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Digital Music Forum East – Digital music and interactive entertainment

   
I attended the 2008 Digital Music Forum East for the first time this year, with a press pass from GamersInfo. The conference was February 26th and 27th in Battery Park, New York City. My focus as a journalist at this conference was on digital music and interactive entertainment (read: games.) Additionally, I gained some valuable insight about digital music trends.
    The summit began with Ted Cohen’s declaration that “Music Industry 1.0 is dead. Does anybody disagree?” Nobody in the full auditorium did. The industry has lost a lot of money because of disruption from digital music, and there are different ideas about why this is. The record labels talk a lot about music piracy, and the RIAA has sued people for stealing music. In hindsight, the issue of piracy was more about convenience than cost, because the industry was opposed to selling music as an mp3 format. As eMusic founder David Pakman (no relation to Pac-Man) said, “If you wanted to buy a song online, you HAD to steal it.” There was no easily accessible way to purchase music digitally until iTunes. Much of the conference was focused on exploring different business models for digital distribution of music. Some of these are the $.99 cents model, subscription models, and ad supported models.
    The afternoon panel on Tuesday was called Social Networking & Music Discovery. The recurring theme on this panel was the relationship between cool and not cool, legal and illegal. The idea is that one of the reasons why Napster was so effective in disrupting the music industry is that it was illegal. “Everything that’s cool is forbidden,” said Gerd Leonhard of Sonify. “ We’re all copyright infringers just by being on the internet!” The claim was even introduced that “if you want to be successful you have to be illegal or in the gray zone.”
    Many companies are looking to take advantage of music as a universal communication tool by building a fun online experience. A company called OurStage billed its self as a “non-game game” platform with creating an American Idol type experience in the online world. Artists upload their original music and videos to find new fans and climb the website charts. Fans discover the music and pick favorites. The artists are eligible to win cash and prizes to launch their careers. Fifth Generation Systems created a social networking platform called Zude with an emphasis of artistic freedom and design customization through drag-and-drop mechanics. “In the future, everyone will have their own website,” said Steve Poppe from Zude.
    A panel entitled Top Digital Media Trends Impacting the Music Business posed an excellent lesson on the impact of games on the music industry. Alan Cohen from Guitar Center, a top music instrument retailer sold popular guitar simulation video game Guitar Hero in its stores. While Cohen stated “We’re not in the video game business,” the product was tangentially related. The promotion came with a $50 dollar coupon to buy a real guitar. Many of the customers who purchased the game came back and bought guitars. “Video games are becoming a distribution channel targeting the need of technology-empowered consumers.”
    Before the conference, I also had the opportunity to meet with Paul DeGooyer from MTV Games, creators of Rock Band. Paul believes that right now we’ve “just scratched the surface of music and interactivity. Technology has changed the way we experience music. Rock Band gives players a deeper musical experience, and the opportunity to create their own experience through the game.” Paul also believes that other types of music driven games will emerge eventually. He cited Madden as a good example of a game used to break new artists. Additionally, Paul speculated that there will be “music created for the platform,” with the idea of new types of music artists emerging because of games.
    Interactivity (i.e. computer software) has significantly changed the way people experience and monazite music and media. As Keynote speaker Michael Robertson (founder of MP3.com) explained, “if something can be digitized, it will be digitized.” While the days of the CD, radio and television being the only way to promote and sell music are over, there are more challenges in the music space. There are an overwhelming amount of promotional outlets, from social networks, video games, online stores, streaming content and satellite radio, and the traditional media still exist as well. The difficulty is no longer in lobbying to get a song on the radio, on TV and into record stores but in picking the right media outlets for the right music at the right time. There is no correct answer for all types of music all the time.
    Another lesson I took away from that the conference is that there is a digital divide between different types of music and geographic locations. For example, Christian pop/rock music is still doing just fine with CD’s, with mom and pop type stores in areas like Nashville and the midwest being a good source of revenue for labels. Heavy metal fans also still purchase CD’s, where as buyers of emo music will purchase online. Additionally, outside the US and in areas like Japan, there is much more focus placed on mobile in music and entertainment. The American market is considered behind the curve in regards to mobile.
   I came away from Digital Music Forum East feeling that this is a great time to be involved with both music and games. For emerging artists, there is more opportunity to discover and interact with fans using the internet. Ten years ago, the only way for an artist to get noticed was to keep touring. Now, if the music is great, then fans will find reach out. For promoters and record labels, the opportunities lie in music publishing and licensing. For game developers, there is an opportunity to create new ways of music, and explore new types of music. More people are listening to music now than any time before.


