Register Now!

Media

  • scannerscanner
  • scannerscreengrab
  • modern materialistthe modern
    materialist
  • video61 frames
    per second
  • videothe remote
    island
  • date machinedate
    machine

Photo

  • sliceslice
    with
    transgressica
  • paper airplane crushpaper
    airplane crush
  • autumn blogautumn
  • brandonlandbrandonland
  • chasechase
  • rose & oliverose & olive
Scanner
Your daily cup of WTF?
ScreenGrab
The Hooksexup Film Blog
Slice
Each month a new artist; each image a new angle. This month: Transgressica.
ScreenGrab
The Hooksexup Film Blog
Autumn
A fashionable L.A. photo editor exploring all manner of hyper-sexual girls down south.
The Modern Materialist
Almost everything you want.
Paper Airplane Crush
A San Francisco photographer on the eternal search for the girls of summer.
Rose & Olive
Houston neighbors pull back the curtains and expose each other's lives.
chase
The creator of Supercult.com poses his pretty posse.
The Remote Island
Hooksexup's TV blog.
Brandonland
A California boy capturing beach parties, sunsets and plenty of skin.
61 Frames Per Second
Smarter gaming.
Date Machine
Putting your baggage to good use.

61 Frames Per Second

61FPS Q&A: David Lloyd and Larry Oji of OC ReMix on the Super Street Fighter II Turbo HD Remix Soundtrack (Part 2)

Posted by Peter Smith

What are some of your favorite game soundtracks? Favorite composers?
djpretzel: Yuzo Koshiro, Dave Wise, Yasunori Mitsuda, Tokuhiko Uwabo, and Koji Kondo are all amazing... Super Castlevania IV, Revenge of Shinobi, Lunar (Sega CD version!!), Chrono Trigger, Xenogears, Final Fantasy VI , Mega Man II, and Super Mario Galaxy are my favorite game scores at the moment.

Larry Oji:
Favorite soundtracks and composers tend to go hand in hand. I'm a big fan of Koji Kondo's work on the Super Mario series, Masato Nakamura's on the Sonic the Hedgehog series (Sonic 3 & Knuckles, though not his, was excellent too), Alph Lyra for the Street Fighter II series, David Wise for Donkey Kong Country and Battletoads, Kazunaka Yamane for the Double Dragon series, and Yuzo Koshiro for the Streets of Rage series. That covers a lot of the games I played as a kid. Since learning more about the history of game music, I love so much stuff now, I can't even rattle it off. But my second-favorite composer, little known in the States, is Yasuhisa "Yack" Watanabe. His stuff is a lot more known in Japan, including as a member of Taito's Zuntata group, but almost no one tries to arrange his material; it's pretty far out there, so I can understand why. Sometimes his stuff doesn't resonate with me, but he's put out some incredible compositions. Then my personal favorite is British composer Tim Follin, whose nearly two-decade career composing for games was unparalleled, as far as what I've personally enjoyed. Check out his compositions for Ghouls 'n Ghosts, Solstice, Spider-Man and the X-Men: Arcade's Revenge and Silver Surfer. He always strove for creative techniques and cool textures with his chiptunes. Plus, his modern soundtracks like Ecco the Dolphin: Defender of the Future and Lemmings for the PSP were equally impressive. I've been slowly plugging away at a small OC ReMix album project paying tribute to his work, so before the end of this year, Dirge for the Follin should finally be out there, lamenting the fact that he retired from the industry.

Do you prefer the old-school chiptune style, or are you more into the CD-audio present?
djpretzel: I prefer the melodies and compositional approach of the 8-bit and 16-bit eras coupled with more modern production aesthetics; in other words, I like slick production, but only when it's paired up with a great melody. Which is not to say that game composers of today aren't writing great melodies, just that the limitations of earlier consoles meant that almost every piece needed to survive on compositional strength as opposed to production values.

Larry Oji: I've got no major preference. The only bias I have is that I grew up with chiptunes, so there's going to be some nostalgia pushing me to those. But modern stuff holds up a lot better to active listening. Either way. [pauses] Was that a cop out? ... All right, let's go with modern stuff. I actually prefer the melodies that were written in the chiptune days. But modern music has the potential for great writing as well, combined with higher quality sounds. Some fans feel there's an inherent compositional quality trade-off in newer videogame music compared to the older stuff, but I believe the best of the modern stuff is simply more elusive. Besides, people tend to gloss over the fact that not every chiptune was amazing back then either.

What do you think of the recent trend towards contextual music? In old Zelda, you'd just have a melody looping for the whole time you were in a dungeon. Now, you often just have ambient effects and then an "action" motif when you approach an enemy.
djpretzel: Well, I think most good game music, even very old stuff, is still contextual on some level — it still makes sense for the environment. But more recently the focus/buzz has been on making that contextuality of a more real-time, responsive nature, as opposed to the loops you mention. In essence, this makes the experience more cinematic, with the score reacting to players' actions just like a well-cued Hollywood soundtrack would. For FMV sequences in games, obviously, this is nothing new and has been the standard for years. The challenge is in maintaining that very polished interactivity once a user's actions become unpredictable. There are different ways of accomplishing this, including triggered motifs like you mention. I think it's all very interesting and exciting, but I also think we need to take a step back once in awhile and remember that games are a different medium from movies, and that emulating them is an option, but not the only option. Who's to say that looped melodies a la Zelda and older 8-bit titles don't make complete sense for certain games or genres? Game creators are creating interactive worlds... those worlds can resemble a film experience, and if that's the goal, then responsive, interactive scores are perfect. But the true art of game creation, to me, is remembering that there aren't any limits, that conventions of all other mediums can and should be bent or broken, and thus I think too much emphasis on targeting a cinematic experience could be dangerous. In essence, I think this trend is very positive, so long as it expands the arsenal of approaches to music in games, rather than narrows it.

