BlizzCon 2013: World of Warcraft: Warlords of Draenor


After a one year hiatus, BlizzCon is back. As I watched the opening ceremonies and subsequent World of Warcraft panel yesterday, I couldn’t help but draw parallels to another RPG powerhouse all but forgotten in the western world today: Squaresoft. The series of marketing failures that sent Square spiraling towards bankruptcy in the early 2000s felt eerily close at hand as Blizzard Entertainment unrolled one new project announcement after another yesterday in Anaheim.

Square’s troubles from a western perspective began in 1999. They had, prior to that year, released a handful of non-RPG titles in North America–I remember purchasing shmup Einhänder and enjoying Kenichiro Fukui’s soundtrack if nothing else–but these were Easter eggs not marketed to Square’s traditional fan base. In 1999, Square ported and pushed Ehrgeiz. It was a fighting game marketed specifically for RPG fans, incorporating popular Square franchise characters such as Sephiroth and Cloud Strife, and it was the first Square release in North America that I knew about and did not buy. I thought the game was a really cool idea at the time, but that didn’t change my fundamental disinterest in fighting games.

Next came Final Fantasy VIII. The game was definitely a short term marketing success, but it divided Square’s fan base unlike ever before, because it focused on aspects of the game that fans were traditionally disinterested in. It was the first Final Fantasy title to feature really impressive graphics, it introduced a highly developed card-based mini-game, it reenvisioned a lot of elements of the battle system, and it replaced a traditionally heroic cast with none-too-glamorous introverts. These features drew an audience, but they dulled the interest of loyal series fans who loved the epic tragedies and encompassing global struggle-styled plots of games gone by.

Last came The Spirits Within. Square decided to release a movie geared towards their newer fan base. They had no experience in this field, their diehard fans had already lost interest, and their new fans had no loyalty to the company. It flopped, really badly, and whatever the financial statements of Square Enix say, they never fully recovered their foothold in the western market. They found themselves desperately grasping to reel in a fan base that was too broad to take interest in any single product, until they ultimately faded into obscurity in every market. This can be seen in the fact that most Final Fantasy IX fans disliked Final Fantasy X and vice versa.

I say all of this because it is painfully relevant today. Here are two obvious reasons:

BLIZZARD ANNOUNCED A FIGHTING GAME

This isn’t nearly as misguided as Ehrgeiz. As I understand it, Heroes of the Storm will be styled after DotA, not traditional fighters. (The BlizzCon feed for HotS is hopelessly lagging on me, so I can’t confirm much.) But the idea of duking it out with your favorite characters from Blizzard’s three major franchises is only going to succeed if the gameplay drastically outclasses other games of its genre. They aren’t going to draw fans by letting you play as Kerrigan or Thrall, because most Blizzard loyalists are not convinced by the company’s character development. I would also argue that, following the massive hype and disappointment of Diablo III, Blizzard fans aren’t going to be very compelled by a new title beyond their franchises of choice that is not a wholesale break from what we’re used to. Heroes of the Storm will be free, and that is a huge plus, but it is going to have to be really freakin good to make it off the ground. As was the case with Square’s Ehrgeiz, the franchise card isn’t going to hold much weight in this field of play.

BLIZZARD ANNOUNCED A MOVIE

Yes, Warcraft: The Movie is under production. More will be revealed about this project at 1pm PST Saturday on the Main Stage, but absolutely nothing good can possibly come of it. Like The Spirits Within for Final Fantasy, it will only interest a small portion of the Warcraft fan base and hardly anyone beyond. Blizzard has never been a promising plot engine, and their cinematics are hopelessly cliche. It’s not like there’s any precedent for failure along the console to cinema highway, but I give Blizzard’s shot at turning a profit here about one in zero.

WARLORDS OF DRAENOR OVERVIEW

Now, I’ve claimed that Blizzard does not keep fans based on plot and character development. Am I right? Well, I’ve certainly known WoW players who cared about the plot, but they form a minority in my experience. That’s not to say that I or any other WoW fan would not love to see a really awesome plot. It’s to say we won’t get one. This is something Blizzard is particularly bad at, and it’s not the reason we play their games. That is one of the reasons World of Warcraft: Warlords of Draenor concerns me. The hour and a half of feature coverage yesterday focused heavily on the game’s plot and characters. Blizzard staff went on at length about the progression forward from Mists of Pandaria and the various NPCs you will encounter. In a comically self-defeating slide, they summed it up like this:

That’s all the more a Blizzard plot has ever really amounted to, and it’s why no one cares. Looking beyond the attempted plot hype, what else does Warlords of Draenor have to offer?

SETTING

WoW 6.0 will take place in Outlands, utilizing another weak time-travel plot device to set the zone prior to its cataclysmic restructuring as experienced in The Burning Crusade. Shattrath will now be an independent Draenei city, and the alliance and horde will have their capitals in Shadowmoon Valley and western Blade’s Edge Mountains respectively. These will be known as Karabor for alliance and Bladspire Citadel for horde, and the Blade’s Edge Mountains themselves will not yet exist as such. Their memorable spikey peaks having formed during Draenor’s later destruction, they will be separated into a western, mountainous winter zone (Frostfire Ridge) and an eastern desert (Gorgrond). Shadowmoon Valley will here be a lush land of forests and meadows, not a desolate fel-ridden waste, and Karabor will be the site of what later becomes Black Temple. There will be seven zones in all: Nagrand, Shadowmoon Valley, Tanaan Jungle (Hellfire Penninsula), Talador (Terokkar Forest), Frostfire Ridge (western Blade’s Edge), Gorgrond (eastern Blade’s Edge), and a new zone–Spires of Arak. None of these seem, in my opinion, to offer much of a unique flavor. That is somewhat inevitable, since Outlands is not an unfamiliar world.

The world will loosely resemble Outlands, and like most WoW continents, it will form an image when viewed as a whole:

GARRISONS

Garrisons were described at BlizzCon as “the [Valley of the Four Winds] farm times one thousand“. A garrison is a full town which you can build inside any zone within Draenor, and which you can move from one location to the next. Like the farm, a garrison will involve setting actions into motion which will occur over night (anywhere from a few hours to a full week), but the payout will be much higher. You’ll gain NPC followers who quest and raid for you to bring home epic gear, you’ll be able to tap into other professions beyond your main ones, you can pick and choose what buildings are constructed (armory, stables, etc), and you’ll be able to customize the garrison’s appearance any way you like as it grows. You can even hang a boss’s head from your front gates!

Sounds pretty cool, right? I think it’s riddled with problems. First of all, Blizzard reps claim: “This isn’t a cottage in a far away instance corner that doesn’t actually exist in the world. This is your ability to actually build a base almost as you do in the RTS games, in the actual world, that you’ll be able to see as you fly through the zones. You’ll be able to see it as you go by it. You’ll be able to invite your friends to come and see it if you want to.”

That is horribly misleading. Under the current developmental scheme, your garrison will exist for you and you alone. It’s true, like they said, that it will be smack in the middle of any map you care to put it in, and that it will be visible from afar, but it will be entirely isolated from all other players. It is a solitary bastion in an MMO world. No one will be able to see it (unless you invite them, presumably to role play); no one will be able to attack it; no one will ever know it exists. As such, it’s not much different from the average farming game on your cellphone. The only real reward is the production payout, whatever that may be. Let’s look at a few:

You can choose which buildings to include.

