Here - ANTRIKSH BALI
Transcription
Here - ANTRIKSH BALI
Leaping Across Clichés and Thematic Boundaries: The Synthesis of an 'Anti-Score' in Bioshock Infinite Antriksh Bali FS-695-001: Culminating Experience/Thesis Presented in partial fulfillment of the requirements of the degree: Master of Music in Scoring for Film, Television and Video Games Berklee College of Music, Valencia Faculty Advisor: Ben Houge 1st July 2015 Bali 2 Bali 3 Index 1. Index…………………………………………………………………………………………..3 2. Synopsis…………………………………………………………………………………….....4 3. Introduction: The Composer & The Game……………………………………………………6 3.1. Composer History & Background………………………………………………………..6 3.2. Bioshock: History & Overview…………………………………………………………..7 4. Music Overview……………………………………………………………………………...10 5. Musical Background and Influences…………………………………………………………14 6. Thematic Development………………………………………………………………………16 6.1. Constants & Variables: Columbia’s Dissonant Tonality………………………………..16 6.2. Elizabeth: A Door Between Worlds…………………………………………………….25 6.3. The Luteces: A Radical Departure……………………………………………………...33 6.4. Songbird’s Fury: Combat in the Sky……………………………………………………39 6.5. Will the Circle Be Unbroken: Vocal Music in Bioshock Infinite………………………53 7. Significance of Period Music………………………………………………………………...59 8. Sound Design………………………………………………………………………………...62 9. Conclusion…………………………………………………………………………………...71 10. References……………………………………………………………………………………75 Bali 4 Synopsis Bioshock Infinite is an interactive first-person shooter video game, which was developed by Irrational Games and published by 2K Games. The game was developed originally for Microsoft Windows, Playstation 3 and Xbox 360 and released on March 26, 2013. It was later ported to OS X1 on August 29, 2013 and to Linux in 20152. The game follows the story of a disgraced ex-detective called ‘Booker Dewitt’ in the year 1912 who is tasked with a mission to retrieve a young woman called Elizabeth who has been trapped and kept captive for many years in a flying city called Columbia. The player plays from the perspective of Booker. While the first half of the game has the player looking and searching for Elizabeth, the latter half deals with much more complex themes that involve dealing with a city in the midst of a Civil War, at the same time dealing with a number of opposing forces that range from dealing with a ‘false prophet’ called Comstock to various enemy factions in constant conflict with each other. There is also some amount of influences from fantasy and science fiction. While most games have a straightforward objective, Bioshock Infinite as a game has been known to skirt the delicate line between being story-oriented and being a video game where the player can choose what to do3. This brings forward an interesting opportunity for music to provide a sense of narrative to the game, which helps in establishing the key role of the music across various different levels and locations in the video game. 1 Philippa Warr, ‘BioShock Infinite Gets Mac Release Date (Wired UK)’, 2 August 2013, http://www.wired.co.uk/news/archive/2013-‐08/2/bioshock-‐infinite-‐mac 2 2K. ‘Good News, Linux Gamers: BioShock Infinite Is Coming to Linux in Early 2015. More Details Coming after the New Year.’ Twitter, 5 December 2014. https://twitter.com/2K/status/541003305174839296. 3 Christian Evan Erali, ‘Dissonance in Games: Refining Gamecraft’, 3 July 2014, 12 – 13, http://issuu.com/christianevanerali/docs/christian.erali_ludonarrativediss/0 Bali 5 This thesis aims to explore the strong connection between the narrative elements of the characters in the storyline of the game with various themes and motifs found throughout the music score. Bali 6 Introduction: The Composer & The Game Composer History & Background Garry Schyman studied music composition at the University of Southern California. He initially wanted to be a composer primarily for film and television4. After studying at USC, he started working with Mike Post and Pete Carpenter in the 1980’s. He wrote music for various television shows like The Greatest American Hero, The A Team and Magnum PI while working as part of a music composition team with renowned TV composer Mike Post5. Garry Schyman went on to make music for several television shows, movie of the week features, low-budget and mid-budget movies. Subsequently he started scoring music for a few games in the 1990’s for Philips Interactive6, one of which was said to have been one of the first orchestral scores for a video game7. In 2004, Garry Schyman was given the opportunity to score Destroy All Humans!8, a video game that was being developed by now-defunct Pandemic Studios in collaboration with game publishing company THQ. Later on, the company really liked the style of music on some tracks from his demo CD that was sent to them via his agent, and decided to ask him to do a ‘pitch’. He was hired to make music for the game some time after he refused to do the pitch. The music was scored in a 1950’s science fiction orchestral score style and was inspired by The Day The Earth Stood Still score written by Bernard Hermann9. 4 Academy of Interactive Arts & Sciences, Hit List Interview with Bioshock Infinite Composer Garry Schyman, 4 June 2014, https://www.youtube.com/watch?v=4VQ1bBb_DF8 5 Garry Schyman, Interview: Garry Schyman -‐ Bioshock Infinite, interview by Tracksounds and Masalar, YouTube (YouTube, 9 May 2013), https://www.youtube.com/watch?v=_sXZj-‐Aw47o. 6 Ibid. 7 ‘On the Road-‐to NOW! A Brief History of Games and Game Audio’, in The Essential Guide to Game Audio The Theory and Practice of Sound for Games, by Steve Horowitz and Scott Looney (New York: Focal Press, Taylor & Francis Group, 2014), 31–32. 8 Garry Schyman, ‘Destroy All Humans! Director Praises Game’s Score’, Garryschyman.com (Garry Schyman, 2 March 2005), http://garryschyman.com/2005/03/02/hello-‐world/ 9 Video Game Sophistry, VGS Radio Interview: Garry Schyman -‐ Composer of Bioshock Infinite ‘Music and Visuals Makes Magic!’, YouTube (YouTube, 3 April 2013). Bali 7 Having worked with the audio director Emily Ridgeway from Destroy All Humans, Garry Schyman was recommended for the Bioshock score when she started working at Irrational Games, the game developer behind the Bioshock franchise. This was the beginning of a threegame relationship with Irrational Games that would eventually lead to the culmination of Garry Schyman scoring Bioshock: Infinite. Having grown up playing the piano and listening to classical music, some of Garry Schyman’s musical inspirations are 20th century composers like Béla Bartók, Igor Stravinsky, Sergei Prokofiev and Dmitri Shostakovich as well as modern day film composers like Jerry Goldsmith, John Williams and Bernard Hermann (Mysterious Island). Garry Schyman currently teaches Video Game Scoring at University of Southern California in the Scoring for Motion Pictures and Television program while he works on a number of different film, television and video game projects. Bioshock: History and Overview Bioshock is a first-person shooter video game franchise that has consisted of three video games so far – Bioshock, Bioshock 2 and Bioshock Infinite. As of May 2014, Bioshock Infinite has sold over 11 million copies bringing the total number of sold copies of all Bioshock games to 25 million worldwide10. Some of the major influences for the development and concept of the stories in this video game franchise have been utopian and dystopian fiction writers like Ayn Rand, George Orwell and Aldous Huxley11. Apart from the obvious literary influences, the influence of early survival 10 Eddie Makuch, ‘BioShock Franchise Still “Really Important,” Publisher Says’, Gamespot, 28 May 2015, http://www.gamespot.com/articles/bioshock-‐franchise-‐still-‐really-‐important-‐publishe/1100-‐6427664/ 11 Ken Levine, PRE-‐E3 2006: BIOSHOCK, interview by Douglass Perry and IGN, 5 May 2006, http://www.ign.com/articles/2006/05/06/pre-‐e3-‐2006-‐bioshock Bali 8 horror games (System Shock 2, Deus Ex, Thief (1998))12 and movies like Logan’s Run13 can be found. Influences that were specific to Bioshock Infinite were the Occupy movement of 2011, Civil War in the early 1900’s, Erik Larson’s 2003 non-fiction book The Devil in the White City, The Columbian Exposition at the Chicago World’s Fair of 189314 and the concept of American exceptionalism15, conservatism and religious nationalism16. The common element that has existed across all three games is the combination of firstperson-shooter genre of video games with the presence of a strong narrative storyline and the unequivocal stress placed on the power of choice, with in-game decisions affecting game outcomes to some extent – something which has been traditionally associated more to roleplaying games (RPG’s)17. There were also traditionally many elements of non-linear emergent gameplay in the original Bioshock, which have decreased in Bioshock Infinite18 “To me, there’s two things that make a ’BioShock’ game ’BioShock.’ It takes place in a world that is both fantastic and ridiculous. Something that you’ve never seen before and something that nobody else could create except Irrational, but it’s also strangely grounded and believable. The other thing that makes it a ’BioShock’ game is (about) 12 Ibid. IrrationalGames’s channel, ‘Ken Levine Filmed at a BAFTA Q&A’, YouTube (YouTube, 16 March 2013), https://www.youtube.com/watch?v=Efv9Mgwk8SU. 14 Hayley Tsukayama, ‘The Tea Party, Occupy Wall Street and “BioShock Infinite”: How a Video Game Is Reflecting Life’, interview by Nick Cowen, Washington Post, 25 October 2011, http://www.washingtonpost.com/business/technology/the-‐tea-‐party-‐occupy-‐wall-‐street-‐and-‐bioshock-‐infinite-‐ how-‐a-‐video-‐game-‐is-‐reflecting-‐life/2011/10/21/gIQAlU8fGM_story.html 15 Ken Levine, How BioShock Infinite will be prescient – interview with Ken Levine, interview by Nick Cowen, 1 December 2011, https://web.archive.org/web/20140104212635/http://www.theguardian.com/technology/2011/dec/01/bioshock-‐ infinite-‐interview-‐ken-‐levine 16 Chris Suellentrop, ‘Why BioShock Infinite’s Creator Won’t Settle for Success’, Wired UK, 6 December 2012, http://www.wired.com/2012/12/ff_bioshock/. 17 ‘Forced Choice: Bioshock and Retroactive Causation’, in Bioshock: Decision, Forced Choice and Propaganda, by Robert Jackson (United States: Zero Books, 2014). 18 Ibid. 13 Bali 9 having a huge toolset of power and a huge range of challenges, and you being able to drive how you solve those challenges. With ’BioShock Infinite,’ we’re really just expanding upon that.” – Ken Levine19 Game development work on Bioshock Infinite started in February 2008 under the working title Project Icarus20. Irrational Games worked in secrecy for two and a half years on this project before it was finally premiered. While insider blogs and popular press published that Garry Schyman was the music composer in December 2012, first-hand interviews and personal accounts seem to reveal that Garry Schyman was working on music for Bioshock Infinite since before Electronic Entertainment Expo 201121. 19 Russ Frushtick, ‘“BioShock Infinite” Developer Avoided “Repeating” Original Game’, MTV, 8 December 2010, http://www.mtv.com/news/1645673/bioshock-‐infinite-‐developer-‐avoided-‐repeating-‐original-‐game/. 20 Jake Gaskill, ‘Teaser Site For Irrational Games’ “Project Icarus” Goes Live’, G4, 28 July 2012, http://www.g4tv.com/thefeed/blog/post/706568/teaser-‐site-‐for-‐irrational-‐games-‐project-‐icarus-‐goes-‐live/ 21 "Electronic Entertainment Expo, commonly known as E3, is an annual trade fair for the video game industry, presented by the Entertainment Software Association (ESA). It is used by many video game publishers and accessory manufacturers to reveal and advertise their upcoming games and game-‐related merchandise." ‘Electronic Entertainment Expo’, Wikipedia (Wikipedia, 29 June 2015), https://en.wikipedia.org/wiki/Electronic_Entertainment_Expo. Bali 10 Music Overview The evolution of the music for the Bioshock Infinite involved a process, which can broadly be divided into two different parts. One which consisted of partially scoring music directly to a number of movie sequences that play in the game and the other, which consisted of creating small sequences of music or sound that play in various sections of the game. The musical behavior in the second part is also influenced by a number of environmental factors in the game that varies between player health, proximity to enemies and location in the game to name a few22. What characterizes the music for Bioshock Infinite as truly innovative and unique is the fact that most common archetypes that have come to be associated with typical game music scores were strongly discouraged, like the use of large orchestras and an ‘epic sound’. Ken Levine and Irrational Games made a strong effort to push Garry Schyman to break away and experiment with different composition techniques and writing methods. This push would eventually lead Garry Schyman to experiment with various random composition techniques23 in the game. As opposed to the first two Bioshock games, Bioshock Infinite was composed keeping in mind that a fresh approach was needed for the music. The location and time of the game (the game is based in the year 1912) had an integral part to play in this decision24. The fictional city of Columbia was located in the sky and there was sunlight present, which was something that alluded to a more cheerful setting than the game’s initial dark one. This kind of setting had an 22 Elder-‐Geek.com, ‘Interview with Garry Schyman (Bioshock Series Composer) -‐ Loudr Game Music Festival Series’, YouTube (YouTube, 1 December 2013), https://www.youtube.com/watch?v=OHsMUvP9uyc 23 karmanaut, ‘I’m Garry Schyman, Composer of the Scores for Bioshock and Shadow of Mordor, Here to Take Your Questions on the Art, Craft, and Agony of Scoring Games. AMA! • /r/IAmA’ (reddit, 15 May 2015), http://www.reddit.com/r/IAmA/comments/35ytwq/im_garry_schyman_composer_of_the_scores_for/ 24 Garry Schyman, ‘Gary Schyman Talks To Us About Scoring “BioShock Infinite”’, interview by Gamma Squad, 25 March 2013, http://uproxx.com/gammasquad/2013/03/interview-‐gary-‐schyman-‐on-‐scoring-‐bioshock-‐infinite/. Bali 11 important impact on the musical approach. Having started working initially with an orchestral music setting in mind (partly due to Ken’s suggestion and his involvement with the creative process of the game), through the process both the composer and company realized that the music of the time period while being orchestral tended to be more European than American25. This would clash with the general themes of the game, which heavily dealt with American culture in the 1900’s. An in depth study of the popular music of the era did not provide sufficient background to be used from the standpoint of scoring26. Not having anything to base the music on, Garry Schyman who was hired as a contract composer for the game, decided to start working on the music by taking into consideration one of the central characters of the game called Elizabeth. This was also motivated by the fact that during an early preview of the game at Electronic Entertainment Expo 2011, the general response was that of interest towards Elizabeth. Garry Schyman decided to write a theme for Elizabeth with a small number of string instruments with the idea of the music being sparse and spare rather than busy and complex27. Once Elizabeth’s theme was recorded and presented to Ken Levine, the creative director, it was generally agreed upon that a more intimate and smaller setting would work better for the game instrumentation-wise. This decision set the tone for the rest of the music heard throughout the game. Garry Schyman decided to start recording with a small set of musicians that varied 25 Garry Schyman, ‘Interview: BIOSHOCK Composer Garry Schyman Rockets to the INFINITE’, interview by Daniel Schweiger, Assignment X, 28 April 2013, http://www.assignmentx.com/2013/interview-‐bioshock-‐composer-‐garry-‐ schyman-‐rockets-‐to-‐the-‐infinite/ 26 Garry Schyman, Game Music Spotlight: BioShock Infinite Composer Gary Schyman, interview by Game Informer, by Matt Helgeson (Game Informer, 19 March 2013), http://www.gameinformer.com/b/features/archive/2013/03/19/game-‐music-‐spotlight-‐bioshock-‐infinite-‐ composer-‐gary-‐schyman.aspx. 27 Garry Schyman, Heard About: Shaping BioShock Infinite’s score, interview by John Broomhall (Develop, 25 September 2014), http://www.develop-‐online.net/interview/heard-‐about-‐shaping-‐bioshock-‐infinite-‐s-‐ score/0198049. Bali 12 from two or three players up to ten players per session. The outcome of these recording sessions was noteworthy: the music sounded bigger and larger than life even though there were not a large number of orchestral players used in any of the recordings. The nature of these recordings (string ensemble-based) set the tone for what most of the music in the game sounds like. Creatively, a strong quality of the music score was the intimate way the music was played. A large amount of stress was placed on the music being played very expressively as there were a small number of players and the situations in the game asked for the intimacy to show through. Being that the ensembles were primarily string players, there was a conscious decision to make the music as ‘fiddly’ and less ‘vibrato’ as possible28. To make sure this aspect of the score would be a strong point, Garry Schyman tried a different approach to writing music for the game. Instead of writing the music first and then creating a ‘mock up’ or a track that uses primarily software-based samplers to create realistic sounds, he chose to write music and then take it straight to an ensemble of live-players. They would perform the music and record it in recording sessions that took place about every two weeks. These sessions were stretched out over the duration of six months. This could also be analyzed as an economic approach to the process as recording with a small ensemble of string players would prove to be much more cost-efficient and rewarding as opposed to recording an entire orchestra. Another core aspect of the score in the game has been the presence of strong themes that relate to the various characters within the game. Garry Schyman has time and again asserted that music for video games is not just meant to enhance or maintain the mood or increase the intensity, but also to drive certain functional aspects of the video game like the narrative storyline or the game mechanics. Various objects or characters within the game world of 28 Video Game Sophistry, ‘VGS Radio Interview: Garry Schyman -‐ Composer of Bioshock Infinite “Music and Visuals Makes Magic!”’, YouTube (YouTube, 3 April 2013). Bali 13 Bioshock Infinite have received phrases, melodies or tones. Michael Sweet’s book Writing Interactive Music for Video Games explicitly mentions that a composer’s responsibility, along with the rest of the audio team, is to make sure all of the unique [sonic] elements help unify the vision of the music for the project29. It is clearly this particular idea that seems to