VGM Entry 62: Enix


VGM Entry 62: Enix
(Thanks to Tish at FFShrine for the banner)

Today Square might be remembered as the uncontested kings of Super Nintendo RPGs, but this is not an accurate assumption. As a young kid obsessed with anything approximating the genre, I anticipated every new Enix release with nearly equal glee. What I didn’t realize at the time was that Enix was a publisher. You won’t find games developed by them. While Square’s games emerged in house from the drawing board, Enix released titles developed by a wide variety of companies.

Quintet was the leader of this pack. Quintet is a Japanese video game developer officially founded in April 1989. According to Wikipedia, the first game credited to them is Legacy of the Wizard (Nihon Falcom, 1987), an installment of the Dragon Slayer series. Hence a bit of a to-do is made about their origin, with “June 1987 / April 1989” listed as the ambiguous founding date. The source for their official founding date links to a nearly illegible magazine scan (in English), and I don’t want to give myself a headache trying to decipher it, so I’ll take the Wikipedia editor’s word on that one. (The fact that whoever edited the article noticed an ambiguity in the first place marks them as more attentive than the vast majority of game-related editors.)

But the article and its relevant links lead me to believe the issue isn’t as complex as it seems. Tomoyoshi Miyazaki, director and president of Quintet, was a Nihon Falcom employee (he was involved in developing the first three Ys titles), and it just so happens to be the case that Legacy of the Wizard was released in North America in April 1989. The only real confusion is that Wikipedia suggests that Quintet developed both the Famicom and the NES ports, and that the former was released in 1987. If both were released in 1989, or alternatively if Quintet only developed the NES release (if the division of labor between developer and publisher renders this thought unintelligible, my apologies), then there is no issue. And moreover, if Tomoyoshi Miyazaki was a Nihon Falcom employee, the ambiguity may capture a simple gap in time between Miyazaki beginning to call his development team Quintet and his registering the name as a corporate entity.

Whatever the case may be, Quintet were busy in 1993. Following ActRaiser in 1990 and Soul Blazer in 1992, they managed to pump out two games in a span of two months. This probably wasn’t a great idea in retrospect. Illusion of Gaia, composed by Yasuhiro Kawasaki, was musically pretty shallow (this might account for why I never bought the game after renting it as a kid), and as an installment in the unofficial Soul Blazer Trilogy it was a sad decline from the quality of Yukihide Takekawa’s Soul Blazer. In its subtler moments, 2:49 to 5:35 for instance, it boasts an atmospheric vibe vaguely reminiscent of Jeremy Soule’s Secret of Evermore two years later, but the rest is of poor quality.

ActRaiser 2 on the other hand had an outstanding score, and is a real testament to the diversity offered by Yuzo Koshiro. While I remain unmoved by his more popular Streets of Rage sound, as a classical composer he not only competes outside of the video game spectrum, but makes the Super Nintendo sound like a real symphony with unprecedented professionalism. Nobuo Uematsu is always quick to point out that he had no professional training, and my own musical inclinations lead me to treat such claims with an appreciative nod of respect, but where he did try to emulate an orchestra on the Super Nintendo he never came close to the level of Koshiro. (Indeed, “Dancing Mad”‘s charm is it’s quintessentially SNES sound within the orchestration.)

Koshiro’s work in ActRaiser 2 in contrast might as well have been a live recording. Koshiro is, like Chris Hülsbeck, an artist I’ve I in many ways simply failed to appreciate, but not here. Quintet’s problem in this instance is that Koshiro’s stellar score was ActRaiser 2‘s only redeeming value. I mean, I never played it, but that fact is directly relevant to its commercial failure. In choosing to abandon the simulation side of the gameplay and go for a straight side-scroller they essentially ostracized their entire fanbase and entered a much more competitive field in which the Enix seal of approval meant jack.

Produce was a pretty obscure developer founded in 1990, probably most known for Super Adventure Island (Hudson Soft, 1992) and The 7th Saga. My most vivid memories of The 7th Saga are of the obnoxious pseudo-avoidable encounters that were for all practical purposes random but gave you the sensation of just being bad at avoiding them. Still, as with most Enix titles it was a refreshing change of pace from the Dragon Quest-patterned norm, and perhaps it had a good plot of which I was simply oblivious at the time (I doubt it though.)