Ok, but what are buildings good for? An inn and stables aside, all buildings in WoW are used almost exclusively for profession and class trainers. But at level 100 you won’t need a class trainer, and Mists of Pandaria drastically nerfed the amount of time and energy necessary to max out a profession, so much so that grinds which once took a month or upwards of 100k gold can now be accomplished in an evening for petty change. (I think that was an awesome improvement in MoP. Don’t get me wrong.) Unless Blizzard invent new uses for these buildings, they will have none. Or if they add such features as transmog, upgrading, and reforging, then Karabor and Bladespire Citadel will be ghost towns. The screen shot Blizzard offered showed the blacksmith being used to learn new patterns. If that’s anything like the daily leatherworking and tailoring pattern rewards in MoP, it will be pretty useless.

It allows access to mats/It farms for you while you’re offline.

What does it farm? Blizzard have still yet to introduce any sort of access to solid gear outside of raiding or valor/conquest points. If this gear isn’t up to par, it will be a waste of time. Does it farm mats? If it’s anything like the Valley of the Four Winds farm in MoP, this will be a completely useless feature unless the mats are BoP. There is a reason you only farm Motes of Harmony in MoP: non-binding general profession mats always have and always will be the domain of bot farmers. You might not like them, but your auction house could not exist without them. They are what make ore and herbs affordable on your server, and the farm system alternative to gathering in MoP has never paid out in time spent to profit earned.

It gives you access to professions you don’t have.

MoP’s profession grind nerf still necessitates six toons at 85 to max everything out, so this could definitely come in handy, but at what cost? The more Blizzard takes away from the auction house, the more inflation will rise.

You can win trophies, and hang your enemies heads upon pikes at the castle wall! Yarrrgh!

The first note I jotted down while watching this BlizzCon session was “wtf is the point of building a castle in an mmo that is not mmo?” That pretty well sums it up. The whole purpose of a trophy case is to brag to other people about your accomplishments.

The bottom line is this: Blizzard couldn’t have given every player in the game a Garrison that existed out there in the real, massive multiplayer world, because it would have been a spam-ridden nightmare. But they could have given one to say, every level 25 guild with at least 20 exclusive active accounts, and they could have taken this in all sorts of promising directions, ranging from pvp sieges to player-made home cities instead of another Shattrath or Dalaran. But they didn’t. Instead, we all get a bigger farm.

GRAPHICS

This is actually pretty sweet. Blizzard is making a massive graphic overhaul to all races in the game, and will now offer visuals competitive with new MMOs on the market.

BOOST TO 90

In an attempt to lure back old players, Blizzard if giving every account a free boost to level 90 for one toon at any level. This is a pretty nice deal, but it could have some unintended consequences. I for one will be employing it as that long-awaited character transfer I was always unwilling to pay money for. By-by dying low population server, hello Sargeras, Kil’jaeden, or Kel’Thuzad. Expect this feature to increase urban migration and server balance polarization.

CROSS-SERVER ITEMS

Blizzard is increasing the types of items that will be available cross-server. In addition to mounts and battle pets, you will now be able to access BoA leveling gear heirlooms on any toon, anywhere. It’s about damn time, I think. They are also making tabards and toys account wide, which is just silly.

DUNGEONS & RAIDS

Warlords of Draenor will launch with 7 dungeons and 2 raids containing a total of 16 raid bosses. Only 4 of the 7 dungeons will be available below level 100, for maximum alt leveling boredom. Upper Blackrock Spire (UBRS) is getting a remake, and the level 100-only dungeons will have non-heroic versions in order to “help players prepare for heroic mode”. … Since no one would voluntarily run non-heroic dungeons at level cap, I interpret this to mean “expect more tedious grinding before you are eligible for real gear.” The reason behind this move is incomprehensible, as no one who is unready for heroic dungeons for reasons other than gear is any less unready for regular dungeons. They are called “noobs”, or “nubs” in some dialects, they are typically too disinterested in the finer details of the game to ever figure it out, and they will be carried by my epic hunter deeps. NEED that agi ring my DK friend! It will definitely help boost you over 10k dps!

Raids are getting a fourth tier. There will now be LFR, Normal, Heroic, and Mythic. LFR through Heroic will all be available under the relatively new and quite successful flex raiding system, and Mythic will be 20-man only. While this all sounds like a fine idea to me, the Blizzard reps did show once again how out of tune they were with the game they developed when they explained flex’s utility: We’ve all been in that annoying situation where a few dps or a healer bail in LFR right before a boss pull and we have to reenter queue and wait, they said. Flex will scale the LFR boss down so we can pull anyway!

Well, no, we haven’t. In fact, that never, ever, ever happens. DPS and healers are replaced in LFR in a matter of seconds. There is a 60 minute long queue line of them ffs. Long waits before boss pulls happen because TANKS leave, and you can’t rescale for that.

PVP

Blizzard is bringing back a world pvp zone, and it’s going to be a 24/7 battle rather than a timed instance. They compared it to classic Alterac Valley, and I’m pretty stoked about that. Unfortunately but necessarily, this is going to be a cross-server zone. That means that you’ll never form a collaborative relationship with your team mates, probably, but with a ton of servers reaching 90:10 faction polarization these days, I for one see no viable alternative.

In the world of arena, Blizzard is creating a separate ladder system called Trial of Gladiators. These ladder fights will only be available at certain dates and times, and they, rather than regular arena queues, will determine season champions. This was supposedly developed to eliminate late-night pairing exploitation, which I wholly intended to get in on to knock out some of my arena achievements, but I’m all for it. One really cool thing is that they’re eliminating gear for the event. You will be given the same premade gear set when you roll in, regardless of your ilevel or resilience, so victory will depend entirely on skill and class balance.

ODDS AND ENDS

Blizzard focused on a number of additional changes that Warlords of Draenor will offer, and most of them are complete rubbish that ought to just be quietly implemented on the next routine patch update.

* Battleground progression information — Blizzard are basically integrating PVP DBM into the game proper. But I’ve got an addon for that.

* Random favorite mount summoning — This will be an option. But I’ve got an addon for that.

* Enhanced bag sorting options — You will now be able to control which bags particular types of loot fall into. But I’ve got an addon for that.

* Battleground scores — You will now be able to see a conglomerate score of your performance in a battleground, incorporating traditional stats such as hks and damage done along with your involvement in objection completions. I am not very confident about Blizzard’s capacity to rate my performance, especially considering there are multiple strategies for winning just about any bg. This is also potentially really dangerous, because they suggested that there might be rewards for high scores. Does this mean that, even if you already have the Cap Five X achievement in a bg, you’re still encouraged to spam the hell out of the flag instead of fighting around it for a shot at the prize?

* Quest items will no longer be stored in bags — Yay!

* You can craft with items in your bank, not just your bag — Yay!

* Item stack caps raised from 20 to 100 — Yay!