have driven an essential part of the score in the video game. To summarize the topics of this chapter, music in the game is divided into two parts, scoring to cinematic sequences and scoring during gameplay that is implemented by creating smaller passages of music out of existing ones, which respond to player behavior. Music that was conventional and too obvious was discarded in favor of unique writing methods. The location and time-based setting of the game played a part in the unique approach to the music. Initially starting with an orchestral aesthetic, Garry Schyman eventually realized it was not the correct approach due to the music sounding more European than American and shifted to a more intimate sound that consisted of fewer players. This decision was a consequence of recording Elizabeth with a small ensemble and setting in mind. This was enough to convince Ken Levine that a small intimate setting would suit the music for the game. Music was composed unconventionally with pen and paper as opposed to ’mocking up’ using traditional samples. While music demonstrates being strongly connected with the characters and the narrative in the game, it is also worth noting that music was often used as a guideline to the player while playing the game so as to give an idea of what was happening in the game. 29 Michael Sweet, ‘Music as a Gameplay Element’, in Writing Interactive Music for Video Games: A Composer’s Guide, by Michael Sweet (United States: Addison-‐Wesley Educational Publishers, 2014), 188. Bali 14 Musical Background & Influences The spare and minimal aspect of the music that was composed for Bioshock Infinite was a direct consequence of its influences. Ken Levine stated in an interview that the instrumentation and style had an important part to play in the evolution of the music. Some of the early influences that Ken Levine (the creative director of Bioshock Infinite) seemed to have were Johnny Greenwood’s score for There Will Be Blood and the score for 12 Monkeys composed by Paul Buckmaster30. Garry Schyman claims not to have been influenced by the style of music that was common in the time period the game’s story is placed in (early 20th century, and late 19th century). This was primarily because he felt that following that style would place a very restrictive limit on the functional abilities of the score. However, he has also mentioned that the fact that music was a lot simpler gave him a direction to follow in terms of the score31. “The score can almost be deemed an “anti-score” in the sense that it avoids the clichés of most film and game soundtracks. Of course the fact that the game is set in 1912 in a city that was born from America - though becomes the opposite of America - was very influential but not determinative. I did not wish to imitate the popular music of 1912 which is not particularly emotional to our ears in 2013.” – Garry Schyman32 30 Garry Schyman and Ken Levine, ‘The Music of Bioshock Infinite’, interview by Andrew Goldfarb (IGN, 12 March 2013), http://www.ign.com/articles/2013/03/12/the-‐music-‐of-‐bioshock-‐infinite 31 Garry Schyman, ‘Sound Byte: Meet the Composer -‐ BioShock Series’, interview by Gamespot (Gamespot, 24 March 2013), http://www.gamespot.com/articles/sound-‐byte-‐meet-‐the-‐composer-‐bioshock-‐series/1100-‐ 6405858/. 32 Garry Schyman, BioShock Infinite’s composer Garry Schyman on making music for the Songbird, interview by David Valjalo (PC Gamer, 14 March 2013), http://www.pcgamer.com/bioshock-‐infinites-‐composer-‐garry-‐schyman-‐ on-‐making-‐music-‐for-‐the-‐songbird/ Bali 15 There are a number of different influences that Garry Schyman has cited over the period of several years, through interviews and candid talks about Bioshock Infinite. One of the most characteristic influences that he has stated is the music of Stephen Foster, a famous songwriter from the 1800’s who wrote many famous songs like Camptown Races and Jeanie with the Light Brown Hair33. One of the first music cues that is heard in the game is a track called Lighter than Air which acts as an introduction to Columbia. Garry Schyman claims that Stephen Foster influenced Lighter than Air to a certain extent. The relationship between the protagonist and Elizabeth is also essential to the game and plays a central role in the musical development along with a large number of unconventional composition techniques used for the combat music. These range from random composition to small passages of music or sound that play when certain actions are carried out in the game. These small passages are also used to give clues to the player about their current situation. For example, when the player is close to death, the percussion of the combat music starts to sound reversed. Bringing this chapter to a close, we will now mention some key points. The major influences for the score during the initial stages were the scores for 12 Monkeys and There Will Be Blood. The composer stated not being influenced by the time and era of the game for the music, as it would place too many restrictions on the style of music and make it inflexible. The idea behind the story of the game was important to Garry Schyman who states it as influential but not determinative. Some other key influences behind the score were Stephen Foster, who was a songwriter from the 1800’s and the story of the game itself. The most important factor was the relation between the protagonist and Elizabeth and other elements like in-game combat. 33 Garry Schyman, Garry Schyman’s BioShock Infinite on Top Score, interview by Emily Reese, 6 June 2013, https://itunes.apple.com/us/podcast/top-‐score/id434473316?mt=2#. Bali 16 Thematic Development Constants & Variables: Columbia’s Dissonant Tonality Welcome to Columbia One of the first pieces of music to play during the game is a piano solo that occurs when the player first sees the game world of Columbia. This piece adds weight to the dramatic nature of the game world, which happens to be a floating city in the clouds. Regarding the creative process behind the composition of Welcome to Columbia, there were a number of different approaches that Garry Schyman tried to use to score the starting scene of the game. However, when nothing seemed to work, Jim Bonney, the music director stepped in and tried a few different approaches using a number of different chords34. The piano used for this composition was the one located in Jim Bonney’s office. The sonic nature of the piano used for the composition was more a ‘parlor upright piano’ than the more evil-sounding larger concert grand piano sound that is known to be characteristically associated with ‘Cohen’s Masterpiece’ a track that was present in the soundtrack for Bioshock score. The music is written in the key of A flat major and has a chordal, major-scale nature to it, except for the opening string sequence which is dissonant. The main motif while consisting of mostly six bars, can be further broken down into two sections A (Bars 1 and 2) and B (Bars 3 and 4). The last two bars are an identical repetition of section A, bringing us back to the same chord progression that is present in the start. Another important aspect of the composition is a large amount of unmeasured tremolos that are played by the string section in a very ‘hurried and violent’ fashion in the beginning, 34 Game Trailers, ‘Composing BioShock Infinite | BackTrack Full Episodes’, Gametrailers.com (GameTrailers, 15 March 2014), http://www.gametrailers.com/full-‐episodes/i7tvjh/backtrack-‐composing-‐bioshock-‐infinite Bali 17 something that is characteristic of the horror genre35. There are aspects of aleatoric36 music that seem to be a driving force for that part of the score which can be deduced from the fact that the rhythm of the notes being played is ambiguous or ‘not fixed’. The sequence starts with violoncellos playing unmeasured tremolos over notes C, C# and D which is then followed by violins and violas later joining in the higher octaves and increasing in dynamic range to reach a crescendo before the piano motif comes into play. Figure 1: An anonymous arrangement of ‘Welcome to Columbia’ composed by Garry Schyman and Jim Bonney37 35 ‘(Re)Situating and (Re)Playing the Genre’, in Making and Remaking Horror in the 1970s and 2000s: Why Don’t They Do It like They Used To?, by David Roche (United States: University Press of Mississippi, 2014), 119–54. 36 "The word aleatory is defined as depending on the throw of a die, by chance, or random. Aleatoric composition refers to a technique used by many composers of the twentieth century that introduces variability or chance into the performance or composition of the piece." ‘Aleatoric Performance Techniques for Video Games’, in Writing Interactive Music for Video Games: A Composer’s Guide, by Michael Sweet (United States: Addison-‐Wesley Educational Publishers, 2014), 230–31. 