<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[GameUP24]]></provider_name><provider_url><![CDATA[https://gameup24.wordpress.com]]></provider_url><author_name><![CDATA[William A.]]></author_name><author_url><![CDATA[https://gameup24.wordpress.com/author/louzwate/]]></author_url><title><![CDATA[Spending five years composing a game: The music from&nbsp;Below]]></title><type><![CDATA[link]]></type><html><![CDATA[<div><img src='https://cdn.vox-cdn.com/thumbor/B1EyaYkWBRkIj76jMw6lOlivsHs=/0x0:1920x1080/640x360/cdn.vox-cdn.com/uploads/chorus_image/image/62726279/ss_57a4dfb80c548491d5f9e8751d6d32764a71980f.1920x1080.0.jpg' style='max-width:600px;' /></p>
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<p id="mDJDGY">Call it exploration; call it trial and error. Capybara Games&#8217; <em>Below</em> took<em> six years </em>to make, and in that period composer Jim Guthrie had an unprecedented amount of time to experiment and find the right sound for the game&#8217;s musical score. Equal parts Disasterpeace and Vangelis, with shades of C418 and Tangerine Dream, the result shows its history in its depth.</p>
<p id="oLW9kl">In <em>Below</em>, players inhabit a lone adventurer known as the Wanderer. Carrying traditional gear like a sword, shield, and bow, the Wanderer begins the game washed ashore on a storm-beaten island. After building a fire and finding a lantern, the player seeks shelter in the cavernous ruins at the island&#8217;s center: a vast, procedurally drawn dungeon called the Depths. This is a roguelike RPG, with elements of titles such as <em>Hyper Light Drifter</em> and <em>Spelunky</em>, made fiercely difficult by the ever-present threat of permanent death. Every time the player ventures deeper into the underworld, the fog of the unknown parts, they forge new pathways and experiences unique to that Wanderer&#8217;s journey. With each new descent, everything changes &#8212; including the music.</p>
<p id="HgsiW3">&#8220;<em>Below</em> was the ultimate lesson in how to roll with it,&#8221; Guthrie says. &#8220;I started off doing one thing, and because the game took so long and I had so much time to think about it and sort of explore, I came across ideas that I wouldn&#8217;t have, had I done all the music inside of six months.&#8221;</p>
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<p>    <span><figcaption><em>Below</em></figcaption><cite>Capybara Games</cite></p>
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<p id="VuCibq">Playful experimentation has served him well. One of Guthrie&#8217;s claims to fame is that he&#8217;s often used an old Sony PlayStation, along with a program called <em>MTV Music Generator</em>, to write and record music. Using a PS1 controller as his instrument, he made an impression with his soundtracks for Capybara&#8217;s 2011 adventure game <em>Sword &amp; Sworcery</em> and 2012&#8217;s <em>Indie Game: The Movie</em>.</p>
<p id="PmAoAL">&#8220;<em>Sword &amp; Sworcery</em> was definitely a turning point.&#8221; But writing music for games, he says, has felt like a kind of homecoming. &#8220;In a way, my detour started when I thought I should maybe be a singer-songwriter. I&#8217;ve always really been into instrumental music, and I&#8217;ve made a lot of instrumental music on all of my solo records. When you&#8217;re young and full of angst, all you want to do is bash the guitars and drums and kind of rock out. You don&#8217;t want to sit down and write a fucking score.&#8221;</p>
<p id="anCGrm">Growing up in the 1980s and &#8217;90s, video games were a constant presence for Guthrie, but he was never &#8220;a hardcore gamer,&#8221; the Toronto-based composer says. For decades, he played and sang in indie rock bands, releasing cassette tapes, CDs, digital EPs, and LPs. &#8220;Over the years,&#8221; he says, &#8220;I sort of realized I actually don&#8217;t like playing live. I&#8217;ve played live a ton; I&#8217;ve toured all over the world. But then I found, doing stuff for film and TV and video games, that I could afford to stay home and just play for those. I was sort of like, &#8216;Man, I&#8217;ve totally arrived in the place that I want to be.&#8217;&#8221;</p>
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<p id="lbrxi5">And Guthrie&#8217;s soundtrack for <em>Below</em> is the culmination of five years of experimentation.</p>
<p id="W08RCe">Occasionally, he and creative director Kris Piotrowski would collaborate on specific game design beats. &#8220;I would sometimes do a piece of music, and maybe they would sort of make the game around a particular song. Other times, I would have to write stuff to a specific cue or beat or locked pattern,&#8221; he says. Mostly, though, &#8220;I just made a ton of music, and Kris found places for it.&#8221;</p>
<p id="Kwiwa6">They had long talks about their vision for the project, which of course evolved over the span of the five-plus years Guthrie worked on it. At the outset, he&#8217;d write tracks that were catchier, more song-based, and those compositions sound nothing like the finished product, he says. &#8220;It was a totally different time. We were all in a different place. The game was in a different place.&#8221;</p>
<p id="jNR92o">There&#8217;s a folder on his computer that once held more than five hours of music intended for <em>Below</em>. Today, the final soundtrack clocks in at an hour and seventeen minutes.</p>