But I fear that the few positive changes here and there aren’t going to make a difference in the big picture. Blizzard announced WoW 6 this BlizzCon, as expected, but they had very little to show for it. Plot and characters aren’t what keep us playing this particular game, the Garrison system is a single player entity isolated within an MMO world, and almost every other new thing they emphasized was astoundingly petty. There will be modest improvements here and there–to bag space, to raiding opportunities, to free server migration–but in previous expansions these would be afterthoughts. A lot of interface changes amount to nothing more than addon incorporation, but the players who don’t use say, a battleground objective addon, are probably oblivious to battleground objectives in the first place. The most depressing announcement towards this end was the ADVENTURE GUIDE. This is a menu like the Dungeon Guide, but designed for inexperienced players who don’t have a clue what’s going on. It will tell you what zone you ought to be questing in, where you can go for better gear (a dungeon. a raid. mmhmm…), what battlegrounds are available at your level, and so on. Did it ever cross Blizzard’s mind that the people who can’t figure out the dungeon finder or pvp menus aren’t going to figure out the adventure guide either? Obviously not, because the emphasis once again seems to be “hand more fine details to the players who don’t care and won’t read them.” I’m not trying to insult anybody here. My wife’s been happily bouncing around Eastern Kingdoms leveling gnome locks to 40 for a year now. There are players who want to “win” to the capacity that WoW allows, and there are players who just enjoy a little pew pew before they go to bed and have zero interest in learning more. Last I visited Blasted Lands, there was not a sea of confused level 60s unable to figure out how to walk into the Outlands portal. So just who do Blizzard think they’re helping with these improvements?

Has Blizzard lost touch with their fan base? Mists of Pandaria does not lead me to believe so, but the showcase for Warlords of Draenor looks bleak. With little more than a dime-a-dozen farming mini-game and new zones, dungeons, and raids to offer, I don’t know what I’m supposed to be looking forward to here. I don’t need a new class or a new race to keep me entertained–I’ll be a dwarf hunter until the day I quit–but I need something. Whatever that thing will be, it wasn’t revealed at BlizzCon.

But enough being a Negative Nancy. I’m off to watch Jaedong whoop ass in the Starcraft II World Championship Series Finals. For the swarm!

VGM Entry 68: Final Fantasy VI


VGM Entry 68: Final Fantasy VI
(Thanks to Tish at FFShrine for the banner)

Square released quite a number of games for the Super Nintendo, but everyone looked forward above all else to their annual blockbuster, appearing in the latter half of the year, from 1993 until 1995. Secret of Mana was the first of these. Final Fantasy VI was the second.

There is only one logical place to begin a discussion of the music of Final Fantasy VI.

And that would be at the beginning. Final Fantasy VI did not begin like other games. Sure, it was by no means the first to fade out on the title screen and play through an introduction to the plot, but this was different in a lot of respects. It provided barely any background to the story. Ok, there was a devastating war 1000 years ago in which the destructive art of “magic” was lost, and an emerging industrial revolution is beginning to recover remnants of that past. That’s all you directly get. The rest plays out more like a movie. You get hints and clues to what’s going on–a new face here, a key term there–but you’re left curious rather than informed. The intro to this game doesn’t set the plot; it sets the mood. (The revised English translation tragically lost sight of this, such that the original SNES “Final Fantasy III” is really the only port of the game worth playing.)

Nobuo Uematsu’s music went hand in hand with this approach. There is no opening anthem–no catchy piece to hum along to. The sinister organ, the harp-like transition, the windy sound effects, and ultimately the opening credit music all flow from one point to the next, breaking only for the sake of the cinematic experience, not because a particular track is over or the next scene has new “bgm”. Final Fantasy VI had perhaps the first really cinematic introduction for a video game.

It might be argued that Nobuo Uematsu revolutionized the use of music in video games from the very opening sequence, but nothing made this more apparent than the events at the Jidoor Opera House, where an odd twist in the plot leads the cast of heroes to become involved in a backstage operation during a musical performance. Not only does the opera take place in the backdrop as you work your way through the mission, but as part of the plot device the heroine Celes takes on the lead female roll in the show. Events transition back and forth between action behind the scenes and the live show, and part of the outcome is determined by your ability, as a player, to regurgitate Celes’ lines from the script.

The video I’ve linked here includes the first two songs in a four-part performance. What makes this sequence so important for the history of gaming music is that Nobuo Uematsu’s amazing score plays a direct role in the plot and gameplay. While the simulated pseudo-vocals might sound silly in hindsight, this was also a real first in gaming music in its day. Square’s sound team might not have possessed the technology to incorporate real words, but nothing prevented them from displaying them as part of the script. As an odd consequence, one of the first video games to make extensive use of lyrics had no vocals.

Uematsu’s third major accomplishment, the indisputable quality of his score aside, was to completely derail the limits of acceptable song length. Granted Commodore 64 artists had been busting out 6-8 minute epics back in the mid-80s, the standard by and large still remained firmly below the 3 minute mark. If we take the opera as a single piece (it’s divided into four tracks), Final Fantasy VI had three songs that pushed 20 minutes.

“Dancing Mad” probably remains today the longest final battle music ever written, with the original ost version clocking in at 17 minutes and 39 seconds. This might seem excessive if you haven’t played the game, but within its context nothing less could have possibly sufficed. Kefka was pretty much the greatest video game villain of all time (Luca Blight from Suikoden II might surpass him), and Final Fantasy VI might have had the most apocalyptic plot in the series. Sure, series fans had saved the world from imminent destruction five times before and plenty more since, but Zeromus, Exdeath, they were just icons of evil. In Final Fantasy VI, Square’s obsession with mass destruction finally found a human face. Kefka’s psychopathy was something you could buy into. He was entirely capable of emotion even as he slipped progressively further into insanity. He just attached no moral value to life. Where enemies before and since sought to destroy the world for destruction’s sake, Kefka was in it for the experience of the ultimate tragedy. For once it actually made sense for a final boss to let the heroes creep up on him; the whole agenda would have been pointless if no one was there to experience it with him.

Both visually and musically, the final battle of Final Fantasy VI was beautiful. Nothing else–certainly no 1-2 minute fight theme–would have been appropriate in the context of the story.

VGM Entry 66: Super Metroid and Donkey Kong Country


VGM Entry 66: Super Metroid and Donkey Kong Country
(Thanks to Tish at FFShrine for the banner)

The release of Star Fox in 1993 was a sign of quite a few great games beyond the RPG/adventure genre to come. The following year would see another visually revolutionary blockbuster, this one completely blowing Star Fox off the map. Rare, a famous name on the Nintendo, held back developing much for the SNES until they were good and ready to take the system by storm.

Donkey Kong Country (Nintendo, 1994) essentially marked the peak of graphics on the Super Nintendo. It never got appreciably better than this, though plenty of other developers would rise to equal it by the end. Considering just how bad the graphics of say, Final Fantasy VII or Super Mario 64 look today, its amazing how well the best of the SNES have stood the test of time. Musically the game did not have quite as big of an impact, but it definitely maintained the cutting edge standard.