37 ‘252019408 Welcome to Columbia Bioshock Infinite’, Scribd (Scribd, 30 May 2015), https://www.scribd.com/doc/267116184/252019408-‐Welcome-‐to-‐Columbia-‐Bioshock-‐Infinite. Bali 18 Isabella van Elferen’s states in her book on Gothic Music that mickey-mousing is an important part of video game music which serves as a reaction to the player’s actions38. While it could be argued whether there is any aspect of user interactivity in this particular instance seeing that this cue plays during a cutscene or a cinematic sequence as it is more commonly known, It can certainly be deduced that the first twelve seconds of the composition work as an integral tool to immerse the player into the game, as the protagonist in the game is trapped and launched into the air unexpectedly. The sound of tremolo strings help in reinforcing the feeling of a ‘destabilized’ center, something that is also known to be common in horror games like Silent Hill39. A key perspective behind the composition of this piece is the amount of contrast that exists between the heavily dissonant aspect of the first twelve seconds and the rest of the piece. This can be considered reminiscent of Jerry Goldsmith’s score for Poltergeist (1982) where he contrasted the melodic aspect of the lullaby for the character Carol Anne with varying chromatic and dissonant elements that are generally related to the depiction of the paranormal40. Another key aspects of the instrumentation is the prominent use of pedal noise as means to enforce the idea that the piano being played is aged and authentic. During gameplay, the pedal noise is mixed in with the creaking sound of the capsule inside which the player is flying before it hits the ground. The use of steel-like lap guitar is also added to enhance the fantasy-like situation of the game world and to increase game immersion. 38 ‘Gothic Game Music: Hyperreality Haunted’, in Gothic Music: The Sounds of the Uncanny, by Isabella Elferen (Cardiff: University of Wales Press, 2012). 39 Zach Whalen, ‘Play Along -‐ An Approach to Videogame Music’, accessed 30 June 2015, http://www.gamestudies.org/0401/whalen/ 40 Neil Lerner, ed., ‘The Monster and the Music Box’, in Music in the Horror Film: Listening to Fear ; Edited by Neil Lerner (New York: Routledge, 2009), 43. Bali 19 Lighter than Air Lighter Than Air is the fourth track on the soundtrack of the video game Bioshock Infinite and is another one of the initial tracks that introduces the player to the fictional world of Columbia. A strong characteristic of this track is the dissonance and chromaticism that define the melody of the piece. While Garry Schyman has vehemently denied taking any influences from the classical music of the early 1900’s era, he has mentioned on more than one occasion that the inspiration for this particular cue came from Stephen Foster, a songwriter from the 1800’s. Another inspiration while working on this particular piece was trying to visualize the use of open space with a string ensemble. He was influenced by the ‘sound of fiddle music out in the country’. The instrumentation used for this piece was three violins, three violas, three violoncellos and a double bass41. Freely q = ˙ 50 Violin 5 Vln. ˙ 4˙ &4 & ∑ #˙ ˙ ˙ ˙ #˙ ˙ œ ˙ œ #œ œ œ ˙ ˙ ˙ ˙ Figure 2a: Transcription of a small solo violin passage of Lighter than Air. The free and legato aspect of the tempo combined with the uneven way in which the notes are played provides a dramatic ‘floating’ effect 41 Garry Schyman, Interview: Garry Schyman -‐ Bioshock Infinite, interview by Tracksounds and Masalar, YouTube (YouTube, 9 May 2013), https://www.youtube.com/watch?v=_sXZj-‐Aw47o. Bali 20 ˙ #˙ Freely q = 50 Violin 4 &4 œ ˙ œ ˙ #˙ #˙ ˙ Figure 2b: All through the composition Lighter Than Air, there is a distinct musical progression that implies lack of a fixed tonal center or scale. The shifting of scales is obvious in this particular passage as it contains notes that would otherwise be implied as being in the scale of D are rejected and instead more exotic notes like C# and B seem to be used to provide a sense of de-stability There was also a change in the approach Garry Schyman took towards composing this particular cue. He claims to have ‘doubled’ the recordings or, in more simple terms, recorded the score twice and superimposed the different takes. This approach gave a heavier sound to the score thereby increasing the dramatic effect upon the player in the game. Furthermore, Garry Schyman decided to work on the song by creating layers in the composition. There are namely two different layers in the cue. There is a melodic layer that is more prominent to the listener, which consists of a melody that is mostly major scale sounding. Garry Schyman has cited the influence of Americana music as the reason behind this layer being melodic and tonal. The second layer has a more chromatic nature with the notes constantly shifting between different scales. This particular shifting between scales is reminiscent of one of the early works of Beethoven, namely the final movement of the Piano Trio in C minor, op.1 no.3 where the theme having returned to the tonic42, is suddenly brought back to B minor which is a semitone below 42 Harald Krebs, ed., ‘An Evolutionary Perspective on Nineteenth-‐Century Semitonal Relations’, in The Second Practice of Nineteenth-‐Century Tonality, by William Kinderman (Lincoln: University of Nebraska Press, 1996), 87– 113. Bali 21 the tonic. This stylistical movement between scales is part of a larger approach that is mentioned as an idea behind chromatic transformations where all twelve triads of the tonal system are equally available as tonics within a piece43. 43 ‘Common-‐Tone Tonality’, in Chromatic Transformations in Nineteenth-‐Century Music, by David Kopp, 1st ed. (Cambridge: Cambridge University Press, 2002), 1. Bali 22 Figure 3: An excerpt taken from the final movement of the Piano Trio in C minor, op.1 no.3 composed by Beethoven that demonstrates the idea of chromaticism Bali 23 Furthermore, what enforces the opinion that chromaticism was an integral aspect of this particular composition is an excerpt from an interview where Garry Schyman was questioned about his study under the composer George Tremblay. George Tremblay was a student of Arnold Schoenberg, who was an early twentieth century composer and a strong advocate of twelve-tone composition techniques. While Garry Schyman does confirm using George Tremblay’s style of twelve-tone composition for one of the cues in Bioshock Infinite44, there is no evidence to support the fact that this was the composition that he was talking about. However, looking at the evidence and the analysis above, it is clear that the music in this composition is heavily defined and influenced by early twentieth century chromaticism. As mentioned before Garry Schyman cited the influence of Stephen Foster as a fundamental inspiration for this composition. One composition that has repeatedly mentioned by Garry Schyman in interviews that was composed by Stephen Foster is Jeanie with the Light Brown Hair. On further analysis of the musical nature of Jeanie with the Light Brown Hair there are two passages in particular that exhibit a constant shifting between different scales that give an ‘otherworldly’ quality to the music, something that seems to be common among both compositions. On observing the piano accompaniment in the two lower staves of the composition in figure 3a, it was deducted that there is movement from an F major chord that is stable and more ‘happy’ in bars 1 and 2 to a more minor sounding-accompaniment that moves from the tonic to the minor third in the D minor scale. This kind of melodic shifting between scales and elements of modulation seem to be prominent in Lighter than Air as well. 44 Garry Schyman, Game Music Spotlight: BioShock Infinite Composer Gary Schyman, interview by Game Informer, by Matt Helgeson (Game Informer, 19 March 2013), http://www.gameinformer.com/b/features/archive/2013/03/19/game-‐music-‐spotlight-‐bioshock-‐infinite-‐ composer-‐gary-‐schyman.aspx. Bali 24 Figure 4: A small passage from Jeanie with the Light Brown Hair originally composed by Stephen Foster45 Extending this observation further, it can be said that not having a fixed tonal center and using different scales as equally available tonics to change the harmonic and melodic structure of the music forms an important part of Lighter than Air. Furthermore, we can now sum up our observations of the compositions Lighter than Air and Welcome to Columbia and their impact on the game. It is clear that certain music composition techniques in combination with the use of careful articulations in these two compositions were used to provide a musical background to the city of Columbia. Chief among 45 Stephen Foster, ‘Jeanie with the Light Brown Hair’ (Firth, Pond & Co., 5 June 1854), http://imslp.nl/imglnks/usimg/3/38/IMSLP108933-‐PMLP221516-‐SFoster_Jeanie_with_the_Light_Brown_Hair.pdf Bali 25 these is the attention given to certain notes being played unevenly or their pitch shifting in or out of a certain scale. These small details enhance the effect of ‘floating’ that adds to the visual nature of the game world. In Welcome To Columbia, the contrast between major scale melody and chords combined with the initial dissonance provided by string tremolos was a key musical idea that sets the dramatic musical guideline for Columbia that is then further accented and explored in Lighter than Air where two different layers of music are playing at the same time – one being chromatic and the other being melodic. The layering aspect of the music to create motion can be seen as an extension of the idea of dissonance as a musical tool. Also, the use of dissonance adds an ‘otherworldly’ character to the sound of the music, something that forms an important aspect of the narrative world of Bioshock Infinite. Being a first-person shooter game, the depth and care given to how the music affects and relates to the environment of the ‘game world’ is unprecedented and to say the least, highly unconventional for a first-person shooter game. Elizabeth: A Door Between Worlds Elizabeth’s theme played a central starting point for Garry Schyman when he first started working