What really strikes me though, listening to this video, is that it actually had a really great soundtrack. Norihiko Yamanuki doesn’t even have a vgmdb entry, and he’s surely one of the most obscure SNES composers to have actually accomplished something. There’s nothing really compositionally striking about the music of The 7th Saga, and it doesn’t really surprise me that I overlooked it as a kid. Yamanuki’s accomplishment here is more in the subtle qualities of the arrangement. The bubbly little tapping tones that prevail throughout this collection, most dominantly in the track at 1:00, really give the game a heartwarming sort of appeal; it’s quite pretty.

Ogre Battle was probably the most successful real-time strategy game for the SNES, at least in the United States. It stemmed from a long lineage of similar titles in Japan, but few had found sufficient success for overseas ports. Quest, the developer, had worked on similar projects in the past, though Ogre Battle would be the first in their Ogre series. A game of few settings and themes–the entire plot unfolds within the combat setting, and there are no separate story scenes as in say, Final Fantasy Tactics—Ogre Battle demanded a whole bunch of tunes well suited for long, drawn-out conflict.

The game did, nevertheless, have a pretty extensive soundtrack. Masaharu Iwata did the bulk of the composition, contributing 24 tracks, while Hitoshi Sakimoto added 12 and Hayato Matsuo added 6 (based on the ost liner notes on vgmdb). If the music sounds a little similar to the score of Final Fantasy Tactics, that’s no coincidence. Masaharu Iwata and Hitoshi Sakimoto composed it too.

VGM Entry 13: Darius


VGM Entry 13: Darius
(Thanks to Tish at FFShrine for the banner)

Taito have kindly sent me a letter informing me of their intention to sue me for this post, and in particular for its visual and audio depictions of an out of print soundtrack for an out of print arcade machine, if I do not remove such content immediately. Taito being a subsidiary of Square Enix, I highly encourage you to boycott all Square Enix products in the future. Since their games are terrible these days anyway I am probably doing you a favor.

Unfortunately Hisayoshi Ogura is the one that suffers here, since Square Enix have simultaneously expressed no intention of legally distributing his work and barred all attempts by fans to share it.

It is very easy to get on a one-track mind and focus down home gaming in total disregard for the arcade. Arcade composers rarely had the lasting impact of Nintendo and computer game music, perhaps in part because arcade gaming as a business was pretty much dead by the end of the 80s. Where arcade music is still remembered today, it is usually in the form of NES and C64 port renditions. Yet in the mid-1980s, some producers still placed their finest resources into refining the arcade game first and foremost. Taito’s Zuntata sound team most significantly, and also Konami’s Kukeiha Club and Capcom’s Alph Lyla, were composing arcade music that far exceeded in sound quality anything ever heard on a home system. Taito did it best, and among their eccentric and innovative staff no one shines brighter than Hisayoshi Ogura. When Taito released its arcade shooter Darius in 1986, it achieved a level of sound quality that would not be surpassed until at least the late 1990s.

***Video removed due to Square Enix’s corporate bullying.***
Chaos and Boss 4

A collection of experimental oddities both catchy and disturbing, it could not have been better suited for the game it represents. Darius was experimental and innovative in many ways, featuring a triple-screen ultra-wide display and a non-linear level progression which would mix up the seven stages between (I believe) twenty-six possible maps, creating a slightly different experience on every play through. It even featured multiple endings–something you might not expect from a shooter game.

You probably wouldn’t expect to be fighting giant evil space fish, either. Darius receives pretty mixed reviews from a lot of shooter junkies these days, but if I was going to spend my quarters on anything in 1986 I know it’s the first game I’d have tried. It attempts to awe and bewilder, and it succeeds.

***Video removed due to Square Enix’s corporate bullying.***

You can really tell that Ogura designed his score to exploit every technological possibility available to him. The depth and fullness of the sound is overwhelming. It reminds me of the sort of audio experience I got from Square’s Einhänder–a game I bought specifically for the music. But Einhänder was released in 1997! Darius was 11 years old by then.