Composed by Dave Wise (Wizards & Warriors), Eveline Fischer, and Robin Beanland, the game’s sometimes hoaky jungle themes might be misleading; somewhat silly tunes out of context, they were ideally suited for the gameplay, and they completely defied the limitations of the SNES. I mean, plenty of great musicians were able to craft soundtracks that didn’t sound contrived. They weren’t obligated, as in the 8-bit days, to treat their audio chip as an instrument for any hope of success. But when Nobuo Uematsu added a pseudo-vocal track to Aria Di Mezzo Carattere he wasn’t fooling anybody; the extent to which SNES music could sound performed rather than programmed came in degrees and was not directly relevant to quality. (Final Fantasy VI, Uematsu’s opera included, was one of the best scores of all time despite sounding nowhere near as authentically orchestrated as Yuzo Koshiro’s ActRaiser 2.) But I feel like Donkey Kong Country was remarkably successful in its ability to distance itself from any sense of these limitations.

I mean, it’s electronic music in spirit (or more appropriately ‘new age’, though that is a dangerous term to throw about in so far as the musicians who have defined it share little in common with the finest musicians to have been branded with it) and it should not be compared to attempts at orchestration, but the subtle panning and fading, the outstanding percussion, the appropriate and convincing use of ambient jungle noises in the background… it all adds up to a sound that goes beyond the system, as if they had the nearly limitless possibilities of composers from the Playstation era and beyond.

While Donkey Kong was enjoying his first incarnation as a well-defined, major franchise character, Samus was returning for her third venture, and her first on the SNES. Super Metroid (Nintendo, 1994) was one of the best games on the SNES, presenting a massive, open world for exploration that surpassed its series predecessors and remained unmatched until Castlevania: Symphony of the Night (Konami, 1997). And much like Castlevania, the Metroid series was synonymous with good music. Super Metroid was composed by Kenji Yamamoto and Minako Hamano (Link’s Awakening), and as best I can tell this was very much a joint effort. The ost on vgmdb credits both artists with 11 out of the 24 tracks. (Hirokazu Tanaka is credited for the last two.)

The two had their work cut out for them. While Tanaka’s original was, I think, far more novel in concept than as an actual finished product, his vision of the Metroid sound as carried on by Ryoji Yoshitomi in Metroid II: Return of Samus was nothing short of perfection.

Super Metroid took a slightly different approach from the get-go. The first two games featured eerie yet beautiful intro songs which really captured the conflicting nature of the metroids as morally innocent yet dangerous predators (one of Metroid’s unique features in early gaming is that some of the monsters aren’t evil or lifeless ‘bad guys’, but rather a natural species taken advantage of by, well, evil bad guys). Super Metroid, on the other hand, starts off on a human space station, and the opening conflict is between Samus and the Zebesian Ridley, not a metroid, so a different sort of musical theme was in order. Yamamoto and Hamano effectively captured that with dark and suspenseful music that offered none of the warmth of the first two games.

Furthermore, the majority of the game takes place on Zebes, the home world of the space pirates who are manipulating the metroid species for conquest. The original Metroid took place here as well, but a lot had changed plot-wise since then. The metroid species had been all but exterminated, and Samus at any rate had had a much more intimate encounter with them in Metroid II than would be possible on Zebes. Their presence here was no longer such a significant factor (in setting the mood, though they remained central to the plot), and the Zebesians presented a less mysterious and more sinister threat.

Yamamoto and Hamano wrote some pretty creepy music for Super Metroid, and it served its purpose well, but the bulk of the tunes were earthy in ambiance and more action-oriented, precisely in keeping with the mood of the game.

The SNES had some less famous gems in 1994 too. Demon’s Crest was the third installment in Capcom’s largely forgotten Gargoyle’s Quest series, which was in turn derived from the Ghosts’n Goblins series. It couldn’t have been much of a commercial success in North America; at the height of my teenage game obsession I managed to never even hear of it. It had a unique classical soundtrack which rarely stands out in any single instance but deserves a great deal of praise for its consistency. The composer never gives in to temptation by picking up the pace, keeping an even keel that succeeds in maintaining a sort of Halloween spook to the whole game from beginning to end.

Who composed it? I was about to say Yuki Iwai, because she’s almost universally credited for it, but this is yet another one of those gross misconceptions derived from failure of in-game attribution. Apparently Demon’s Crest has no credits (I never played it), and some time long ago someone decided Yuki Iwai must have composed it because she composed the previous series installment, Gargoyle’s Quest II (Capcom, 1992). Thankfully someone on Wikipedia caught on to this and did some research; a compilation cd of music from the series explicitly credits the score to Toshihiko Horiyama.

And then there’s Live a Live (Square, 1994), composed by the rising star Yoko Shimomura (Gargoyle’s Quest, Street Fighter II, some minor involvement in Breath of Fire). Shimomura left Capcom in 1993 and joined Square, with whom she would maintain a long and productive partnership up through the present day. Chances are you never heard of and almost certainly never played the RPG Live a Live. Even in the present day of classic game redistribution it has never received an official English language port. It’s a shame, because with a lively mix of adventurous western themes and oriental melodies, Live a Live presented one of the most spirited soundtracks on the SNES.

It was also one of Yoko Shimomura’s first independent scores. Though she receives solo credit for a few earlier games–F-1 Dream (Capcom, 1989) for the PC Engine and The King of Dragons (Capcom, 1991) for the arcade for instance–the bulk of her earlier games list joint credits, and these can be pretty misleading. (She only contributed one song to Breath of Fire from what I gather.) Live a Live then might be seen as one of her first really extensive works, and it was definitely a sign of good things to come. With a legendary repertoire to include Super Mario RPG and Kingdom Hearts, Shimomura would be making herself heard in video games for a long time to come.

VGM Entry 63: Secret of Mana


VGM Entry 63: Secret of Mana
(Thanks to Tish at FFShrine for the banner)

The Super Nintendo may have been video game music’s finest hour with or without them, but three soundtracks in particular carried this system to an unprecedented level of greatness which has really never been matched since. Each was composed by a different artist, and each was released by Square. The first of these was Secret of Mana.

Here is the track list for garudoh’s compilation:

(0:00) Angle’s Fear
(0:53) selection menu track not featured on the ost
(1:23) Into the Thick of It
(2:17) Colour of the Summer Sky
(2:55) Ceremony
(3:53) Star of Darkness
(4:46) Strange Event
(5:46) Spirit of the Night
(6:22) Eternal Recurrence
(7:29) The Sorcerer
(8:15) Leave Time for Love
(8:44) Dancing Beasts
(9:24) Calm Before the Storm

Hiroki Kikuta was brand new to the world of video game music when he scored Secret of Mana, released in 1993. (Called Seiken Densetsu 2 in Japan, the game was technically the sequel to what we commonly know as Final Fantasy Adventure for the Game Boy.) He had worked on the sound effects for Romancing SaGa in 1992, and beyond that he only had two animes to his credit (The Adventure of Robin Hood and The Legend of Snow White, both released in 1990.) Like the more famous Square composer whose 1995 composition would overshadow Kikuta, his work would emerge from pure inspiration, with almost no past experience upon which to build. He single-handedly made an otherwise fairly average game one of the most beloved titles on the system. I suppose average is an odd way to describe Secret of Mana–it was a very unique game within the adventure genre–but its success hinged entirely on the soundtrack. With limited plot potential and almost zero character development (the playable characters are named Boy, Girl, and Sprite for goodness sake), Secret of Mana‘s success was due entirely to Kikuta’s ability to bring the visual environment to life in fantastic ways.

garudoh chose some odd tracks for this compilation, and judging by the fact that some of the songs fade before they’re anywhere near looping (Leave Time for Love for instance) I have to assume he wasn’t personally very familiar with the music. I’ll offer you some additional tracks that didn’t make it into his mix.