on and developing the music score. This theme was an intricate part of the score for the game and was also the most important part from the composer’s perspective46. Originally, Elizabeth was a minor character in the game and Garry Schyman had to compose without keeping Elizabeth in mind as a central character in the game. However, that soon changed at Electronic Entertainment Expo 2011 where a sneak preview of the video game premiered. Elizabeth featured prominently in this particular preview and this led to a massively positive 46 Garry Schyman, ‘Composer Interview: Garry Schyman Discusses “BioShock: Infinite” Soundtrack’, interview by Jen Bosier (Forbes, 25 March 2013), http://www.forbes.com/sites/jenniferbosier/2013/03/25/composer-‐ interview-‐garry-‐schyman-‐discusses-‐bioshock-‐infinite-‐soundtrack/ Bali 26 response from the majority of the audience present there. This positive response proved to be a catalyst for the elevation of the status of Elizabeth as an integral part of the storyline and the music in the game. These turn of events and drastic change in the direction of the game led Garry Schyman to reassess the relationship between the protagonist of the game and Elizabeth. A crucial consequence of this particular turn of events was that Garry Schyman decided to write a theme primarily for Elizabeth. Once he finished writing the theme, he chose to go ahead and record it without ‘mocking it up’ and he financed this recording himself47. Irrational Games would later reimburse him for the recording charges. A key reason behind this decision was that Garry Schyman felt that a live recording with performers would be very important to communicate to Ken Levine, the creative director, his vision and approach towards the music for the game. This was a comparatively unusual way to work on music for something like film or video games as the common approach is to compose the music, mock it up and get it approved for all the music cues and then follow up in the later stages with consecutive recordings. Instead, the approach used in the entire score was that music would be written, followed by an approval. This would then lead straight into recording where the music cues were recorded at a regular period of every two weeks for a six-month period. This provided a gateway and a new approach for Garry Schyman to be able to try approaching the music from a different compositional standpoint. This is one of the main reasons that Elizabeth’s theme is very important in the study of the music development for Bioshock Infinite. Garry Schyman describes the music of the theme as very sparing and simple, with a small number of stringed instruments. The style of the music that he wrote for the theme is what he 47 Academy of Interactive Arts & Sciences, ‘Hit List Interview with Bioshock Infinite Composer Garry Schyman’, 4 June 2014, https://www.youtube.com/watch?v=4VQ1bBb_DF8 Bali 27 describes as ‘melodic and Americana’. For the first recording of Elizabeth’s theme, Garry Schyman decided to use two solo instrument players – A violinist and a cellist. The result of recording a small group of ensemble musicians for Elizabeth’s theme made one concept very clear to the music composer: what was important was not what the notes were, but rather how the music was played more expressively in a smaller group setting. The technique of using less vibrato while playing the strings and have the musicians play the music in a more ‘fiddly’ nature is what would eventually be used on a number of other music cues inside the video game. On listening to the music for the first time, Ken reacted positively to the music recording and thought that it stimulated the creative aspects of the game very well. It also brought both the composer and producer to realize that the game as a whole would perhaps not need a grand orchestral score but, on the contrary, something that was more intimate, moving and emotional48. This would eventually lead to the score following the same idea, with a string-ensemble based instrumentation. While there have not been any published or official scores that detail the instrumentation used for any of the cues, there have been transcribed notations available on various sources scattered through the internet. Some of them have been used to provide a compositional context and credence to certain views. Having knowledge of the ensemble-based background of the entire score in general and having confirmation from Garry Schyman through interviews that at least one of the initial recordings for Elizabeth’s theme used a viola and a violoncello is a key point. This information combined together with the notation provided in the transcribed score as well as repeated hearings of the material, it is safe to assume that the instrumentation used in the 48 Garry Schyman, ‘Heard About: Shaping BioShock Infinite’s Score’, interview by John Broomhall (Develop, 25 September 2014), http://www.develop-‐online.net/interview/heard-‐about-‐shaping-‐bioshock-‐infinite-‐s-‐ score/0198049. Bali 28 composition are two violins, a violas and two violoncellos. The following is an excerpt of the transcribed score for Elizabeth’s theme – Fig 5a: An excerpt from a transcription for the music track Elizabeth originally composed by Garry Schyman49 Fig 5b: Another excerpt taken from the transcribed sheet music of Elizabeth 49 Max Weidell, ‘Bioshock Infinite -‐ Elizabeth’s Theme Score’, YouTube (YouTube, 29 April 2013), https://www.youtube.com/watch?v=QSUaEUcq1ic Bali 29 Compositionally, the music in the theme starts with a very minimal approach with two violins playing pizzicato double stops and the violoncello playing alternately between the root note and the D5 chord. While this constant motion continues, what brings the variation into the passage is the viola that starts at bar 5. From bars 5-8 the aspects of the composition starts sounding more minor and dark. This comes into full play with the violin leading the melody. While there seems to be a pulse-like characteristic to the rhythm of the cellos and the violins at the beginning of the piece, there is also a parallel that can be drawn between bars 1-10 of Elizabeth’s theme and the opening passage of Verklärte Nacht, Op.4 composed by Arnold Schoenberg in the year 1899. Fig 6: An excerpt taken from Arnold Schoenberg’s Verklärte Nacht, Op. 450 50 Arnold Schoenberg, ‘Verklärte Nacht, Op.4’, 1 December 1899, http://javanese.imslp.info/files/imglnks/usimg/2/21/IMSLP64388-‐PMLP09699-‐Schoenberg_-‐_-‐ _Verklarte_Nacht_von_Richard_Dehmel_2_violins_2_violas_2_cellos_manuscript_score.pdf. Bali 30 While the similarities may or may not have been apparent to the composer during the composition of the theme, it cannot be denied that there are certain aspects of the music in this particular piece that seem to have influenced the style of composition. Another characteristic that seems to have been similar between both compositions is the use of violins and the increase in volume of violoncellos to add more depth to the composition when required, as well as the similar use of cellos in a pulse-like way. In bars 17-20 of Elizabeth, the increase in the dynamic level is very pronounced to add a dramatic effect along with the drastic change towards more of a major scale that comes across as sounding ‘majestic’. Moving forward, the violin becomes more pronounced playing the melody later in the cue with one violoncello taking up the bass accompaniment playing arpeggiated notes for the various chords that change every two bars. In a way, the melodic lines, along with the rhythm section for the entire piece, are shared by the viola and the violins with an ample amount of accompaniment being provided by the violoncellos in the bass frequencies. There is a small tempo slowdown in the end with a high pianissimo note being played by one violin providing a sense of closure, melodically speaking, to the piece. In addition to the amount of influence Elizabeth’s theme had on the entire music score for the game, there are also some essentially pivotal points in the story of the game where the music composed and used followed the same kind of composition techniques as those used in this theme. Moreover, musical similarity can immediately be pointed out between several compositions in the score. One of the first compositions that come to mind is Girl in the Tower, which acts as a small introductory prelude to Elizabeth’s theme while the player first gets introduced to Elizabeth. The music composed for this composition is on the same scale as Elizabeth and adds a feeling of continuity, which strengthens the idea that the music score is connected with Elizabeth in a myriad number of ways. Bali 31 Another connection that is not so immediately obvious is a musical composition from the score named The Girl for the Debt that plays in the later stages of the game. With a fairly sparse amount of instruments playing trills on the tonic, what is immediately captured is the fact that the main melody consists of alternately playing mainly Bb and A notes, which also happen to be the same two note that are present in the starting viola line for Elizabeth (see Fig. 5a) This alternate playing can subsequently be seen as a kind of melodic motif that is present in several subsequent compositions including Lutece. Further, variations of this motif can also be heard in Doors but in a darker context. There are also strong similarities between Doors and Welcome to Rapture from Bioshock. The fact that Doors has been asserted by Garry Schyman as the only composition