you are going to have a bad time.  Some of the criticisms are similar to what I read when The Elder Scrolls Online first came out back in 2014, and the vitriol that came out of that first year still seems to have wedged itself in a lot of people's perception of the game.  But because we live in a time where features and mechanics can be patched in and out of games, TES:B is going to be an evolving creature, as we have already seen with Bethesda eliminating the timers that used to control how often you could unlock treasure chests. 


The second important thing is that this is a free game with microtransactions including loot boxes because the game is designed to make Bethesda and Zenimax Media money, although I am in no way advocating for loot box-type microtransactions in mobile games, let alone video games, especially when there is a player versus player component.  Some ads occasionally pop up, but I have only experienced them happening when I first start the game, and sometimes when I return from a quest; I will also add that I have not made any in-app purchases or accidentally purchased something due to shady pop-up tactics.  So if you do end up playing TES:B, just know the format that the game was designed for before starting, and recognize that there are limitations on the game engine, regardless of the system you are playing it on.  I would not be surprised at the ire from either Xbox One or PS4 when they play (if they have not already) and the game is not presented in 4K at 120 fps.

Moving on.

The Elder Scrolls: Blades was originally released on mobile devices as an early access game back in 2019 and got a lot of flack for not running wellquest breaking bugs, the mechanic that has since been patched out, having a timer on unlocking chests, and in some instances, being pay to win.  As of May 12th, the game left early access on mobile devices, and two days later was released on the Nintendo Switch.  Since its initial release, there have been some significant updates (as in eliminating the timer on opening treasure chests) and from my own perspective, plays relatively well, despite coming across two instances where animations or characters froze.


These instances initially put a sour taste in my mouth, coupled with all of the mechanics and bugs issues I had previously read over the last year.  However, once I started playing beyond the first 30 minutes, I found myself enjoying the game for what it was presenting itself as, a free-to-play mobile game on a home console.

When you begin a new game, you are greeted with the following prologue:

For centuries, the Blades protected the Dragonborn Emperors.  An elite group of fighters, they command fear and respect.  But the Great War against the Elves ravaged the Empire... The Emperor was forced to sign a costly peace treaty.  The Blades were outlawed and disbanded.  The Thalmor hunted them down throughout the Empire...

Based on this introductory text, the game takes place in the 4th Era sometime after the White-Gold Concordat is ratified, although presumably before the Civil War in Skyrim, and one of the things that excited me about this game is that it covers a part of Tamriel's history that has not been playable before.  I personally love The Elder Scrolls games for the level of lore that exists, even all of the strange mythology that Michael Kirkbride wrote for Redguard, Morrowind, and a few quests in Oblivion; seriously though, go read The 36 Lessons of Vivec if you want to see what I mean.  Now, only a few hours into TES:B, I cannot attest to how much lore is in the game since in-game, the Town where you came from is apparently so small/secluded that it does not exist on any maps means that naming your town whatever you want (I named mine Gobliville as an inside joke between me and Conklederp), means that Gobiliville exists within my own head-canon in The Elder Scrolls universe; and based on the lay of the land and some of the descriptions of the surrounding area, seems to be in the province of Cyordiil; which would also make sense if the Blades had congregated around the Cloud Ruler Temple during the White-Gold Concordat.  I am pretty okay with this too, not having the town be already established in Tamriel's history.

Okay, enough (for now) with the discussion of Elder Scrolls lore.

Either I caved the Bear's skull in, or the character model is malfunctioning.
Not being one to play Elder Scrolls games in first-person, this took a little while to get used to, but the game does really deal optimized for this type of play.  Exploring dungeons, ruins, wooded areas in first-person means that there is no additional character to animate beyond the enemies you encounter, which I assume means improved performance.  Each quest you do is in a self-contained area that you are transported to that contains everything you need.  Chests to open, materials and gold to scavenge, and enemies to fight (I did manage to talk one mercenary out of fighting and they ran away).  Because battles are all one-on-one and there is no being able to move about during combat, fighting is boiled down to attacking with your weapon, blocking with your shield (if you have one equipped), using Stamina-based skills and casting Magicks.  Attacking and defending comes down to equipping the right weapon for the type of enemy you are fighting (which you do kind of learn as you play: Skeletons use a blunt weapon and are weak against lighting magick, Wights are weak against axes and fire magicks, etc), and recognizing the tells your enemies give allowing you to make attacks connect, or successfully block incoming blows is equally important; presently I have not found a way to block or prevent spells and Delayed Lighting is a pain in the ass, so kill the caster as soon as possible is the only way I have found to (potentially) avoid taking a lot of damage (or just buff your Lightning Resistance).  Unlike previous games in the series, there is no looting of bodies, bookshelves, or urns, only what the game allows you to loot.  When you kill an enemy, they spit out materials and sometimes gear, which you can either equip, salvage into crafting materials or sell when you are back in town.