Secret of Mana was a game about elements. This was not integrated in any sort of forced way, as with say, the crystals of earth, water, air, etc in the Final Fantasy series, but rather it was a natural consequence of the games strengths and weaknesses. For instance, I doubt anyone remembers why, plot-wise, you ever end up in a desert, but the experience of being there is a lasting memory.


Secret of the Arid Sands

Kikuta didn’t rely on any stereotypical reference points here. He didn’t give his music a Middle-Eastern vibe or any such nonsense. Instead he chose tones that actually reflected a visual experience of a desert. The accompaniment to the melody here flickers up and down from the bass of the music like boiling bubbles and mirages dancing off the desert sands. It’s largely in these world encounter zones, where the plot was least relevant, that Kikuta’s music is at its finest, because he was at liberty to paint a timeless musical image without any concern for the events taking place there.

This same idea of audio imagery really stands out to me in “Into the Thick of It” (1:23 in the garudoh video), where at the start the plucked sort of harpsichord-guitar line accented by the drum beat and displayed on the backdrop of a simple, confident bass and quiet but encompassing synth creates the image of a forest rushing by. (Much of the drumming is hard to find in the low bitrate youtube sample, with exaggerated alterations in volume obscuring the fact that the staccato metronome-sounding drum hits on every beat.) The bass and synth fill in the earth and sky; the drum sets things in motion; the plucked notes count off the passing tree trunks; the fuzzy guitarpsichord resonance depicts the myriad interwoven branches, tying each note into the next. However pretentious that may sound, and regardless of whether or not it reflects Kikuta’s intentions, I’ve always heard something roughly along these lines in this song. I want to clearly distinguish it from music which captures the sense of being in a forest. This doesn’t tap into emotional reactions to environments so much as it generates an actual physical image of the environment, supported by the game’s graphics proper, upon which the players can impose their own emotional values. It’s fantasy in the purest sense. As “Into the Thick of It” progresses the song flushes out into more obvious visions: woodwinds capturing the blowing breeze and rustling grass, bubbly staccato synth tones depicting passing streams. And this is precisely the graphic environment in which the song is employed.


What the Forests Taught Me

“Into the Thick of It”, where the player is rushing on ahead on a well established path, is nicely contrasted by “What the Forests Taught Me”, in which the game sets you in a much more secluded forest. Here the motion is removed, and you get a standing image of a forest clearing full of life. The calm is a bit more displaced from the gameplay, considering you’re hacking and slashing your way through, but this is entirely in keeping with Kikuta’s tendency in such plotless zones to score music descriptive of the visual environment and allow the players to attach their own value to the events taking place there.


A Wish

The sort of apex to this side of his soundtrack is “A Wish”, which plays in the winter forest combat zones. An environment blanketed in a single, neutral, stagnant substance, full of life but only subtly altered by its motion–Kikuta composed a track perfectly descriptive of what the player, upon taking a break from mechanical combat and visualizing themselves in this fantasy world, would experience. A lot of truly great musicians have attempted to capture this sort of situation–Sigur Rós and George Winston come to mind–but as the nature of video games dictates looping tracks, “A Wish” offers this vision in a uniquely and authentically eternal sort of way.

The mental images in a work of fantasy are not always natural, and for Secret of Mana‘s darker side Kikuta needed to get pretty creative. “Ceremony” (2:55) and “The Sorcerer” (7:29) represent the game’s darkest moments, and the former, though not my favorite track, might be his finest accomplishment in the mix. In a score through which the player is accustomed to deriving physical imagery, Ceremony’s twisted patterns and displaced tones take on added weight. There is nothing natural to latch onto here–no coherent vision, just some disturbing, chaotic mass. It’s got to be one of the creepiest video game songs out there, second on the SNES only to the Final Battle music of EarthBound by Hirokazu Tanaka. “The Sorcerer” is just as if not more disturbing, made only slightly less intimidating in practice by the distraction of having to actually fight a boss while it’s playing.


Steel and Snare

One thing you may have noticed listening through garudoh’s mix is Kikuta’s tendency towards hard-hitting, dominant percussion. It’s one of his strongest consistencies, tying a wide variety of musical styles together under a common feature, and on one of my other favorite tracks, “Steel and Snare”, he really lets it all out. This is one of those songs I’ve wanted to cover in a rock band since the first time I ever heard it, and I remember having the whole thing worked out on bass at one point in my life (along with Meridian Dance; this never really crossed my mind before, but when I first bought a bass it was always Hiroki Kikuta and Ryuji Sasai that I turned to.) The music again drives the setting of the game, with the continuous tone in the background simulating the air around the floating castle, and the drum and bass track giving all of the enemies a decidedly mechanical feel. I don’t actually know that they -were- mechanical. I don’t remember what they looked like precisely. But whatever they were meant to be, the music dictated my memory of the scene.

I’ll leave you with one last song:


Premonition

I’ve managed to maintain this as my ringtone for well over a decade, and it’s become such a continuous occurrence in my daily life that I don’t think I can even intelligibly discuss it in the context of the game anymore, but I was in love with it when I first heard it and I still am now. I suppose I should have featured Meridian Dance here instead, as it seems a bit silly to ignore Secret of Mana‘s most epic track through all this, but I’d rather draw attention to the less commonly featured great ones anyway. Enjoy.

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 TacticsOgre 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 61: The RPG generation


VGM Entry 61: The RPG generation
(Thanks to Tish at FFShrine for the banner)

The Super Nintendo RPG/Adventure legacy didn’t come over night. But ActRaiser (Enix, 1990), Final Fantasy IV (Square, 1991), and The Legend of Zelda: A Link to the Past (Nintendo, 1991) did not necessarily set the stage, either. RPGs had been huge in Japan for quite some time. The Super Nintendo provided both the capacity to carry them and the consistency to focus costs on a single product (imagine the amount of time and resources which must have went into porting PC RPGs to a half-dozen different systems). This didn’t inspire computer gaming companies to switch gears–Nihon Falcom continued to pump out their titles for the PC-9801 all the way up to 1996, slowly switching to Windows with only one Super Famicom title, Ys V: Ushinawareta Suna no Miyako Kefin (1995), to show for themselves in between. But other publishers saw RPGs as a more viable option now, and Capcom, Taito, and Nintendo hopped on the bandwagon while Square and Enix picked up the pace. (Konami held off producing RPGs until the Playstation era.)

The fact that these types of games did not start to appear in abundance on the SNES until 1992 might have been a simple consequence of developers spending most of 1991 making them. 1992 to 1995 were the glory days of SNES fantasy gaming, and perhaps the crowning era in the history of video game music.