on the score that is heavily influenced by the music of Bioshock ties together a lot of different musical threads within the score. There are also compositions like Smothered and Back in the Boat that consist of one or a collection of stringed instruments playing solos in contrast to the similar thematic rhythmic motif from Elizabeth with violins and violoncellos playing one chord repetitively in the background (see Fig. 5a). Let Go is another prelude that plays at a key plot point in the game and a different approach has been followed for this prelude as compared to Girl in the Tower. Let Go plays in a completely different scale from Doors, which happens to be the next composition in the sequence of the story. This asserts the fact that the score for Bioshock Infinite is a dense body of work that is full of both similarities and contrasts, something that is seldom seen in video game music scores these days. To conclude this section, Elizabeth plays a central role in establishing the framework of the musical score for Bioshock Infinite. This is done in many different ways as has been established earlier in this section of the thesis. The broad style and musical approach to the entire Bali 32 score was established after Garry Schyman wrote the first draft of Elizabeth and recorded the composition with a small ensemble of musicians. This unique approach involved writing the music and recording it with a small ensemble of musicians regularly as opposed to ‘mocking up’ the music and recording in the later stages. Further, the analysis of the music and comparison with Schoenberg’s Verklärte Nacht, Op. 4 reveals a possible influence behind the theme. Another notable point is the connection of Elizabeth’s theme with music playing in various pivotal points of the game. This connection demonstrates the strong influence of Elizabeth on the score. Compositions like Girl in the Tower and Let Go provide small introductions to the key elements of the theme whereas compositions Smothered and Back in the Boat provide similar rhythm accompaniments mirroring Elizabeth giving background to solos on various stringed instruments. Other compositions like The Girl for the Debt and Doors create new motifs out of already existing compositions by using various arranging techniques at the same time connecting the music with other elements related to the game that range from music in the previous games in the series to newer characters appearing in the game. The large number of connecting links between Elizabeth and various other compositions in the game point to the notion that Elizabeth was instrumental in connecting various pieces of music in the game. This helps in establishing the notion that one central theme has been used to connect very different musical pieces in the game. Approaching a music score in this way for a first-person shooter game is highly unusual as music in this game-genre is known to be very disconnected. Even more rarely is the music known to be highly connected with only one central musical theme in first-person shooters. Bali 33 The Luteces: A Radical Departure A noteworthy aspect of themes in the Bioshock franchise and, more importantly, in Bioshock Infinite has been the rejection of traditional approaches to themes that overtly suggest certain roles like the stereotypical ‘bad villain’ and ‘hero’ roles inside the game. On being asked about why his approach to music for some characters seemed to be ambiguous, Garry Schyman cited the creative vision of Ken Levine behind the decision to give a sympathetic treatment to most of the characters in the game51. The theme for the Luteces plays a pivotal role in establishing the harmonic and musical context of the game and also works as a bridge between Elizabeth’s theme and a number of different music cues that you hear all through the game. One of the main reasons that the theme for the Luteces was able to connect these various cues was because of its ambiguous nature. It constantly oscillates between ‘playful’ and scherzo expressionisms typical of waltz and other classical forms associated to dances and dark melodic lines that have gothic influences. The genres that Lutece takes influences from range from tango and waltz to gothic music. One of the reasons that the theme for the Luteces has been composed and written in a very different style compared to most other cues in the game, is because the characters are being portrayed with this theme as having qualities that make them stand out and not seem like they are a natural part of the game world (The Luteces have been described as ‘weird and quirky’). Portraying an element of comic relief was important for Garry Schyman while composing music with these particular characters in mind and this seems to be the central aspect of the Lutece’s theme during most of the game. While most of the music in the game has been scored simply like a film, The musical treatment given to the Luteces seems to be different. In a candid interview, Garry Schyman 51 Video Game Sophistry, ‘VGS Radio Interview: Garry Schyman -‐ Composer of Bioshock Infinite “Music and Visuals Makes Magic!”’, YouTube (YouTube, 3 April 2013). Bali 34 stated that while working on music for the game he was simply scoring the music ‘to picture’ or in other terms to cutscenes/cinematic sequences in the game. However, he expressed being surprised at the way the music was implemented and used within the game on being asked a question about music for the Luteces. On further examination of the music files present within the game, it was found that a larger number of variations of the Lutece theme exist than perhaps any other theme present within the game. Some of them have been broken down into smaller fragments of audio. There also seem to varying ways in which the music played in the game depending on the level and where the player encounters The Luteces. On a large number of incidents involving the Luteces in the game, the music has been broken down into smaller passages that can vary anywhere between seven to fifteen seconds. This echoes a common technique used in video game music known as ‘branching’52. In branching, music can be divided or broken down into smaller passages of music. These smaller passages can then be played in a random order or a sequential order. The sequence in which the small passages of music play can also be varied depending on the actions of the player or fixed by the game developer. This helps in creating music that is dynamic and not repetitive at the same time, keeping the player interested in the game. This approach to the implementation of music in the game combined with the large number of variations of Lutece help in creating an interesting dynamic musical environment for the player. Another important reason behind breaking down Lutece into smaller passages for the game is memory-related. Michael Sweet in his book states that it is common in video games to have a limited amount of memory and traditionally, all music was either played on hard-disk or 52 Michael Sweet, ‘Horizontal Resequencing’, in Writing Interactive Music for Video Games: A Composer’s Guide, by Michael Sweet (United States: Addison-‐Wesley Educational Publishers, 2014), 149–50. Bali 35 in RAM (Random Access Memory). Playing music on the hard disk would make the game bigger in size, however it would play faster. On the other hand playing music using RAM would make the game smaller in size but the music would take longer to play. This is still a key constraint in video games even with games typically being about twenty gigabytes in size (20 GB). However, having small passages of the Lutece made it easier for music to be played fast through the hard disk. Below we can see excerpts from piano transcriptions of three different passages from Lutece that play during the beginning, the middle and the end of a cinematic sequence involving The Luteces. We will subsequently be analyzing the musical characteristics of these passages along with further examination of the role, context and variation of Lutece and its connection with various other musical elements in the game Lutece By Garry Schyman q = 120 Piano j 4 & 4 ##œœ œ ‰ Ó ? 44 ##œœ # œJ ‰ Ó { j‰ Ó #œ ˙ ™ ‰ œ # œ J #œ #œ œ#œ ‰ Ó J ##œœ J ‰ Ó #œ #˙ ™ ‰ J #œ# œ ‰ Ó J Fig. 7a: Transcription of the beginning section of Lutece composed by Garry Schyman as an arrangement on Piano Bali 36 Piano 3 & 4 #œ { ? 