Gobliville Seriously Needs a Glow-Up.
The Town, Gobliville, is the city building sim-part of the game, allowing you to rebuild your Town, customizing which buildings are rebuilt, where they are located within town, and what decorations you want to put up to build up the prestige level (a mechanic I will not get into here).  As you progress through the game, you can build more varying types of structures including shops, decorations, and alter the types of materials used to further customize the look of the town.  But because this was designed with a mobile platform in mind, fixing buildings involves a timer that you are able to speed up using the in-game premium currency, but for me, I will typically leave upgrades to when I am done playing so that when I come back a few real-world-hours-later, everything is already finished; I will do this too when tempering/upgrading weapons and armor too (or I guess I could just build another smithy, but I want to save up Limestone so that I can repair my main gate).

The other two features in TES:B I have not had as much experience in so I will only glance over them.  First, there is The Arena (harkening back to the original The Elder Scrolls: The Arena premise) being the PvP aspect to the game, and where the pay-to-win criticism comes in.  Here you fight another person of presumed similar ranking both in level and skills in the same manner that you fight everything else.  When you start the match, you can see what each character is strong against, their weapon rating and their armor rating.  To date, I have fought in the Arena just once and lost two of the three matches.  I decided that I would need to upgrade my equipment and become more familiar with using magick and skills in the main game before going up against real-life people.  The last mode is The Abyss, which looks to be a procedurally generated dungeon where you just fight enemy-after-enemy to see how far you can make it earning gold, materials, and chests.

Presently, I have played around five hours into The Elder Scrolls: Blades, most of which have been spent in short bursts.  I will typically start the game, walk around town to visit the shops to see if there is anything I need to buy (potions, materials), then go up to the job board to see if there are any quests within my difficulty range.  Then I will do a quest or two, typically taking 10-20 minutes, depending on if I am able to find the secret room (if there is even one) without backtracking, then I will repair my gear, upgrade a building if I have enough materials, then temper/upgrade a piece of my gear before closing down the game.

My armor was in the shop getting tempered, so it's regular clothes for Lilisthia for now.

I know that I have a tendency to create developed backstories for my characters in Elder Scrolls games and I am sure that I will come up with one soon enough for Lilisthia, my Bosmer fugitive Blades member hiding out in Gobliville.

No, this is not Skyrim, nor does it play like previous entries in The Elder Scrolls series, but what it is, for me at least, after five hours, is another fun mobile game taking place in one of my favorite game worlds.  And for now, that is enough.



~JWfW/JDub/Cooking Crack/Jaconian


P.S.  Oh yeah, there is also something to do with joining online Guilds, but you all know me and online gaming in groups, so we will just pretend that that is not even up on the screen.

Friday, May 22, 2020

First Impressions: The Sinking City (NS)



Well, it has happened.  The Sinking City by Frogwares on the Nintendo Switch has gotten its hooks (or tentacles if you will. . . ugh) into me.  I picked up the game back in March (I think, time is a strange concept these days) when it went on sale for 50% off, and because $32.99 was the perfect price-point to spring for the Deluxe Edition, which comes packaged with the Worshippers of the Necronomicon and the currently Nintendo exclusive DLC, Merciful Madness expansions.  I was aware of Frogwares through their Sherlock Holmes games, none of which I have played (although I do have Devils Daughter over on Steam and Crimes and Punishments through Epic Games, and may pick up The Awakened on GOG because you an never have too much Cthulhu Mythos mysteries) so I was not really sure what to expect from a semi-open world delve into a Lovecraftian fashioned story.  I did have my preconceived notions of how the game was going to go, but it was not until I shed those ideas that I started enjoying and better understanding the game.