Capcom’s first big RPG was Breath of Fire (1993), credited to a long list of composers including Yasuaki Fujita (Mega Man 3), Mari Yamaguchi (Mega Man 5), Minae Fujii (Mega Man 4), Yoko Shimomura (Gargoyle’s Quest, Street Fighter II), and Tatsuya Nishimura. Thankfully track by track authorship is actually available, and we can see that Yasuaki ‘Bun Bun’ Fujita did the grand bulk of the composing, with Mari Yamaguchi contributing five songs and the other three chipping in a song each.

Here’s a track list for the compilation:

(0:00) The Dragon Warrior
(1:24) Fate
(2:54) Starting the Journey ~Breath of Fire~
(4:11) Deep Forest
(5:18) Battling
(6:02) Sand Palace
(7:07) Dejection
(8:05) Fishing

As a series, Breath of Fire was not really all that well noted for its contributions to video game music. I don’t want to blow off the rest of the games here and now before revisiting them, but I distinctly remember playing through most of them with the radio on (I never actually played Breath of Fire V). The original Breath of Fire was definitely more of an exception than than the rule. The soundtrack is peppered with memorable, moody numbers. It’s most famous song, at least in so far as it was carried on in future installments, is Mari Yamaguchi’s overworld theme, “Starting the Journey”. But it is Yasuaki Fujita’s bleaker contributions that really make the game stand out from the crowd. “Deep Forest” and “Dejection” could both easily pass for ending credits themes to some complex plotline defying the good versus evil stereotype–the sort of RPG we all crave but rarely find outside of the Suikoden series. They’re both delightfully dark and finite, screaming “it’s over, but did you really win?”

Of course neither of them are actually credits music, and Breath of Fire was never known for its plot. The series had an incredible knack for being simultaneously completely forgettable and quite fun to play–perhaps a consequence of actually challenging combat (at least, in comparison to the vast majority of turn-based RPGs.) When it came to music, the original was the only one that actually made a lasting impression on me when I played it.

Lufia & the Fortress of Doom, composed by Yasunori Shiono, was another series starter in 1993. There were actually only two Lufia titles in the 90s, and I suspect the later handheld releases came as an afterthought. Taito were prolific producers with a history in the gaming industry dating all the way back to 1973, but they had always shied away from the RPG market. With the cooperation of newly-established developers Neverland Co., Lufia would be their first attempt.

As for the history of Neverland, something on Wikipedia is clearly wrong. It claims Lufia‘s developer was founded on May 7th, 1993, and it claims the game was released on June 25th, 1993. But while Neverland certainly must have had an earlier origin, Lufia does appear to be their first of very few titles. In that regard, the Lufia series was kind of unique. I won’t pretend to know what goes on behind the scenes in the gaming industry (my dream of directing RPGs has always been a total fantasy), but I have to imagine when a producer develops their own game there’s a fairly more intimate degree of interaction between the two sides. Square and Nintendo as of 1993 nearly always developed their own games. The wildcards in the world of non-PC RPGs almost always went through Enix (the most famous developers being Quintet and Chunsoft). Neverland-Taito then seems like a pretty unique pairing–an independent developer working with a producer that had never marketed an RPG.

Lufia & the Fortress of Doom was in every manner a rough draft–a sort of prototype for Lufia II: Rise of the Sinistrals, which was infinitely better and one of the best RPGs in the history of the SNES. Unlike Final Fantasy, Dragon Quest (from what I gather), Breath of Fire, Seiken Densetsu, Quintet’s unofficial ‘Soul Blazer Trilogy’, and Zelda really, the Lufia series was both plot-centric and cumulative, taking place in the same world with a continuous history and related/reoccurring characters. As if in collusion with the rest of the development team’s maturation, Yasunori Shiono’s compositions improved substantially in the second title, but we will get to that later.

Good adventure/RPG music was not limited to the Super Nintendo. The Game Boy was a musical instrument par excellence, with by far the most aesthetically pleasing tones of any system on the market lacking diverse instrument sampling. (I hope that’s a suitable delineation for a technical subject of which I still know absolutely nothing.) The Legend of Zelda: Link’s Awakening is far and wide my favorite score in the Zelda series. It might have nothing on Ryuji Sasai’s work on Final Fantasy Legend III, but Link’s Awakening brings the Game Boy to life in a really beautiful way. Indeed, its only real fault is a failure to employ his three-dimensional stereo effects. The game’s crowning jewel, Tal Tal Heights, appears early in this compilation (0:30), but the whole score merits attention.

Koji Kondo surprisingly had nothing to do with it. Link’s Awakening was a joint effort between Kazumi Totaka, Minako Hamano, and Kozue Ishikawa, all of whom I’ve yet to mention. Kazumi Totaka actually had a pretty long history with Nintendo, providing music for the sort of games you might expect to hear Soyo Oka on (Mario Paint, Wave Race 64, most notably Animal Crossing, which I do hope I remember to feature if I ever get that far). Minako Hamano was responsible for roughly half of the Super Metroid soundtrack, though her name rapidly fades from the pages of history, and Kozue Ishikawa is a virtual unknown. But this motley crew managed to piece together one of the quintessential scores of the Game Boy, and in doing so earn themselves a place in video game music history.

October Music Series: 下村陽子 – Beware the Forest’s Mushrooms


Yoko Shimomura was a rising star when she composed the Super Mario RPG soundtrack in 1996, fresh out of Capcom and ready to embark on a higher profile career with Square. The whole soundtrack was exceptional, but one track in particular was so catchy that it’s been stuck in my head ever since, and it’s most certainly appropriate for a fall theme.

Within the game, the song plays to a forest maze–one of those looping maps that can have you wondering around forever if you don’t pay attention. ‘Forest music’ has always been among the best tracks in RPG scores, but I don’t know that anyone’s pulled one off as effectively as Yoko Shimomura. It’s not quite as dark and haunting as say, Koji Kondo’s “Forest” from A Link to the Past or Yasuaki ‘Bun Bun’ Fujita’s “Deep Forest” from Breath of Fire, nor as calm as Yasunori Mitsuda’s “Secret of the Forest” from Chrono Trigger, to name some contemporaries. It’s far more friendly and inviting, which really makes it all the more dangerous, because at the end of the day you’re still getting lost in a deep forest maze filled with monsters out to kill you. It draws you in, makes you want to keep on wandering, like a good proper evil enchanted forest ought to.

It’s also the theme song to Geno, a doll possessed by the spirit of one of the stars you’re out to rescue, who really creeped me out as a kid because I thought that orange thing on his hat was his nose for some reason.

VGM Entry 54: Final Fantasy V


VGM Entry 54: Final Fantasy V
(Thanks to Tish at FFShrine for the banner)

Square had a fresh set of games to offer in 1992, and I will turn to them next.

Final Fantasy Mystic Quest has amusing origins. After assessing the disparity in RPG sales between the Japanese and North American markets, Square concluded that Americans were just too dumb for Final Fantasy V, so they made the ultra-simplified Mystic Quest instead and commissioned Ryuji Sasai to compose a hard rock soundtrack for it.

Well, I don’t know if Sasai was actually specifically tasked to mix in heavy metal, but it would be funny if he was. And thankfully he did, because it’s really this game’s only redeeming quality. I wasn’t quite 10 years old when I played it, and I remember it boring the shit out of me.