If it doesn’t sound that special to you, try plugging in headphones. Much like Kenneth W. Arnold’s Ultima soundtracks, my lousy laptop speakers can’t do it justice. I also recommend you try to get your hands on a copy of the soundtrack; Taito released a version as early as 1987, fully aware of its significance. I included a gameplay video of “Chaos” to showcase the music in action, but a playlist of the ost is also available. (Youtube link removed due to threats by Square Enix.) You can find full gameplay videos of each level with music on youtube thanks to *censored*.

***Video removed due to Square Enix’s corporate bullying.***

“The Sea” might be the most eclectic song in the mix. It’s certainly my favorite. You quickly discover that it does not intend to be a typical aquatic theme when the demented chime tones come into play. The next transition back to relative normalcy is quickly derailed by an erratic explosion of mechanized blast beats, and Hisayoshi Ogura wraps it all up in fittingly weird form with what feels like some sort of proto-dubstep.

Taito knew they were kings of the arcade. Their house band, Zuntata, even went so far as to perform some of the Darius soundtrack live.

***Video removed due to Square Enix’s corporate bullying.***
Chaos, performed live by Zuntata

A lot of game developers had “house bands” in the early days. This is part of why it is difficult to attribute authorship to a lot of game soundtracks of the era. Taking a closer look at these bands could prove pretty interesting–perhaps another task for another summer. Hisayoshi Ogura was not the first video game composer to perform his material live. I believe that credit goes to Koichi Sugiyama. But this concert, dated to 1990, has to be among the first.

Darius–a 1986 video game music masterpiece. Considering how easily it might have slipped by me unnoticed, I have to wonder how much more I am leaving behind.

E3 2011: Dead Island (Exclusive Trailer and Gameplay Demo)


Just a little under four months ago the announcement trailer for the Techland and Deep Silver zombie survival horror title, Dead Island, premiered to much acclaim. The trailer was like a short film and really tugged at the emotions of those who saw it for the first time. The trailer itself didn’t show what the game was all about other than a paradise resort becoming the setting for a zombie survival horror game with open-world gameplay.

A couple more trailers using gameplay scenes came out since then, but it’s now E3 and gamers want more info on just how the game plays. Techland and Deep Silver didn’t disappoint. In addition to a new trailer made exclusively for this year’s E3, the game also was available in demo form for attendees to check out and play. The two-part video below is one such example of someone playing the demo.

From what I could tell from the gameplay demo this game seems to be a much more serious version of the campy and over-the-top Capcom zombie horror title Dead Rising. Weapons seem to be mostly melee types like machete, knives, steel bars and such with the random rifles and pistols to be found during the game. Dead Island looks great from what I could see from the demo. Hopefully, more details about the gameplay and the co-op multiplayer will be released between E3 and the game’s release.

Dead Island is set for a September 6, 2011 for the U.S. and September 9, 2011 for the rest of the world.

E3 2011: Tomb Raider Trailer and Gameplay Demo


One of gaming’s elder franchise which has seen some tough times the last couple years has been the Tomb Raider series. The franchise was one of the most popular ones during the late 90’s and early 2000’s but since the latter half of this new millenium’s first decade the games for the series has been lackluster at best and awful at they’re worst. Part of this downward could be blamed on the two films adapted from the game starring Angelina Jolie, but I like to believe that the series was already on it’s way down before those two films came out.

This latest entry to the Tomb Raider franchise looks to revive the series by rebooting the character and making the game an origin title which would put Lara Croft in her early 20’s and still quite new to the tomb raiding and worldwide adventuring game. Crystal Dynamics remains as the game’s developer with Japanese game publisher Square-Enix doing the releasing of the title.

From what was shown at Microsoft’s E3 Press Conference this latest Lara Croft looks to not just be younger but also design with realism in mind. While she still looks quite curvaceous there’s also a more athletic look to her physique which previous Lara Croft designs never truly had. Those past Lara Croft pretty much took the concept of a “teenage boy’s ideal woman” and gave it shape.

I have some hope that this latest title in the franchise will look towards Sony’s and Naughty Dog’s own action-adventure franchise, Uncharted, as a blueprint to bring Lara Croft back to prominence and relevancy in the gaming industry.