Before even starting the game, I appreciated the fact that Frogwares acknowledged the challenging aspect of H.P. Lovecraft as a person, writer and the views held by people in America in the early 20th century.  This is not to excuse anyone for having racist and/or anti-Semitic views, both of which crop up in weird fiction stories of the early US 20th century, and I do not feel that this is Frogware's attempt at giving themselves carte blanche to have characters act racist or otherwise in the game, just putting the game into some type of historical context.  And I can say that even 35 hours into the game, I have yet to come across anyone using n***** or other real-world slurs towards or about other characters.  Jumping ahead a little bit, the city of Oakmont this story takes place in is not real or one of Lovecraft's creations, but it does include the town of Innsmouth (in name, but not a visitable location) and the race of semi-aquatic humanoids known as Deep One Hybrids, but referred to in-game as Innsmouthers or the fish people.  I mention this because the Innsmouthers come across as refugees after the events in the story "The Shadow Over Innsmouth" (so far only hinted at) and are looked down on by the general populace of Oakmont, and the term fish people is used in a derogatory manner and so far is the closest thing I have come across to a racial slur.

Going into the game, I think I was expecting something akin to The Witcher 2 or The Witcher III in terms of open-worldness and having a main quest with ever cropping up side-quests.  Even Skyrim and older Final Fantasy games too now that I think about it.  The way that I would (and still do in the case of The Witcher III, The Elder Scrolls, ) play these games, is once I get the main quest, I will wander around to do a bunch of side quests to level up and improve my gear before tackling the main quest.  In The Sinking City, however, I took my years' worth of video game and RPG knowledge for granted and when I started attempting side quests I had very little idea what I was doing or how all of the mechanics in the game worked.  This lead me to read a recommendation that I should stick to the main quest, at least for a while before venturing off to do side-cases because the game teaches you as you play through the early cases. 


The Sinking City feels partly survival-horror not only because of the subject matter and the influence of cosmic horror, but based on the fact that after finishing the first quest I had two handguns and only five rounds of ammunition, along with one physical health and two psychological health packs.  There was a disclaimer of sorts during one of the loading screens that essentially said that humans are soft and squishy and running might just be the best option.  I figured that out on my own too when I unloaded five bullets (or at least thought that I did) into some multi-legged-armed creature that came scuttling at me in the basement of a building and did not die.  It was not until a few hours later that I learned (by accident) that pressing the R Shoulder Button performs a melee attack with the shovel on your pack; I later used the shovel to kill two of those spindly bastards.  The combat (a la shooting a gun) is not as slick as other third-person shooters like Fortnite or even Resident Evil 4 so it feels kind of clunky which might have been an oversight by Frogwares, but because I tend to be the forgiving sort, see it as a mechanic that I am not going to bemoan.  Charles Reed is not Ash Williams in Army of Darkness.

I just realized how odd this angle is and makes Reed's arm look
like it is way too long for his body.
The starting area did introduce various psychic mechanics that our protagonist Private Investigator Charles Reed experiences which has a harmful effect on your sanity causing hallucinations both visual and auditory.  As your sanity decreases, you need to remove yourself from whatever hellscape you are witnessing, which can be as simple as walking around outside of a building populated by the non-aggressive citizens (mostly) of Oakmont. instead of run.  Your sanity meter does regenerate fairly quickly so sometimes all I have to do is be alone for a minute before things return to mostly normal, or just use a psychoactive health pack and return to mostly normal, which was a necessity once when I removed the lid off of an altar to find it full of mutilated corpses which plunged my vision into darkness right as I was being attacked from Wylebeasts from what felt like every angle. 


By doing the main case from the start, you find out that there is a lot more to conducting investigations than looking into the past or talking to a person and following a quest marker to the next clue or witness to talk to.  Not having played either of the Sherlock Holmes games by Frogwares, I do not know how the system in The Sinking City was either influenced or adapted by the mechanics in those games, but I feel like previous knowledge of the developer's previous games might have been beneficial.  Or not.  Because for me, there was such a big difference between The Witcher 2 and The Witcher III, or even Final Fantasy VI and Final Fantasy VII, having played one may not give you an advantage when playing the other.  The point is, it was only after I decided to continue the main quest and follow the path that Robert Throgmorton set me on with a key and general directions to the expedition headquarters and where those clues lead me that I learned how to use the archive mechanic.  Kind of.