GDC Mobile and ‘Designing for the platform’

This year was my first year attending Game Developer’s Conference and it was by all means a wonderful trip. For the record, the week was definitely worthwhile in terms of the education, networking, and overall change of pace. San Francisco is a great city with a great climate, and of course I’ll remember Shigeru Miyamoto’s keynote speech for a very long time.

Mobile is emerging platform that many analysts are predicting tremendous growth for within the next few years, but for now largely remains off the radar. Right now mobile has only 4% market share, and only 1 in 5 games is profitable, though 80% of phone users try preloaded games from portals.

I’ve also worked in the mobile industry for the most of the last year as a music producer, as well as on the business side of things at a studio in Boston. Since I’ve experienced the opportunities and pitfalls of the mobile platform firsthand, I was excited to see what new knowledge and creative ideas I’d come away with from the summit and panels.

Original Intellectual Property vs. Branded Content

The debate about creativity will wage on across all platforms and art forms, with the emerging mobile space as a new battleground. Currently, the most popular mobile games are ports of existing titles including Tetris, Bejeweled, Pac Man and Diner Dash. This data suggests that while consumers are sticking with the familiar, we haven’t really seen the limit of what the platform can offer. Naturally, most of the developers in the sessions were more interested in creating original IP than doing what’s already been done – "making another solitaire clone," as someone put it. Also, in a world where content is king, owning the rights to a property with a lot of cache is certainly an advantage. Conversely, the publishers’ point of view as a whole is that marketing a proven legacy title is more sound than something untested.

This proves to be more difficult in the mobile space because of the technological limits of the platform. As opposed to PC and consoles, where familiar game designs with better graphics and more bells and whistles are the norm, mobile creates a different user experience. It’s more difficult to sell a product on brand awareness alone, and so far ports of existing titles haven’t brought the platform to consumer mainstream. It was refreshing to hear one publisher on a panel say that they’re "excited by a brand, but sometimes the execution needs improvement" among the usual marketing mantra of "branding is good!"

Developing Across Multiple Platforms

One of the challenges in the mobile space is that rather than merely developing for PC and Mac, PS3, Xbox 360 and Wii, there are a myriad of handsets from different manufacturers. This means that each one of these handsets has its own specific requirements, adding to the challenge of developing and porting consistent content across all platforms.

Etherplay’s Dan Scherlis led a roundtable discussion throughout the week about developing across multiple platforms, largely focused on mobile but has ramifications within the PC, console and handheld world. What if the next legacy title featured a simultaneous release across each platform where the in-game universe was somehow connected? Granted, a mobile experience for a PC or console blockbuster would not have the same depth as its predecessor. Hypothetically, maybe it shouldn’t and doesn’t have to. What if you could take on the role of a monster in Worlds of Warcraft while waiting at the bus stop? What if assets you acquire on one platform could be used for another? Play through expert mode on mobile Guitar Hero? Great, here’s a track from that hot new band featured in the game!

Eric Goldberg led a panel offering some insight into the future of advergaming. As Greystripe’s Michael Chang said, "Marketers don’t buy technology. They don’t buy content. Marketers buy audiences." Since mobile gaming is poised to grow significantly within the next few years, the panelists encouraged game developers to prepare for the opportunity. "Bake advertising into the game development thinking. Plan for advertising today."