43 ##œœ #œ œ œ œœ œ œ #œ nœ œ œœ œ œœ œ Fig. 7b: A small excerpt of the middle section of Lutece composed by Garry Schyman transcribed for Piano Allegro Piano & œ # œ #œ #œ #œ ? ˙™ { œ #œ nœ #œ ‰ œ #œ ‰ ‰ ‰ Œ ‰ Fig 7c: Ending section of Lutece composed by Garry Schyman transcribed for Piano The style of music being more waltz-oriented, there is usually a small amount of pause between various passages of music. The small pauses of silence are part of the audio file. These periods of silence add to the general unpredictable nature of the music. Furthermore, the programmers have been clever in implementing the music as looped audio files instead of programming silence between subsequent playback of different passages. In this case, even if there is a delay between the playback of two different consecutive files one after the other owing to gameplay or computer performance issues, it becomes a part of unpredictability of the music. This is a trick, which is again often used in video game composition. Various elements of Bali 37 randomness are introduced into the music as the position and behavior of the player within the game may not always be known53. The instrumentation used for Lutece in Bioshock Infinite is nothing short of unusual. The use of accordion in addition to the other stringed instruments in all variations of the Lutece theme is very prominent and plays a crucial role in establishing the function of the Luteces as a source of comic relief within the story. While there is wit and comedy related to several versions and arrangements of Lutece within the game, there are also some versions that consist of melodies moving over chordal progressions that are unstable and dark in nature. This exhibits an important characteristic of musical treatment within the game world of Bioshock Infinite, which is an ambiguous musical approach to various characters and melodic motifs related to the game. The music for The Luteces usually starts with a very sparse chord on an off-beat for two or four measures which is then followed by a more chordal approach with more notes being played and the note density increasing to demonstrate increasing dramatic effect. Depending on the level and the version of the Luteces, the middle passage may be as short as two bars or as long as up to twelve or sixteen bars. These sequences are then further divided into smaller sequences that play in an order depending on the game environment. During the middle passage there may be a change in orchestration or a change in the melodic content of the theme. The ending of any particular sequence of Lutece usually consists of a really fast arpeggio on the harmonic minor scale of C# going upwards. However, this may not always be the case. Certain versions of Lutece end with melodies in the minor scale being played by violins or violas. There is also a strong melodic connection between the later half of Lutece and another composition in the score called The Girl for the Debt, which is also melodically connected to Elizabeth. This 53 Michael Sweet, ‘Writing Transitions and Stingers’, in Writing Interactive Music for Video Games: A Composer’s Guide, by Michael Sweet (United States: Addison-‐Wesley Educational Publishers, 2014), 165–74. Bali 38 reinforces the idea that Lutece is part of a larger musical framework that works within the game and is indirectly connected to a number of other compositions within the score. ‘Yeah, they really are from another world, they don’t quite fit and belong in this world, and they’re sort of talking above everything, above everyone. As if they’re talking among themselves and you’re trying to understand why they’re above it all. They’re almost like the comic relief in the game’ – Garry Schyman (about Lutece) In a nutshell, the music score relating to The Luteces was composed keeping in mind that the Luteces were supposed to be ‘oddballs’ and the only way to make that more apparent was to composer something unusual for the Luteces. The music was influenced by waltz and composed in an odd time signature. To be able to make the music more ‘strange’ and implementable in the cinematic sequences as well as in the game, certain game audio production techniques like ‘branching’ were used to break apart the entire structure of the song and use the smaller passages of the music to bring forth the dynamic nature of the music. This usage of smaller musical passages was also beneficial from the perspective of memory needs of the game. There were a large number of variations and arrangements of Lutece that are used in different sections. Most of these variations consisted of a two to four bar long introduction followed by a longer middle section, which was then followed by a short ending. The presence of small amounts of silence in the audio recordings between passages were used for the benefit of the game and the usage of this silence worked towards adding a level of unpredictability into the music. In addition the use of accordion only for themes related to the Luteces proved to be an effective way to make the music for the Luteces different at the same time establishing elements of comic relief. However, Bali 39 the music occasionally shifted to darker moods as demonstrated in compositions like The Girl for the Debt and several other variations of Lutece. Other points worth noting are Elizabeth is indirectly melodically influenced by variations of Lutece and more importantly, the fact that an unusual theme was constructed around not a main character in the game, but rather supporting ones. Moreover, the style of composition used is drastically different from that used for all other tracks in the game. This points towards the strong inclination of Garry Schyman and Irrational Games to try and break the conventional good-hero-bad-villain syndrome that plagues most shooter video games these days. This makes it apparent that the musical treatment given to the Luteces was nothing short of non-conventional and ‘genre-defying’. Songbird’s Fury: Combat in the Sky The Songbird The Songbird is one of the major characters present in the story of the game and there are key elements related to the music and sound design surrounding this particular character that helped initiate a ‘musical blueprint’ that has been further replicated and expanded for the various combat systems in the game. The first appearance of Songbird happens in a fairly early stage of the game where the player is supposed to escape from a tower with the Songbird closely trying to pursue the protagonist in the game. Being a very high-tension moment full of jumps and scares, it was perhaps only evident that the music would take elements characteristic of suspense and classic horror to create a sense of fleeting fear in the air. The first set of sequences of the Songbird theme in the game differs to a certain extent from the version of the theme that can be heard on the soundtrack. The first sequence starts with Bali 40 a fairly simple percussion track consisting of two elements – one a bass drum, and the other a metallic percussive sound which are together played as a central leitmotif that constitutes the entire cue. With the rhythm being reminiscent of someone knocking on a door, it is perhaps no coincidence that this sequence is played when the Songbird tears up a part of a wall to try and capture the protagonist. Bass Drum q = 144 4 œ œ ‰ œj ˙ / 4 ∑ j j œ œ ‰ œ œ ‰ œ œ Fig. 8a: The ‘knocking’ bass drum motif associated with the Songbird As the player moves further through the level, the music quickly intensifies and more elements are added to the simple percussion in the beginning. The second level of the music adds an ensemble of string players into the percussion. The sounds produced and the techniques used to produce these sounds with string players are somewhat unconventional and highly varying. Some strings are constantly playing up and down glissandos while others are playing clusters at very high pitches. There are also other string players playing somewhat more conventional notes, but without any regard to the percussion. Notating or transcribing the music or parts being played by the string players is outside the scope of this thesis. The dissonant landscape provided by the rhythmic drums in contrast with the out of rhythm dissonant strings provide an ominous background to the player who must make fast decisions. Bali 41 q = 144 Percussion 2 ° / 44 4 Œ /4œ œ Percussion 1 Bass Drum ∑ ∑ Ó j j 4 ¢/ 4 œ œ ‰ œ œ ‰ œ œ ∑ ∑ œ œ Œ ∑ j j œ œ ‰ œ œ ‰ œ œ 5 Perc. 2 Perc. 1 B. D. °/ ∑ ∑ Ó ∑ ∑ ≈ œœ ≈ Œ ∑ œœ ≈≈ ‰ œœ j j / œœ‰ œ œ ‰ Œ ∑ j j œœ‰ œ œ ‰ Œ ∑ j j œ œ ‰œœ ‰ Œ j j ¢/ œ œ ‰ œ œ ‰ œ œ ∑ j j œœ‰ œ œ ‰ œœ ∑ j j œ œ ‰ œ œ ‰ œœ 10 Perc. 2 ∑ ∑ °/ Ó ≈ œ œ ≈ ‰ ≈ ≈ ≈ œ œ ≈ Œ œ œ ≈ ≈ ‰ œ œ Perc. 1 / ∑ œ œ ‰ œj œj ‰ Œ B. D. ¢/ ∑ œ œ ‰ œj œj ‰ œ œ 12 Perc. 2 °/ Ó ≈œœ≈‰ ≈≈ ∑ ∑ ∑ ∑ Perc. 1 / ∑ ∑ ∑ ∑ ∑ B. D. ¢/ ∑ ∑ ∑ ∑ ∑ Fig. 8b: The gradual progression of percussion sounds in the Songbird Theme can be seen here as elements of poly rhythm start coming into play with the entry of Percussion 2 With the third layer, the intensity of the percussion increases and more percussion is added to provide a sense of panic and hysteria. With the fourth and final chunk of the music, instead of adding more layers, the music moves in a different direction, with a musical change in the percussion and the strings. Music becomes more rhythmic, and using less melody. The emphasis is placed on the rhythm and the somewhat dissonant chord being played by the strings. Bali 42 q = 144 (play unevenly) Percussion 2 Percussion 1 Bass Drum Violin I 3 ° / 44 œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ 4 /4 œ œ œ œ œ œ œ œ 4 ¢/ 4 œ œ œ œ œ œ œ œ 4 >œ. & 4 #œœ Œ Ó > #œœœ. Œ Ó (play unevenly) œœœœœœœœœœœœœœœœ œœœœœœœœœœœœœœœœ Perc. 2 °/ Perc. 1 / œ œ œ œ œ œ œ œ B. D. ¢/ œ œ œ œ œ œ œ œ >œ. & #œœ Œ Ó > #œœœ. Œ Ó Vln. I Fig. 8c: The final stage of the Songbird theme signifies a more frantic situation with Percussion 2 playing twice as fast as compared to the first two passages whereas Percussion 1 and Bass Drum play at half the tempo There can be parallels drawn between the chords played in this section and the classic string stab sounds that could be heard in the Bernard Hermann-scored film Psycho. It is also of note to know that Garry Schyman has stated being artistically influenced by Bernard Hermann on a number of different occasions. The dissonance present in Songbird can be attributed Garry Schyman taking inspiration from a number of previous cues in his previous work from the work of Bernard Hermmann. Bali 43 Fig. 9: Opening sequence of chords from the film Psycho54 While music relating to the Songbird is mostly present during