And that is something that I am now coming to expect from The Sinking City, that there will be very little handholding as PI Reed explores Oakmont.  There is some direction with how to use various archives, but there was no walkthrough.  There was no walkthrough about crafting your own bullets or heath packs.  There was no walkthrough about what to do if you witness too much horror and you come out of a vision with your gun pointed at your own head. . .



~JWfW/JDub/Cooking Crack/Jaconian

;asldfjka;sdl


P.S.

I know that by this point in the game, 35 hours in, that I should have finished the main campaign, even by HowLongToBeat's Completionists standards, but you know me and fast traveling, of which you can do in this game via telephone booths.  But even 35 hours in, I still find clues and tidbits that flesh out this world, the city, and history of Oakmont that I would have completely bypassed had I been fast traveling between locations.

Why Walk When You Can...Boat?


P.P.S.

Something else I wanted to mention, was that one night while playing Conklederp said that The Sinking City reminded her a bit of Mansions of Madness, and it really does.  So if you are one for enjoying a mystery involving cultists and cosmic abominations that you would find in Mansions of Madness (in a single-player campaign), there is a chance you might like The Sinking City.

This Is Probably Going To End Up Leading To Something Really Bad.


Wednesday, May 20, 2020

MIDI Week Singles: "7 AM" - Animal Crossing™: New Horizons (NS)


"7 AM" from Animal Crossing™: New Horizons on the Nintendo Switch (2020)
Composers: Yasuaki Iwata, Yumi Takahashi, Shinobu Nagata, Sayako Doi, Masato Ohashi
Album: No Official Release
Publisher: Nintendo
Developer: Nintendo EPD



Yeah, I play Animal Crossing™: New Horizons, what of it?  This is the first Animal Crossing™ game that I have played so I guess you could kind of say that I have jumped on the pandemic bandwagon.  Something that surprised me about the game though was that the music changes every hour to a particular song that only plays during that particular hour.  And on top of that, the music changes based on the weather, or whatever the weather is at the top of the hour; I guess I will have to pay attention to see if the weather changes between hours?  What I am saying is, there are variations on "Welcome Horizons" you may never hear if you do not play at 8 PM if it's raining, at 3 AM on a clear morning, or if it is 11 AM and snowing.



The point of all this is that I typically only play Animal Crossingat particular times of the day because, during this crazy time we are currently living in, I am fortunate to have a full-time job that allows me to work from home.  That time is usually between 6 AM - 8:30 AM or between 10 PM and 12 PM, with the most frequent time being around 7 AM.  So this music here, is what I hear most often when playing.  I dunno, it is just a semi-jazzy little number that I enjoy as I run about Goblisland (as in Goblin Island) collecting shells, capturing butterflies, and digging up fossils only to have Blathers tell me that he has no use for the fourth Triceratops skull that I have had him assess in the past week.




~JWfW/JDub/Cooking Crack/Jaconian
Castaway We Ride

Friday, May 15, 2020

Stage Select Start Interview with Vinent Rubinetti


While writing the MIDI Week Single that went up last Wednesday, I reached out to Vincent Rubinetti, composer of the music to the indie auto-side-scrolling shooter from Mike Studios, High Noon Revolver.  I wanted to use one of two songs and after purchasing the album from his Bandcamp page, I sent him an email asking for permission to post his music on our site; not something that I admittedly am able to do for all of our MIDI Week Single articles, but I figured I would give it a shot.  What started out as a request turned into a number of back-and-forth emails culminating in today's interview.  While not conducting the interview in-person, I gave Vince a handful of questions to which he graciously responded to them all, as well as some follow-up questions I had and just general conversation in-between.

I pre-emptively apologize if some of the transitions between questions and answers seem disjointed.  I gave Vince a choice of questions that he could choose to answer and amazingly he not only answered them all but a few follow-ups I had later on.  I did go with the majority of his answers in how he presented them, although I did move some of the questions around to fit better as an article, or at least that was my goal.

So now I present to you our interview with Vincent Rubinetti who has composed music for indie games like Ink, Gemstone Keeper, and High Noon Revolver, and well as the educational series on YouTube 3Blue1Brown.

This interview was conducted through emails between Monday, April 20th, 2020, and Saturday, May 11th, 2020.  Any edits from me to Vince's responses will include brackets [...].


[Stage Select Start]: What instruments do you play, and if so, what would you consider your primary instrument?