Many Players, One Game

Another instance that the mobile space is different is that there are more complex relationships between the industry stakeholders. Among the different professional groups are the developers, publishers, carriers, handset makers, content aggregators, IP owners, billing providers, and last but not least, the consumers. The way things are now, because the carriers are the gatekeeper, they have the most power over what’s available on deck. In many ways, developers are forced to make games to please the carrier rather than the consumer, because of their power status. Many of the discussions over the week were about difficulty of working with the carrier, or why the carriers are obstructing creativity. I would have enjoyed the opportunity to hear a representative from a carrier about their role in understanding what the consumer wants.

The general feeling was that in order for the mobile games industry to flourish, the different organizations need to start communicating better, in addition to protecting their own interests. "It has to be done," said Peter Ahnegard from Sony Ericsson. "Consumers need easy access to different types of content." The industry as a whole needs to push technology, to believe that mobile games are a significant part of the entertainment offering to consumers.

How to ‘Design for the platform?’

Perhaps the answer to the mobile question is that we still have yet to see the killer application that revolutionizes the industry. "We need to find the Citizen Kane of mobile games," as someone put it referring to the notion of a breakout hit. In terms of the future of the platform, this means that developers need to look at the opportunities of the interface rather than seeing it as a hindrance.

How do you take advantage of the mobile phone as a viable game developing foundation? For starters, it’s the only device that people keep with them at all times. This is very important. It's a small screen, numerical buttons, and an interface set up for socializing and connectivity. Gameplay involves quick intervals rather than long hours, and must be conducive to interruption. There is also a large difference in capability between next generation "geek phones" and the inexpensive, dated handsets that are the most popular because of the low price point. Phones also offer cameras, GPS tracking, text message and other unique features. GDC Mobile offered some innovative suggestions into what may become the killer application we’ve all been looking for.

One design that stands out is International Mobile Gaming Award winning title Triangler, developed by TNO. Triangler is a massive collaborative geometric outdoor mobile game. Two teams play a match in a large arena, where the object is to enclose enemy players in equilateral triangles formed by positioning coordinates of teammates. The game also exploits the connectivity of mobile through voice chat, and provides an outlet for socialization and competition.

Another noteworthy game is Telcogames’ SiL, which won acclaim from both judges and audience members at GDC’s Mobile Game Innovation Hunt. SiL is a puzzle game that involves matching silhouettes of 3D shapes. The emphasis is on simple design, original IP, addictive gameplay and casual aesthetics.

What Next?

In a world where content is king, the crown is up for grabs. Somebody, somewhere is going to create the breakout hit that makes both the carriers and the consumer take mobile games seriously. Right now the industry has a lot of challenges, both in terms of technology and communication. There needs to be a unified feedback loop between developers, publishers, carriers and handset makers. The mobile game space has potential to be a powerful global industry, especially in some markets where the PC does not exist for every citizen.

-Matt 3/19/2007

 

 

Anime Songwriting Workshop at Bakuretsu Con 2006

On the weekend of November 3rd through 5th 2006, I attended Bakuretsu Con, www.bakuretsucon.org in Colchester, Vermont as a special guest. This was an extremely exciting opportunity for me, because Bakuretsu Con marked the debut of my panel called Anime Songwriting Workshop. I had put a lot of preparation into the project over the last few months, and I was overjoyed to discover that other people liked the idea. The premise is to get a group of anime fans together and collaborate on music and lyrics to an anime theme song, sharing credit with everyone involved in the process.

Anime Songwriting Workshop began with a memorable experience I had at Anime Boston this year. I discovered a grand piano in a hotel alcove near the registration line. Since nobody stopped me, I sat down and started playing my repertoire of anime and videogame favorites. Continuing for several hours each day, I enjoyed many fun interactive moments with people passing by. Inspired by the support and creativity I saw there, realized that wanted to find a way to share my musical abilities at future cons. I formed the idea of collaborating with a large group of con-goers to write original music and lyrics to an anime theme song. I felt that this would be a great way to do something unique, make some friends, and give something to the anime community.