<p id="ZyoV3Y">&#8220;It&#8217;s a lonely, solitary, sort of reflective game; it&#8217;s not fast-paced. You do a lot of walking around and a lot of exploring,&#8221; Guthrie says. &#8220;Over the course of making it, Kris was kind of responding to the more droney, atmospheric material &#8212; things that didn&#8217;t have beats or really a have a melody. So I had to change gears, and then I really got what he was trying to achieve. We were always searching.&#8221; For Guthrie, that search involved a studio full of hardware. &#8220;I have lots of toys now. I&#8217;ve been doing this for a long time, and so I have a lot of gear. But you don&#8217;t always get to use all of it on one record.&#8221;</p>
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<p>    <span><figcaption><em>Below</em></figcaption><cite>Capybara Games</cite></p>
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<p id="glutP8">Listen to a handful of tracks from <em>Below</em>, and you&#8217;ll hear an acoustic guitar; electric guitars; Prophet-6 and Teenage Engineering OP-1 synthesizers; an ancient, floppy-disk-driven Akai rack sampler; space-age guitar effects like the Strymon BigSky reverb and TimeLine delay; and the Electro-Harmonix Superego synth pedal. And those are just the ones Guthrie can name off the top of his head.</p>
<p id="qMtYrD">&#8220;I remember trying to get inside the mind of the Wanderer in the game,&#8221; he says. &#8220;I tried to imagine how lonely and mysterious this quest would be, and picture that state of mind where you&#8217;re in this really messed-up space and, at any turn, you could get stabbed and die and bleed out. Because the game is sort of unforgiving. But at the same time, we didn&#8217;t want to make battle music; that&#8217;s just not the pace that we wanted to set.&#8221; Despite the game&#8217;s difficulty, the score is ambient, inviting, and at times utterly serene. This, Guthrie supposes, is meant to try and calm the player where they might otherwise grow frustrated.</p>
<p id="i5opE4">A few years ago, he happened upon a series of YouTube tutorials about a studio technique using a four-track cassette recorder. The idea was to record a single, sustained note &#8212; hence the EHX Superego &#8212; and stack it on top of several similar, harmonic pitches to form a chord.</p>
<p id="QjuLv1">&#8220;You record that drone for one whole side of the tape,&#8221; Guthrie says, &#8220;so it&#8217;s like a 30-minute drone. Then I did that on the other three tracks, so I had four different chords made up of drones. And you basically run all that through a bunch of delay and reverb. You press play on the tape, and then you can essentially <em>play</em> the faders, and just swell the volume up and down really slowly and cycle through different chords. That&#8217;s when we hit a mood that was really dark and pretty, and sort of lonely. I managed to get a lot of mileage out of that.&#8221;</p>
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<p>    <span><figcaption><em>Below</em></figcaption><cite>Capybara Games</cite></p>
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<p id="Nw5iaZ">&#8220;You want to write stuff that goes with the territory,&#8221; he adds. &#8220;If you can just write for whatever it is you&#8217;re trying to achieve, and you can listen to it and figure out what the game or the movie needs, then I think you&#8217;ll be successful. You have to be patient, and try new things, and you have to have a certain intention in mind.&#8221;</p>
<p id="caqVh4">In a game, as opposed to a film or television show, players&#8217; decisions affect the character movements, and therefore the flow of action in a single frame &#8212; as well as how often one scene (or screen) gives way to the next. &#8220;The player is the director, but we&#8217;re also directing the player without them knowing it. They&#8217;re making their own decisions, but it&#8217;s all designed. So you have to anticipate that the player might not play it exactly as you intended. And you can overthink it,&#8221; Guthrie says.</p>
<p id="YHXSj1">And <em>Below</em> had its own particular set of artistic needs. When the player falls in battle against a monster of the Depths, or steps in a bear trap on the cave floor and dies, a new Wanderer sails to the isle to claim the lantern from the departed: Each new life is, in fact, a new life. This alone required the score to change. Die and respawn, and you might hear fresh dynamics, a different key, new instrumentation.</p>
<p id="Us1UvV">&#8220;I&#8217;ve done records, I&#8217;ve toured, I&#8217;ve scored movies, and I&#8217;ve done advertising. With games, it&#8217;s all music, in the end,&#8221; Guthrie says. &#8220;But you do have to consider that some players might hear the same thing a thousand times in like an hour, so if you know that&#8217;s gonna happen, you can&#8217;t write a loud heavy-metal piece at three hundred beats per minute. You have to design the experience knowing how often things will play; you have to get the <em>emotional</em> tone of whatever you&#8217;re trying to do right.&#8221;</p>
<p id="ZXfxXB">&#8220;It&#8217;s easy to screw up,&#8221; he says. &#8220;And the people who play it will tell you if we were successful or not at trying to gauge that pace, and to create a magical environment that also feels dangerous and spooky and beautiful. It was a real challenge, for sure.&#8221; </p>
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<p><em>Source: <a style="text-decoration:none;" href="https://www.polygon.com/features/2018/12/24/18152360/jim-guthrie-the-music-from-below">Polygon</a></em></div>
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