[Vince Rubinetti] I've been playing drums for as long as I've been into music, so I guess I would consider that my primary instrument. Though later in life, it's a harder instrument to maintain playing, unless you own a house out in the woods, due to the noise. So now I just have an electronic drum kit up in my attic that I play once in a while during the day to keep my skills up (while hopefully not bothering the neighbors).

A lot of composers also play piano pretty well, but I'd have to say I only dabble. But being able to play block chords and some medium-difficulty melodies on the right hand is often enough to sketch out songs during brainstorming. As for sequencing music in my DAW, at least half of it I just do manually with the mouse, as opposed to doing it with the midi keyboard. Some composers seem to use the midi keyboard for everything, but I find that that can also be a trap sometimes. When you write with a keyboard, you tend to write things that are idiomatic to keyboard instruments. When you're writing for horns, for example, it might be better to try to hear it in your head than to try to pluck out the part on a keyboard.

[SSS] How long have you been composing music (personally &/or professionally)?

[VR]  I think I started sometime around 2002 or 2003, with a basic MIDI program on my parents' computer called Noteworthy Composer. This would've been my freshman year of high school. It started off with basic jingles, just messing around; then moved on to trying to write full songs, then trying to construct full albums and game soundtracks. Over that time I switched from Noteworthy Composer to FL Studio, a more fully-fledged DAW, and tried to upgrade my plugins and sample libraries whenever I could. Something else to note is that I started making my own games around 2003 as well, with a program called Game Maker (at the time, it was only at version 4, and still run by Mark Overmars!). So sometime around 2005 (junior year of high school), I went on a pixel art forum called Pixelation to find an artist for a game I wanted to make. I met a person there that liked my drive or personality or something, and we became friends. He introduced me to a bunch of other programmers and artists and composers; people who are still my friends and contacts today. Over the next several years I worked on half-dozen or so games with those people, sometimes as a group or sometimes individually. But unfortunately, due to lack of funding, none of them were ever completed. 

I actually ended up going to college for something completely different from music and did that for a while (still composing as a hobby for fun though). It wasn't until 2014 that I decided to actually try music as a career. It took me a year of hustling, but I was able to finally land a gig for a game [...]. That game was Ink, and I was very fortunate that it did get green-lit and released on Steam in August of 2015, and actually sold pretty well (~100k sales on steam and like another ~400k through Humble Bundle I think). All of the games I worked on after that were a result of knowing that developer, [...]. In the past couple of years, I've changed career focus yet again, but I still do some professional composing on the side as well.

All of this long-winded story is to say, peoples' lives and careers are often not a straight, predictable paths. I'm not sure, given the on-off nature of it, how long you would consider that I've done it. But it also sort of doesn't matter.

[SSS] Looking through your discography, this looks like the first game you've scored for Mike Studios, did you apply for this specific gig?  Did you already know someone with Mike Studios who reached out to you?

[VR]  High Noon Revolver (HNR) was kind of a weird situation. It came about because Spaceboy Games, the small company that I was doing other games with (HackyZack and Fara), decided to try its hand at publishing/promoting games as well. Mike Studios was a friend of the head of Spaceboy, and had a new game that was almost done, but that had barely any music. The levels, programming, art assets, sfx, etc. were all there, but there were only two sort-of placeholder tracks ["Trigger Finger (Desert)" and "Wanted"]. So the Spaceboy team sort of "provided me" as a service along with the publishing, and that's how I ended up doing the game.

I'm not the most successful or prolific indie game composer at all, but it seems like most gigs come through other gigs or people you know. If you were a game developer, and you had a choice between a composer you've known as a friend for years (or maybe someone you know through a trusted friend) vs some random person who cold-emailed you asking to do the music, who would you pick? It makes it tough for people starting out though because someone at some point has to give you a chance. But the good news is if you're professional and easy to get along with, and try to keep people as friends, not just as an ends to a mean, things can slowly snowball over time.

[SSS] I know that with film music, sometimes the composer is brought on during production for them to get a feel for the atmosphere and tone, other times composers have been given a rough cut of the film to score to.  When were you brought on to score High Noon Revolver and what was that process like?

[VR] When I was brought on, the game was basically already finished [...]. But I did get something like a month before release to write the soundtrack to HNR, which was a good amount of time given that the soundtrack is only 20 minutes or so. I know film composers sometimes only get like 3 weeks to write an hour and a half of music, which is crazy to me. I don't think I could handle the stress of that.