Any stylistic similarities between Final Fantasy Mystic Quest and Final Fantasy Legend III are lost in the change of medium. The things that made Sasai a god among musicians on the Game Boy just weren’t options here. Most of the music is instead pretty generic. The title theme for instance, the first track in this mix, is appropriate and entirely forgettable. It’s in the combat sequences that Sasai really gave his all and salvaged the game from total despair. The regular battle music (2:03) could fly as a final boss theme in any other game, while the last castle (3:58) and final boss battle (8:36) hit even harder. But the real prize winner here is the regular boss battle music (6:39). This track just begs to be covered by a power metal band.

Yeah, it’s got nothing on Final Fantasy Legend III, but to a piss-poor attempt at a video game Sasai at least contributed some slight redeeming value. Then there’s Final Fantasy V.

As you listen through the Final Fantasy V soundtrack, one thought that might cross your mind is “Heh, this kind of sucks.” Yes, yes it does. Here is the track list for this compilation:

(0:00) Prelude
(1:08) Final Fantasy
(1:56) Dear Friends
(2:41) Ahead On Our Way
(3:35) Lenna’s Theme
(4:18) Battle Theme
(5:00) Royal Palace
(5:34) What?
(6:08) Home Sweet Home
(7:00) The Airship
(7:30) Four Warriors in the Dawn (Galuf’s Theme)
(8:03) Moogle’s Theme
(8:49) Go Go Boco!
(9:32) Fanfare

Quality is all relative. Compared to the average SNES game, Final Fantasy V might be stellar, but Nobuo Uematsu in 1992 ought to be held to a higher standard. To his credit, I think this was more of an experimentation than a creative flop. In that grey area between heavy NES restrictions and full orchestration, there was probably a lot of freedom to branch out from the styles that were perhaps expected of Uematsu. Máire Breatnach had recently arranged the Final Fantasy IV soundtrack into Celtic Moon, and Uematsu surely had some hand in that. I think perhaps he was going for something a little more folk oriented here and it just didn’t quite hit the mark. You can hear it in the Final Fantasy Main Theme (1:08). Trumpets and the feeling of a string orchestra are replaced by a simple harp at first, and as other instruments join in it never ascends into the illusion of an orchestra, remaining essentially a three-piece set.

But the use of a trumpet is more odd than rewarding in this instance, and the string tone measures out like chords on a keyboard, failing to create the illusion of the real deal. Songs like Royal Palace (5:00) are pleasant in concept, but the programmed loop nature of each track is just too apparent to make me feel like I’m listening to anything more than some MIDI imitation. There’s nothing remotely natural about the harp or synthy strings here; a real orchestra would never play this. It’s not that the music needed to feel orchestrated, but Uematsu employs the sort of instruments for which orchestration is expected. Home Sweet Home (6:08) is a good counter example. The strings that come in later still make too many hard stops to sound natural, but overall the arrangement manages to avoid counter-intuitive instrumentation, and it pays off.

Another good example, Harvest, doesn’t appear in this compilation. Here once again Uematsu avoids ‘orchestral’ instrumentation and lets his folk vibe play out uncontested. It’s one of the few instantly appealing tracks in the game, and I can’t help but think that had this instrumentation been the rule and not the exception, Final Fantasy V would have been a lot better off.

VGM Entry 44: Final Fantasy IV


VGM Entry 44: Final Fantasy IV
(Thanks to Tish at FFShrine for the banner)

Supposedly the sound team at Square was so overburdened when it came to scoring Final Fantasy IV that they occasionally camped out in sleeping bags at the office. Or so claim Nobuo’s rather zanny liner notes for the game’s official soundtrack, dated “April 13, 1991, 1:30 a.m. (in the office, naturally)”. Whatever the veracity of this, the end result was probably the best game soundtrack composed up to that time.

Nobuo Uematsu must have been waiting a long time for this. “Prelude” received its main melody to finally become the song we think of today. “Prologue” (Main Theme) got an epic introduction to overtake the recently revamped Dragon Quest theme. Hell, something approaching real orchestration was possible!

The process of adjusting to the Super Nintendo took a lot of time and energy, and it didn’t get any easier. Nobuo Uematsu has stated that Final Fantasy VI was his most challenging score, and one can imagine a perfectionist’s realization that Super Nintendo sound, though vastly superior to the Nintendo, was still sufficiently limited for the possibility of excruciatingly sampling every option. Perhaps that’s why Final Fantasy IV and Final Fantasy VI especially turned out so great; lacking the sense of unrestrained freedom of true orchestration, attention to detail was taken to painstaking extremes. Perhaps. I don’t know.

The track list for the sample above is:

“Prelude”(0:00)
“Prologue” (0:55)
“Red Wings” (1:35)
“Main Theme” (Overworld) (2:16)
“Into the Darkness” (3:00)
“Fight 1” (3:32)
“Mystic Mysidia” (4:31)
“The Airship” (5:20)
“The Big Whale” (5:50)
“Theme of Love” (6:27)
“Palom & Porom” (7:11)
“Chocobo-Chocobo” (7:38)
“Land of Dwarves” (8:12)
“Epilogue” (8:37)
“Fanfare” (9:24)

It’s something of a testament to how amazing Final Fantasy IV really is that garudoh’s ten minute sampler does not even include the vast majority of my personal favorites. And since I am at liberty to write these articles however the hell I want to, I present you with my top five Final Fantasy IV tracks, roughly in order:


#5: Fabul

The music of Fabul could not possibly be better suited for its role in the game. Here you’ve got an isolated, well fortified castle guarded by monks, which are pretty much ninjas and way cooler than Edge anyway. And there’s nothing friendly about this town. It’s been a long, long time, but I recall never exactly feeling welcome there, and I certainly shouldn’t after all the trouble. “Fabul” isn’t just appropriately oriental, it’s also pretty grim. There’s a sense of foreboding about it which perfectly captures the events your arrival foretells.


#4: The Lunarians

“The Lunarians” was my favorite Final Fantasy IV track as a kid. I remember pounding away at it for hours on my mother’s piano, which must have been especially grating since I’ve never taken a piano lesson in my life. This isn’t some ‘light in the darkness’ track. The pretty melody is completely haunting, and that forcefully struck deep note is entirely complimentary to it. No, there’s no sort of contrast here. This song captures a beautiful and dangerous mystery.


#3: The boss battles

Yes I know I’m cheating. Final Fantasy IV is packed full of outstanding fight music. The final battle, featured above, is the most dramatic of the lot–as well it should be–but only barely. “The Fierce Battle” also does wonders for capturing a heightened sense of danger and urgency. Really, though the whole multiple tiers of combat music thing was probably done before, Final Fantasy IV has to be one of the first games to make effective use of it. “Fight 2“, the standard boss tune, emerges out of the same brief introduction as the basic combat theme (see garudoh’s mix) and steps the action up a notch with faster drumming, more pronounced bass, brass accents, and a more central role for the strings. “The Fierce Battle” goes farther still, allowing the brass to share center stage with the strings, except unlike in “Fight 1“, the brass melody lines here actually feel like the real deal. The track comes off as very orchestral to me, and intense in a way that just wasn’t possible prior to the SNES. “The Final Battle” mixes the best of each world and contributes a rock beat to top off the job.