I continued fleshing out the idea of an anime theme songwriting workshop, and getting the word out. Finally, Bakuretsu Con offered me an opportunity to showcase the workshop in Vermont. I gathered everything together, and woke up at 5am Friday morning and hit the road. The drive up I91 through Vermont has got to be one of the most beautiful roads in the country. Complete with rolling mountains, endless forests, and small villages, it evokes a sense of fantasy. It was easy to get into the mindset that I was traveling on some sort of heroic quest.

I arrived around 10am, in time to plug my panel during the opening ceremony. With a small keyboard and several boxes of swag to give out, all I wanted was for people to show up and have fun. I had a lot to do with the group very quickly, and probably started things off a bit frantically. We began to start improvising original characters and situations.

To me, writing songs is all about the message. Once you truly understand what youíre writing about, the rest will come naturally. The central idea becomes the memorable part of the song. As the saying goes, "Donít bore us, get to the chorus." The trick is that you donít start at the beginning, you start at the middle. When I start working with a student, I just try to get them to start talking about what theyíre thinking.

This time, I had the pleasant challenge of generating content with a group rather than an individual. I believe strongly in the creative power of anime fans, and we began to explore characters and situations through improvisation. Our group created a comic scene with central characters of a fangirl, and necromancer, and a scientist. After honing in on some dominant themes of infatuation, insecurity, manipulation and conflict (and some appropriately ridiculous lyrical phrases in Japanese.) After an intense 2 hours, we had a chorus that I believe is compelling. I was thrilled that people stayed it out, and felt like I accomplished what I wanted to.

After it was over, I could relax for the rest of the weekend. What I really enjoyed about Bakuretsu Con as a whole is how the relatively small size made it feel cozy rather than hectic. As fun as it is to get lost in the Anime Boston crowd, I felt that I was able to get to know people on a deeper level compared to a much larger convention. So much of the fun just stems from meeting people from totally different backgrounds who share the same passions. For my money, gamers and anime fans are the craziest fans there are, and itís such a privilege to be able to connect with them.

So now Iím back in Boston building my team to produce the first single from Anime Songwriting Workshop, as developed by about 20 contributing writers. To me this project represents a unique connection between the artist and supporters, wherein they become intermingled and inseparable. Iím really excited about this project, and I hope for the chance to do more in the future. For more information on Anime Songwriting Workshop, keep checking back here or email me personally.

Thanks / Props toÖ

  • Valerie Tatro and all the Bakuretsu Con staff members for being wonderfully supportive.
  • Spike Spencer, Steve Bennett, and Sarah Hodge-Wetherbe for their hilarious dating panel.
  • Christopher Payne-Taylor for the program layout and Photoshop savvy.
  • Michael McGarty for consulting on improv theatre.
  • Phil Healy for helping edit and bounce ideas around.
  • Everyone who came to my workshop and became a contributing writer.

-Matt 11/16/2006

 

 

Sandbox Symposium 2006 Review

On Sunday, July 30th, I attended the first ACM SIGGRAPH Video Game Symposium in Boston, MA. The Sandbox Symposium actually started on Saturday the 29th, but I was unavailable because of a prior commitment. On Sunday I had the privilege of being part of the press staff. The Sandbox Symposium was hosted in the Copley Square Marriott in the heart of Back Bay, which one of the most bustling and modern areas of Boston.

ACM SIGGRAPH is dedicated to the generation and dissemination of information on computer graphics and interactive techniques. The symposium consisted of keynote speakers, panels and papers, and drew around 200 attendants. In addition, a "Hot Games" session featured previews of unreleased titles from major game companies and indie developers. The Symposium addressed some essential questions about games as media, entertainment, and education: How can we advance the state of technology while ensuring that the medium flourishes? What role do indie developers play in maintaining diversity and creativity in this medium? What are the impacts of the medium on society and on individuals?

Sundayís session began with Ian Shaw of Electronic Arts UK giving a lecture called "Players In The Development Game." This talk was catered towards industry newcomers, possibly with the college crowd in mind. Some of his key points were that artists now outnumber programmers at a large studio, 60% of gamers are male whereas 40% of gamers are female, and that even at EA, huge groups of developers are broken up into small teams. There is no "one brilliant designer hiding in a closet," in the way that the public perceives the process of game design.