Tomb Raider has no definite release date other than sometime around Q3 2012.

Song of the Day: Terra’s Theme from Final Fantasy VI (Uematsu Nobuo)


For the latest entry to the “song of the day” feature I go back to my younger years. I’m talking about when I was still barely into my 20’s. My choice for the new song of the day is Japanese composer Uematsu Nobuo’s main title theme for the Squaresoft (before they became Square-Enix) fantasy role-playing game Final Fantasy VI.

The song is “Terra’s Theme” (in the original Japanese it was called “Tina’s Theme”) and starts off the game. The version above is the piano solo version which Square-Enix produced as part of the special “Final Fantasy Piano Collections” cd releases which took all the video game music for each game in the Final Fantasy series game and remade them into piano solo pieces. Uematsu’s original composition for Final Fantasy VI (also for most of the game’s in the series he composed the music for) were very heavily-influenced by classical music traditions and one can really hear it in this main theme.

While the piano solo version is quite a haunting melody which gives some clues to the character of Terra Branford. The two versions below are the original video game music which is really a well-done MIDI file to allow it to be encoded into the game cartridge when it was first released for the SNES system. The other one is a live recording of Uematsu himself conducting an orchestra. While all three have become one of my favorite pieces of music of all kinds (not just video game music) it is the piano solo which solidified “Terra’s Theme” as one of the best songs I’ve ever heard.

Terra’s Theme (Live Orchestral)

Terra’s Theme (Original Video Game Music)

Warhammer 40K: Dark Millenium Trailer


E3 2010 has made some announcements in regards to several MMORPGs set for release in the near future. One game is Square-Enix’s Final Fantasy XIV which is the sequel to their previous MMORPG in Final Fantasy XI. The second is BioWare’s much-anticipated MMORPG based on George Lucas’ iconic space opera franchise, Star Wars: The Old Republic. Both titles have their fanbase looking forward to play them if just to take a break from the 800 lb. gorilla of the MMO-world: World of Warcraft.

Flying under the radar, but no less anticipated by their own legions of fans is Vigil Studios and THQ’s foray into the MMORPG genre. I am talking about their MMORPG title based on the very popular Games Workshop IP, Warhammer 40,000. Building upon the success and popularity of THQ’s own Dawn of War franchise (also based on the 40k universe), this MMORPG is to be called Warhammer 40K: Dark Millenium Online.

I’m not a huge fan of MMORPG titles since despite how well they play and how much they really look they’re major timesinks that require almost complete dedication from the player to really get into the game. This means almost leaving other games by the wayside and as a gamer that’s a big decision. Either play one game all the time and ignore other great games or only play casually the MMO title and not really get into it.

With this title I may have to rethink about how I feel about MMORPGs since this is one IP that even I am excited over. I have been a huge Warhammer 40K fan since 1990 when I was a senior in high school and my interest has never waned one bit. Now that the franchise has successfully made it’s transition over to video gaming I’m excited for the prospect of enjoying the franchise even more than just reading the lore and playing the tabletop.

The game looks to be like your typical persistent-world MMORPG with two opposing factions having their own unique classes. What I like from looking at the trailer is how heavily it’s based on combat and from the looks of things it might be similar to another scifi-based MMO of the past and that’s Sony’s very own Planetside. I like that vehicles are something that a player can use to fight NPCs and other players of the opposing faction. The only question I and other fans probably have is whether Vigil and THQ will avoid the mistakes Mythic made with Warhammer Online by actually creating a game with an endgame for people to use as their goal.

I’m sure more details will follow as the months pass by. Here’s to hoping that a release date or, at the very least, a beta date for people to participate in, gets announced in the near future. I already know what I shall play and that’s as a Space Marine and hopefully of the Dark Angels Chapter.

AMV of the Week: Bustin’ – Advent Children


The AMV choice for the week won the AMV Best Concept award at 2008 Anime Boston. One I happen to have attended which I must do once again in the near future. While I’m not a huge fan of Square-Enix’s Final Fantasy VII: Advent Children I will say that the theme song from Ghostbusters seemed to have meshed well with scenes from FF7:AC. Again, this is one of the few AMV’s which I actually like. Enjoy!