How about the shift from short melodies to more expanded or moodier compositions? The difference between, y'know, Zelda II's Palace theme and Ocarina of Time's Forest Temple theme?
djpretzel: This is totally natural; audio and music have progressed alongside graphics and other technical aspects of console hardware and gaming, and more ornate and varied compositions flow from those progressions. With Ocarina, you've no longer got a limited palette of bright colors on screen, you've got a fully 3D world, and it'd be odd if the music didn't match. This sometimes means the number of "hummable" tracks on a game soundtrack is reduced in favor of more ambient, atmospheric fare, but it's usually right for the game, and composers like Koji Kondo in particular can almost always hit a balance between "song" or theme tracks and more environmental, BGM stuff.

How did you meet up with Capcom on Super Street Fighter II Turbo HD Remix?
djpretzel: OCR is mostly about individual mixes, but every once in awhile we release album projects, where artists get together and focus on a specific game, composer, etc. We've released albums for Chrono Trigger, Donkey Kong Country and most notably Final Fantasy VII with our Voices of the Lifestream album in 2007. Shael Riley and Stephen Malcom-Howell (a.k.a. Malcos), two veteran OC ReMixers, put together an album of Super Street Fighter II Turbo mixes called Blood on the Asphalt back in 2006. Capcom found the album online and contacted Shael, who in turn referred them to me. At first we were actually suspicious of being Punk'd or something, since it was such an amazing opportunity, but once we confirmed it was legit, we obviously jumped at the chance.

The HD Remix soundtrack is based on Blood on the Asphalt, but it's not exactly the same. What are some of the changes?
Larry Oji: Firstly, I definitely need to stress that the remixers didn't do any mere drag-and-drop jobs on these. A lot of the pre-existing arrangements selected for inclusion on HD Remix were full-on, four-to-five-minute arrangements with original sections, solos and so forth, which doesn't fly in Street Fighter II. So everything's been edited down to a more standard sixty-to-ninety seconds and looped, focusing on the core of each theme to work like the old-school themes did. Dave had to handle relaying all of the desired modifications handed down by Capcom to the artists and got a variety of requests. This is where he gets music-nerdy!

djpretzel: In addition to length and formatting requirements, Capcom had some very specific feedback, and some comments that were more general in nature. In certain instances they wanted individual instruments changed out, tempo increased by a few beats per minute, or other modifications to production that were very easy for artists to implement. Other times, they were looking more for a different feel, or more subjective changes to texture, which were more challenging. We were blessed with a pretty long development cycle, so we had a lot of time to present different versions/permutations of each track and go through an iterative process.

Where are you getting the themes that aren't originally from the album? Are these all new remixes?
Larry Oji: Along with eight edits of mixes from Blood on the Asphalt, three of the seventeen character themes are modified versions of other OC ReMixes. That left six themes with all-new takes, as well as nearly all new material for the fast versions of all the character themes, character endings and other assorted themes, with everything provided by our crew of remixers. Gotta give props to José E. Felix (a.k.a. José the Bronx Rican) for coming through in a big way with nearly every ending theme besides providing both the Dee Jay and Vega themes!

What've your production duties been like on the soundtrack?
Larry Oji: I'm a detail-oriented person, more behind the scenes. Dave functioned as the lead producer and director for the soundtrack, serving as the point of contact with game producer Rey Jimenez and Capcom to keep things streamlined on the communications side. He handled the legal stuff, as well as ensuring Capcom had all of the remixers' latest work as things progressed. I handled contacting remixers that were difficult to get a hold of in order to secure some pre-existing tracks, recruited and provided critique for some of the new music, and helped keep track of smaller details with all of our personnel. Even stuff like preparing our credits list for the game and getting new track titles for all of the remixed themes, I enjoy making sure the finer things are in place at the ground level, while Dave works with the big picture. If you had told me back when I played Street Fighter II in my friend's basement that I'd be in the credits of a game in the series nearly two decades later, I wouldn't believe it. It's an honor to help coordinate something that will always be a part of a historic franchise, especially Street Fighter, the one that truly pulled me into game music beyond being a casual fan.

djpretzel: Working with Capcom was truly awesome. We brought our fandom — the way we express ourselves through mixing/arrangement — full circle, right back to a commercial product that is itself a remix of an absolutely classic game... it's very meta, when you think about it. I think it's something that could only have happened in a post-internet environment, with a company that was groovy enough to realize their fans could play a meaningful role. Mods, user-generated content, etc. have been around awhile, but I think there's often an artificial wall — "this is the official content, this is the fan stuff" — that segregates things. This project tears down that wall, at least for game music, and integrates the two, without emphasizing the distinction. I think that's a fantastic precedent to be setting, and I'm proud OverClocked ReMix was involved!

Click here for Part 1! And check back tomorrow for a detailed look at the four all-new themes on the SSF2THD soundtrack!


+ DIGG + DEL.ICIO.US + REDDIT

Comments

No Comments

in

Archives

about the blogger

John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


Send tips to


Tags

VIDEO GAMES


partners