[SSS] Were there any guidelines you were given in regards to instrumentation, tone, or melody?

[VR]  I think because of the quick nature of the job, and because I was the only one on the Spaceboy team that was directly working on the project, I didn't get much feedback or suggestions. The Spaceboy guys were great in terms of discussing what they wanted for music, and iterating back and forth to find the right sound. This project (HNR) was much more in my hands. But it was also more straight forward since the game is so staunchly western themed. I think the only guidance I was given, by Mike Studios, was fast-paced. So we decided on fast-paced, spaghetti-western rock.

[SSS]  The Title track "High Noon" sounds very western, like Enrico Morricone western with the trumpets, whistling melody, and the driving/chugging snare drums.  What were the influences you drew upon while composing this song and/or the music for the game?

[VR]  Definitely Ennio Morricone, very heavily. I re-listened to a lot of his old soundtracks while doing research for the music. The whistling, acoustic guitar, electric guitar, etc are all taken directly from those films. The very beginning timpani notes and big opening hit specifically came from just the visuals of the title screen of the game. The title flashes in like a crack of lightning, and it seemed necessary to accent that with a big musical opening hit.

[SSS]  On the album page for High Noon Revolver it lists about collaborating with Joshua Balane on "Trigger Finger (Desert)" and "Wanted," what was that experience was like.  Had you two worked together before and/or how did that connection come about? 

[VR]  I never actually met him or heard anything about him through Mike, the developer of the game. [...] My understanding was that he was a friend of Mike's or someone he found on Soundcloud to do the music for HNR (before Spaceboy came into the picture).

When I came onto the project, the game had a few pieces of music already. There was some title screen music by another composer (I don't remember the name, but I think he's credited somewhere in the game). It wasn't appropriate for the style of the game though, and we didn't end up keeping it. Then there was the level intro music and the world 1 music, by Joshua Balane. I thought these were good, so I remade them with my tools to make it sound consistent with all the other tracks I had already written or would write. I also diverged from the original composition of the world 1 music about 30 seconds in, to keep the song a bit more fresh and varied for long play sessions, and to match it more to my compositional style as well.

[SSS] How did the different environments influence the music that you wrote?

[VR]  This is actually my favorite part of the game and the soundtrack. While the music has a western undertone, I got to make various "tints" of that tone (for lack of a better description) for each level. We had a regular desert level, a forest level, an underwater temple level, a haunted pirate ship level, and finally a ruined town level. In each of them, I tried to invoke the feeling of that setting mostly through the choice of instrumentation. Desert world had typical western instruments, forest world had flutes and marimbas, water world had dulcimer and ambient choir, pirate world organs and epic choir, and the final world had tubular bells and muted guitar.

[I would never make it past Stage 2, the forest stage.]

I'm glad you asked about this because I feel like no one got to hear this music or see those levels, unfortunately. There were a lot of problems surrounding the release of this game. The game had fatal bugs where it would crash halfway through the second world, but the developer didn't want to share the source code with us to let us help him fix it (he had gotten screwed over by someone stealing his game in the past). The game was also way too difficult for even really good players, but the developer thought it was too easy (probably because he was the one playing it so much) and didn't want to change it. All of the streamers too who tried to play it couldn't even make it past the first level. Then, there were internal problems with Spaceboy that lead to it being disbanded months later (these were some crazy times that could merit a separate article on its own), and this game never got marketed that well. Because of all of this, the game completely flopped. It's really a shame because I think the game had a lot of potential to be good. It had great world and enemy designs, and a simple and fun game mechanic. It just wasn't meant for this world.

[SSS]  Are there types or genres of games you like to write for. If there is a genre you haven't written for, what would it be?

[VR]  I love all genres of music. I've always felt that every genre has something to offer if you look for it and are receptive to it. But to truly answer the question, different genres are fun to write for different reasons. It's fun to get a full, rich, balanced production sound for an electronic song. It's fun to try to write really catchy guitar melodies for rock. But one thing I haven't gotten to do yet, for a professional project, is write a really ornate, intricate orchestral score. StarFox 64 I think remains my favorite video game soundtrack of all time (and that's a very hard choice to make between all of Koji Kondo's and David Wise's stuff), and I would love to write something like that.