In the next session, Craig Reynolds from Sony Computer Entertainment spoke about "big fast crowds" and the science behind developing artificial intelligence in gaming. His talk introduced the relationship between what players are aware of in the game, and what is outside the environment, using images of fish swimming to visualize his points.

Elizabeth Losh from the University of California at Irvine followed up his speech with a talk about virtual conflict simulations related to the war in Iraq. With "Making Things Public: Democracy and Government-Funded Video Games and Virtual Reality Simulations" she articulated the social, educational, and political impacts of Tactical Iraqi and Virtual Iraq.

After lunch, the symposium continued with more panels and papers. Steve DiPaola of Simon Fraser University presented "Emotional Remapping of Music to Facial Animation. His paper studied the way humans react to music, and utilized a graphical human face to depict the subtleties.

The next panel was entitled "The Passion of the Developer: ea_spouse in the h_ouse! a Panel on Labor Relations and Quality of Life in the Industry," which opened a passionate debate. Pannelists Thomas J Allen, Jason Della Rocca, Erin Hoffman, Andy Luckey, Helen McWilliams, Matthew Sakey and Naoko Takamoto explored issues of dealing with current game developing industry issues like deadline crunch and outsourcing. All panelists were of the understanding that crunch is sometimes necessary, but the industry could create better crunch management as a whole. Some points brought up were lawsuits filed against the major publishers about quality of life issues, innovative ways to keep developers healthy and maintain creativity, improving game development managers, and the financial aspects of crunch. One particular parable I took away from this panel was the simple notion of "Donít work blind."

"From Rock, Paper, Scissors to Street Fighter II: Proof by Construction" by Yotam Gingold, New York University conveyed the analogy that a well designed game is like a complex variation of Rock, Paper, Scissors. Gingoldís paper explained how a balance of power through multiple variables creates strong gameplay, instead of the game feeling random or lopsided. In the example of Street Fighter II, a standing fighter beats a jumping fighter, and jumping fighter is effective against a crouching fighter, and a crouching fighter trumps the standing one. On another level of variables, projectile attacks trump powerful body attacks, but are also vulnerable to blocks and simple moves. Handicaps and power meters represent other elements of Rock, Paper Scissors. Gingoldís ability to reduce complex game design to simple mathematics earned him the best paper award at the end of the day.

Elina Koivisto, a Nokia researcher presented "Ancient Runes - Using Text Input for Interaction in Mobile Games," which examined focus groups in the growing world of mobile gaming. Some of the issues Elina discussed were gender preference between hardcore and causal gamers, playing in the same room as opposed to virtually, and the importance of network speed. The study suggested that text input and memory are fun, females enjoy mobile games as much as males, playing locally with friends is better than with anonymous strangers, and short delay is suspenseful but significant lag is negative.

After watching the awards, some previews and closing comments, the first Sandbox Symposium came to an end. My sense is that the organizers are happy with the way things went, and hope to draw a larger crowd of professionals (as well as academics) next year. I learned a lot about game design that I would otherwise never explore, and enjoyed contemplating different social issues of developing. All the speakers and panelists were well prepared, and I feel more informed from experiencing their presentations. Iím thrilled that there was a con like this in Boston, and I intend to be back again next year. Hopefully I can be a part of the Sandbox Symposiumís future growth.

-Matt 8/14/06

The Black Mages - Album Review

The first time I discovered that there was a rock band that covered music from Final Fantasy, it was too good to be true. The adrenaline started flowing, and it didnít stop until the end of the album. Once the novelty wears off, there's still very high level musicality to be absorbed. It all started in February 2003. Uematsu produced The Black Mages, an album composed of Final Fantasy music arranged in rock style. He formed a group called The Black Mages and performed as the keyboardist himself. The current members of the band are Tsuyoshi Sekito ñ Guitar, Michio Okamiya ñ Guitar, Nobou Uematsu ñ Organ, Kenichiro Fukui ñ Keyboards, Keiji Kawamori ñBass and Arata Hanyuda ñ Drums. Additional production credits include Kenchiro Fukai and Yasuji Yasman Maeda.