#2: Troian Beauty

This appropriately titled song might just be a simple waltz helped along by harp arpeggios, but that’s precisely why it works. It’s just a beautiful song–a real stroke of genius from an artist of whom we expect such feats. It’s one of the most frequently covered Final Fantasy songs you’ll find (I even stumbled across a banjo rendition), as it translates well into nearly any arrangement. It’s one of my personal favorite songs to cover, using Kabukibear’s version. If you’re not familiar with his arrangements, this is a great place to start.

My favorite Final Fantasy IV song of all might be a little anticlimactic, as it’s featured in the garudoh compilation, but I hope you’ll give it some consideration before writing it off as a relatively generic song in relation to the tracks accompanying it.


#1: Red Wings

If I was ever to form a video game cover band, and I’ve been kicking around the idea since I was old enough to pick up a guitar, “Red Wings” would definitely be my top priority. Just imagine the possibilities for subtle intensification in this song. Sure, Uematsu’s version might only be a minute long, but I could see this building up into a ten minute marathon, starting out with that martial snare and climaxing with an Atsuo-intense drumset massacre, with room for all kinds of instrumental variation in between. Ok, maybe that’s my vision for the song and not the song itself, but I think Uematsu lays out a prototype for something truly epic here.

VGM Entry 41: Game Boy


VGM Entry 41: Game Boy
(Thanks to Tish at FFShrine for the banner)

I nearly forgot to address the Game Boy. Released in April 1989, by the end of 1990 it was already pushing 100 titles. Perhaps production was easy and inexpensive, I don’t know, but this was a system that shot off at lightning speed. In consideration of all of the great music chiptune artists are making on the Game Boy today, I made a diligent effort to listen to a good 80 or so of these early titles. I figured there had to be a ton of hidden gems out there, but there really weren’t.

It’s actually really surprising how completely ho-hum the vast, vast majority of early Game Boy soundtracks were. Even those you might expect to be leading the pack, Castlevania: The Adventure (Konami, 1989, Dracula Densetsu in Japan) and Super Mario Land (Nintendo, 1989) for instance, offered next to nothing worth noting. Those which did peak my interest were often quite obscure. Fist of the North Star: 10 Big Brawls for the King of Universe (Electro Brain Corp., 1990) for instance has no identifiable composer. I searched long and hard to no avail.

This game supposedly stunk, and perhaps the music was not held in very high regard because of this. I thought it was a pretty solid effort. The Game Boy’s bass tones are very full and encompasing, capable of giving a song a great deal of depth. Very few musicians actually put this to use, but whoever composed Fist of the North Star had an ear for it. The way the extended bass notes compliment the melody reminds me a lot of Ryuji Sasai’s approach on my favorite Game Boy soundtrack, which we’ll be getting to here in another year.

The title track to Battle Bull (SETA, 1990), composed by Takayuki Suzuki, strikes me for its ability to pack in such a big sound. It is stylistically exactly the sort of thing I set out to find. It’s a shame there seems to be only one song here, because Suzuki turns out to be one of the few Game Boy composers who really understood how to make the most of the system. In retrospect after looking a few years ahead, this is easily one of the best Game Boy songs I have ever heard.

Square’s SaGa series became a nearly annual event following the first instalment, Makai Toushi SaGa, released for the Game Boy in December 1989. The first three were known in North America as the Final Fantasy Legend series–a title chosen in the hopes that familiarity would boost sales. I know the strategy worked for me. But the series did share at least one thing in common with Final Fantasy, at least initially. Nobuo Uematsu was commissioned to compose it. Despite what you might read, I am fairly confident that he composed Final Fantasy Legend in its entirety. At least, the liner notes displayed by vgmdb.net claim this. Final Fantasy Legend II, released the following December, was a joint effort, with Kenji Ito tackling about half of the tracks.

I am only going to present the original Final Fantasy Legend here out of consideration of space, but the sequel is about equal in quality and worth checking out. Nobuo Uematsu did an excellent job of carrying over his style onto the Game Boy, and a few tracks, like the introduction and the victory fanfare, would become series staples. The only noteworthy RPG series for the Game Boy to the best of my knowledge, the Final Fantasy Legends boasted a much larger song selection than most other Game Boy games at the time, and the consistant high quality really put to shame most of the competition.

Nobuo Uematsu and Kenji Ito really definitively proved that the dearth of good Game Boy music was a consequence of negligent composers, not system restraints. Uematsu was as new to the Game Boy as anyone else when he composed his first work for it, and, as you can plainly hear, that was a simple enough challenge to overcome. Much like the first three Final Fantasy soundtracks, the music of the first two SaGas did not so much conform to the system as force the system to conform as much as possible to a multi-platform vision of what an RPG ought to sound like. The music of Final Fantasy Legend you are hearing here certainly bears a distinctly Game Boy sound in so far as it was impossible not to, but the music neither capitalizes on the systems strengths nor succumbs to its difficulties. It really just sounds like Uematsu doing his thing in the early years.

Gargoyle’s Quest (Capcom, 1990) was pretty amazing. It was created by Harumi Fujita, the original arcade composer of Bionic Commando, and Yoko Shimomura, a new name to the business who you’ll be hearing plenty more of in the future. It is also a part of the Ghosts’n Goblins series, which you’ve heard pleanty of already.

Gargoyle’s Quest does everything right. The decision to abandon percussion altogether did wonders for enhancing the semi-classical melodies. The songs are consistantly well-written, and the melodies are often permitted to run wild, with no stagnation and no breaks in the actual presence of sound. The Game Boy had by far the most beautiful tones of the chippier-sounding systems–that is, pre-SNES/Genesis/Amiga–and they always seem to ring out to their fullest in states of perpetual transition. I don’t know, maybe I’m superimposing what worked best for Gargoyle’s Quest onto what worked best for the Game Boy in general, but it seems like this is the sort of system where you can never have too many notes.

But if that’s stretching matters, I would at least say that the Game Boy is a system on which boldness almost always profits. It’s a shame that Tim Follin didn’t, to the best of my knowledge, write any Game Boy music. But anyway, Gargoyle’s Quest, one of the best soundtracks the system would ever know, was certainly not lacking in it. I might never be able to really put my finger on the features that so strongly attract me to this system, but you’re hearing a lot of them right now. You can hear the soundtrack in its entirety here, once again compliments of explod2A03.

Funny that, for all I just said, my favorite Game Boy soundtrack of this 1989-1990 period is soft and simple Yakuman (Nintendo, 1989), a mahjong game composed by Hirokazu Tanaka and only released in Japan. A frequently occurring figure in my articles, Tanaka’s game audio history goes all the way back to monotone bleeps in the 1970s. His role as a major composer would rapidly fade after 1990, but he was partly responsible for such esteemed works as Metroid, Mother, Earthbound, Dr. Mario, and the Nintendo ports of Tetris. He also composed Super Mario Land for the Game Boy, which I find quite dull. Go figure.

Well, that wraps up my thoughts on the first two years of the Game Boy. Honorable mention goes to Maru’s Mission (Jaleco, 1990, composer again unknown) and Burai Fighter Deluxe (Taxan, 1990/1991), composed by Nobuyuki Shioda. And really I was a bit harsh on Castlevania: The Adventure. I don’t care for it, but it’s not bad.