[SSS] I love the music from StarFox 64 as well. Do you have a favorite track(s)?  For me, the tracks for Aquas and Zoness are two of my favorites.  Even when the game starts to slow down due to all of the stuff happening on screen (you know, N64 issues), it only seems to make the music that much more impactful.  Maybe that's just me though being more forgiving.

[VS]  [T]hat is really difficult to say since I love them all so much. Aquas, Meteo, Star Wolf, Sector X, and Boss theme 2 are among my favorites. Hajime Wakai really knows how to write battle music. I was so into this soundtrack that many years ago I planned to reorchestrate the whole soundtrack (sort of like the Zelda Re-Orch project), but unfortunately the music is too fast, complex, and agile to be well-executed with sample libraries. Maybe one day if I become rich, I can hire the LSO or some other really good orchestra to record it all.

[SSS]  Last question.  Is there anything that you are currently working on that you are able to talk about?

[VR]  These days I'm mostly doing music for the Youtube math channel 3Blue1Brown. New tracks for that come out sporadically, so you can check the album on Bandcamp to see if new stuff has been added. I also recently did some promo music for a "cloud laboratory" company out in San Francisco called Emerald Cloud Lab, which was a gig I got through the person who runs 3Blue1Brown. 


In closing, I want again to say an enormous "thank you" to Vincent Rubinetti for taking the time to answer these questions in more depth than I was expecting and have enjoyed every minute of our emails.  I look forward to listening to more of Vincent's music from his existing and growing discography as well as seeing where his already varying avenues lead him.   So go check out his Bandcamp page and give a soundtrack or remix a listen or follow him through various social media channels on his webpage.  Good luck Vince, and I aim to keep in touch.

Thank you so much again!



~JWfW/JDub/Cooking Crack/Jaconian

Wednesday, May 13, 2020

MIDI Week Singles: "Trigger Finger (Desert)" - High Noon Revolver (NS)



"Trigger Finger (Desert) from High Noon Revolver on the Nintendo Switch, Steam (2017)
Label: Bandcamp
Publisher: Keybol Games
Developer: Mike Studios




I picked up High Noon Revolver on the Nintendo Switch back in early April after reading that the publisher, Keybol Games was planning on donating all proceeds from High Noon Revolver to COVID-19 research.  I had previously heard about High Noon Revolver as a punishingly difficult pixel run-and-gun platformer that had a lot of issues with it.  When it was on sale for a paltry $0.29, I figured I would give it a go.  But we are not here to discuss the game, that was on Monday, but this music, composed by Vincent Rubinetti and Joshua Balane.

I was nearly going to use the title theme from the game, "High Noon," but part of what I wanted to share was not only the music, but the reason behind choosing this song and the title themed seemed a little too obvious in this case.  Presently, I have probably played High Noon Revolver for well over two hours, and the majority of that time has only been on this one stage.  In that time I have heard music from only two of the five stages in-game, which makes me kinda sad because as much as I love hearing this song while playing, I would love to play the haunted ship stage with "Avast (Haunted Pirate Ship)" because that is another great song that a lot of people may never hear.  But my primary reason for choosing this song is because even after spending around 94% of my time playing one stage, I am still not tired of hearing it.  When the guitars start playing, I just think, "Alright fine, here we go again."

One of the aspects that I love about "Trigger Finger (Desert)" is that it incorporates semi-stereotypical western movie themes (trumpets, whistling, ahhing choirs), or what you would expect melodically out of an action western setting, but there is more of a modern rock approach with the chugging guitars that makes replaying Stage 1 over-and-over-and-over-and-over-and-over-and-over bearable.  Think if Ennio Morricone had composed music with Ramin Djawadi (a la The Good, The Bad, & The Ugly meets Pacific Rim); now that I think of it, not unlike Michael Kamen's arrangement of Metallica's cover of "The Ecstacy of Gold."  Honestly though, if "Trigger Finger (Desert)" was not as catchy and easily hummable, I do not know if I would have made played it for as long as I did.  I just wish that the game was modified to allow selectable stages so that more of the music could be heard outside of the soundtrack.

Just another example of showing how great music can help make a frustrating and sometimes not fun game, fun to play.




~JWfW/Dub/Cooking Crack/Jaconian

Come With Us While We Conquer Other Planets


P.S.  There is more I could say about this song, but I will leave some of that information for Friday's article, being my interview with composer Vince Rubinetti, so please come back and join us!