The Black Mages and self-titled album brings the musical universe of Final Fantasy to life with heavy intensity. This album covers music from almost every game in the franchise, from the original Final Fantasy to Final Fantasy X. With hard hitting guitars and drums combined with organs, keyboards, synthetic percussion and ambient noises, Nobuoís arrangements explore elements from rock, metal and electronic music influences, with a hint of jazz. What I appreciate about the album is the focus on individual songwriting, blending the old with the new, and building each piece separately from beginning to end. It would have been much easier to be cute and say "Look, a rock mix, look, an electronic mix," but it would also be much more bland. Nothing is predictable or formulaic about the structure from one song to the next, the listener is in continual suspense. Whether itís an improvisational solo over a standard melody line, a surprise cut-out, or a non-tonal explosion, the musicianship and production is delightful to fans. Iím impressed with the way each song creates novelties, but is faithful to the original track and recognizable to fans.

Among my favorite tracks on The Black Mages album are "J-E-N-O-V-A" and "Those Who Fight Further." (And Iíll admit I may have a bias towards the music from FFVII, but it arguably did the most to revolutionize the franchise too.) The opening arpeggio is consistent with the original "J-E-N-O-V-A" theme music which plays at different points during the game when your party battles Jenova. The Black Mages uses electronic effects to make the piece more edgy, but still contains the original excitement and cosmic feeling from the original. The violin melody which comes in after the first repetition of the melody is refreshingly new. "Those Who Fight Further," the guitar driven boss music, is remarkable for the opposite reason, because it follows the original instrument arrangement very closely. This has much more of an organic feel to it as opposed to being synthetic. The keyboard playing triplets is quite impressive. (I wonder if itís actually Nobuo himself performing the part live.)

Arguably the highlight of The Black Mages album is the twelve minute arrangement of "Dancing Mad," the epic final battle song from FFVI, which brings in all four themes. With the power of a church organ and choir, this ballad captures the awesome evil that is Kefka. One of the most compelling reasons to purchase The Black Mages album is the nostalgia factor. Final fantasy fans get to experience the memories of games they probably havenít played in years.

Other strong sections of The Black Mages album include some fond memories of the early Nintendo and Super Nintendo Final Fantasy games. The opening track is the battle theme from the original Final Fantasy game, with a nod bygone the days of 8 bit graphics and MIDI loops and beeps. I remember studying Nobuoís earlier battle music when I first began composing music for video games. I really enjoy the blaring distorted guitars and slap bass in this arrangement in the theme from FFI, and the guitar solo retains the excitement. Itís hard to expand on a song that was originally written to satisfy minimalist programming requirements, but the piece has some variety of moods. Iím not sure I care for the FFII battle theme rendition as much, because the intensity in the guitar and drums just doesnít seem to be there. The laid back jazzy feel just doesnít make me think of fighting.

All in all, The Black Mages is definitely an innovative and groundbreaking album in the genre of video game related rock. Nobuo proves to the world that video game music is to be taken seriously, far beyond every bandís campy covers of Super Mario Bros. or The Legend Of Zelda songs. Anyone who is enthralled by the Final Fantasy series will probably be as excited about The Black Mages as I was when I first heard it. Additionally, this album may be a strong way to attract non-gamers into the world of video game music in a way that they would never know they were interested in.

-Matt 6/15/06

The Legend Of Zelda: The Ocarina Of Time - Game and Music Review

As my close friend Colby once wrote in a preview for this game, "When I was ten years old, I had my first crush. She had blonde hair, pointy ears, and was about eight pixels tall. Her name was ZeldaÖ" The Legend Of Zelda: The Ocarina Of Time (OOT) marks the fifth game in the Zelda franchise, and the first in the franchise on the Nintendo 64. The saga of Link and Zelda returns with usual elements of fantasy and adventure. This story follows along the lines of A Link To The Past by exploring the idea of two simultaneous coexisting worlds. In this case, the game begins with Link as a preadolescent boy, and develops with Link maturing into a young adult. We become involved in character development over time, as well as puzzles that involve actions in one setting effecting the other.

Link begins OOT in Kokiri Forest living amongst a race of children who never grow up. When the great Deku Tree is infected, Link takes up his sword and enters the tree to vanquish the monster. As the Deuk Tree dies, Link leaves the forest representing his loss of innocence. He travels across Hyrule Field and sneaks into the castle to meet princess Zelda, and the two uncover Ganonís evil plot to rule the world. Link travels through two more dungeons, and reaches the master sword before Ganon does. However, as we discover the world of the future, Link has fallen asleep for ten years and Ganon has attained power. The formerly peaceful parts of Hyrule now suffer under his cruelty. With help from a shadowy ally named Sheik, Link must unlock the mysteries of five temples, and then challenge Ganon to a final showdown to save Zelda and Hyrule.

The best quality of OOT is definitely the graphics, which were state of the art at the time of release. For the first time, we see the splendor of Hyrule in 3d, rather than from an overhead or side scrolling view. The amount of detail put into each area is overwhelmingly impressive. The characters are colorful, the bosses are marvelously intimidating, and the combat action is very smooth. Additionally, riding the horse was a fresh new idea. A minor disappointment is that I was hoping that there would be more to do in Hyrule field, which wasnít very diverse or challenging. I enjoyed most of the dungeons and puzzles, and completed just about every side quest.

Koji Kondoís music from OOT introduces much greater complexity than earlier games in the series. The overworld theme is just incredible, and worth close studying on its own merits. With an upbeat arrangement, we are taken on a quest of seemingly infinite and sudden moments, sometimes inspiring energy, relaxation or nervousness. Just when thereís no idea whatís happening next, we are bolted with a hint of the memorable melody from Kondoís original NES score. Other strong new track include Gerudo Valley and Lost Woods. Franchise staples are brought back from earlier games, like Kakariko Village, Zeldaís theme and Ganonís theme.

The most important part about the music is that the simple fact that the game is about an ocarina. Link receives a magic ocarina, and learns to play songs that serve different functions, from changing day to night, moving from one world to the next, summoning characters, and entering dungeons. The innovative part about this interface is that the player must actually play the notes correctly with the ocarina. We then enjoy a brief cut scene as Link performs with an accompaniment, and enjoy a brief cut scene. My personal favorite is the Nocturne Of Shadow. The nuance of integrating live music with adventure and puzzle solving helped pave the way for innovative and interactive music-based games of today like Guitar Hero.

In all, The legend Of Zelda: The Ocarina Of Time is a wonderful and pioneering game, and well worth all the wait and hype. I would recommend it to anyone who enjoys fantasy, adventure and puzzle solving. As a gamer and fan, Iím still as enthralled with the Zelda universe as when I was ten years old. As a composer, Iím still as awed by the brilliance of Koji Kondoís legacy.

-Matt 5/19/06

Final Fantasy VII: Advent Children Original Soundtrack

The latest from Square-Enix video game music powerhouse Nobuo Uematsu, this album integrates the mystical world of the game into film. Synthesizing classic melodies from the original Final Fantasy VII soundtrack, the edgy metal feel of The Black Mages, and the purity of a live orchestra, Advent Children is a diverse and compelling album.

Among the strongest tracks on the first disc include pristine piano versions of Tifa and Aerisís themes. Battle In The Forgotten City and Violator bring about a new sound, merging distortion guitar with orchestral strings, voices and synthetic percussion. The second disc is highlighted by One Winged Angel, which probably marks the climatic moment of the film and soundtrack. Beginning with the traditional orchestra arrangement, we are then blasted by an explosion of distorted guitar before the memorable choral harmony.

If I could add one thing to this album to make it more complete, I would create an arrangement of the main theme melody using distortion guitar and strings, as a way capturing the adventurous feeling of this magical game/film world in one moment. All in all, this album is a must-have for devoted Nobuo Uematsu fans, integrating old favorites with modern production values. Additionally, the album jacket, cover art and layout are visually very well done.

-Matt 3/16/06


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