cinematic sequences in which Songbird makes an appearance. In terms of the entire duration of the game, the amounts of cinematic sequences with the Songbird are comparatively low as compared to other elements and characters present in the game. This is one of the major reasons that music for the Songbird is mostly played in the game in the form of one or two audio files at a time. The playback for music relating to the Songbird is mostly linear. This is in exception to when Songbird plays in the middle of combat in certain cases. In such cases, the music has been implemented differently inside the game. During combat, there is shifting between different combat states which requires instant shift between high-intensity of the music and the low intensity. Songbird was composed and recorded slightly differently for the combat cues. This brings forth an important point relating to writing and composing music for videogames. Sometimes the same piece of music has to be recorded in several different versions so that it is possible for the music to be used in different parts of the game. In addition to the above-mentioned musical elements, there are some small characteristic melodic motifs that are associated with the Songbird in the game. These consist of the ‘Songbird Call’ and another small melodic motif that can be played in certain stages of the game where the 54 Ross Fenimore, ‘Voices That Lie WIthin’, in Music in the Horror Film: Listening to Fear, ed. Neil Lerner (New York: Routledge, 2009), 85–86. Bali 44 protagonist is supposed to stop the Songbird from attacking. The notes C-A-G-E can be heard playing in the latter sequence. The ‘Songbird Call’ however is slightly more complex and plays with a more ‘swingy’ rhythm in a sound that is reminiscent of old steam engines. Unevenly, in a swinging fashion q = 130 Whistling œ œ œ œ œ œ œ œ & œ œ œ œ œ œ œ œ & 3 Whist. œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ ∑ Fig. 10 Transcription of the ‘Songbird Call’ that plays in various stages of the game before the arrival of the Songbird Another important aspect of music for the Songbird is the fact that it has also been broken down into smaller passages and implemented in a number of cinematic sequences concerning the Songbird as well as (more importantly) one of several possible music sequences that play when the player is engaged in combat. The latter approach also consists of the use of a video game music technique popularly known as ‘branching’. The aesthetic and approach to the same theme has been slightly different in both cases with the focus being more on music being more ‘loopable’ in combat sequences and in contrast, music being more dramatic and non-repetitive in cinematic sequences. The fact that the music concerning the Songbird is put forth as a combat cue also points to the notion that The Songbird in essence is a character associated with conflict throughout the game. This characteristic of the Songbird acts as a perfect interlude to the more Bali 45 combat-heavy part of the game, which is mostly the latter half. However, music in combat functions as a separate entity regardless of the Songbird’s appearance. To emphasize on the main points of this section, the first appearance of the Songbird in the game occurs at a high-intensity scene in the game which asked for a musical treatment that was very much in vain with suspense and horror music. The general feeling of the music associated with the Songbird is that of escalation as demonstrated by transcribed examples, Music moves from a very minimal bass drum pattern to a much more complex rhythm which is driven and high-intensity in nature. It also incorporates elements of polyrhythms within various percussive instruments, which is then followed by Bernard Hermann-esque cluster stabs on the strings. Music implementation for the game is mostly linear playback of audio files during the cinematic sequences except for when Songbird plays in combat, in which case the music has been adapted to be more ‘loopable’. We can conclude by saying that Songbird embraces the idea of combat, by incorporating a large amount of percussion that is very characteristic of combat in the game, at the same time maintaining the it’s own originality and uniqueness in terms of how the music is arranged and orchestrated. Seldom is music in video games thought out this well, with music tying in to the main themes of the game yet managing to maintain its own narrative. This constitutes an important aesthetic behind the music of the game where highly unconventional methods of music composition and tying various narrative plotlines form the backbone of the development process. It’s Combat Time! Bioshock Infinite is primarily a first-person shooter game. Therefore, in-game combat makes up a large fraction of the game with the protagonist having to deal with enemies from all Bali 46 sides and in varied situations. Being a strongly combat-driven game it was essential to reflect drive and intensity in the music that plays during combat. The emphasis placed on dynamic music in combat for Bioshock Infinite is perhaps one of the biggest differences in approach between Bioshock Infinite and the older Bioshock games. There are approximately between six to eight music cues that were composed specifically for combat in the game. While six of these can be found in the soundtrack release of Bioshock Infinite, namely Battle for Columbia I-V and Songbird. There are two other combat cues that are not present on the soundtrack release. There is no evidence to prove that these two cues are not actually different takes or parts from the other combat cues. During the earlier stages of development of the combat music within the game, the composer decided to score the music for the combat using a more conventional orchestral approach as a large amount of intensity was required and orchestral music is traditionally much closer to high intensity music. However, as the combat music further developed, the orchestral approach was completely discarded and a strong emphasis was placed on ‘the limitations being the strength’55 and writing music that rejected the conventional and was more unique in nature. What resulted was a palette of dissonant and random sounds using stringed instruments, which were ‘driving’ in nature, supported by a backdrop of metallic percussion that was much smaller in scope as compared to orchestral percussion. Another point worth noting is that the stringed instruments were recorded prior to the recording of the percussion. An important aspect that was critical to the evolution of the combat music was that it was very noticeable when the music playing during combat did not reflect what was going on inside the game. There was a strong effort to let the player know when something 55 Game Trailers, ‘Composing BioShock Infinite | BackTrack Full Episodes’, Gametrailers.com (GameTrailers, 15 March 2014), http://www.gametrailers.com/full-‐episodes/i7tvjh/backtrack-‐composing-‐bioshock-‐infinite. Bali 47 big had happened on screen, not just visually but through the clever use of sounds and audio cues in the music. At this point the technical aspect of music and the use of audio systems started coming into play. The music director Jim Bonney and the technical sound designers involved in the game had to collaborate on the combat music implementation as there was a strong need for the music in the combat to be dynamic and responsive to the actions of the player. Furthermore, since the music for the combat in the game needed to have its own implementation strategy within the game, Garry Schyman ended up taking a more modular approach to his music to better match the gameplay mechanic of the game. This involved breaking down all of the combat cues into smaller chunks of music, with as many as three different versions of one same cue – two that are low intensity and are meant to sound when the player backs away from the combat and one that is high-intensity sounding when the player is actively involved in combat. Taking the interactivity of combat one step further, there are signature audio cues that play during active combat when the player scores a ‘kill’ or a ‘headshot’ which further works towards enhancing the gameplay and storyline. The percussion used in recording the combat music was, to say the least, unconventional and atypical for a film or video game score. While Garry Schyman and Jim Bonney played most of the percussion found in the combat music, a percussion session player also provided percussion sounds in a recording session where unconventional instruments were used to provide unique percussive sounds; for example, an old violin being tapped with spoons. The instruments used for the percussion were small metal and hand-held instruments, a well as a small drum owned by Jim Bonney among several other unconventional instruments. A unique characteristic of the percussion found in the combat music is that the playing was not ‘quantized’ or artificially edited to come on the right time so as to align to the time-based grid of the music. Garry Bali 48 Schyman states the unquantized percussion playing as sounding similar to ‘warriors going into battle and playing on drums’. A consequence of such a style of percussion playing was that the percussion very rarely seems to be in sync with the music. A number of different recording and production techniques were applied to the music for this particular track in a way that is similar to Lighter than Air as a part of the music development process. One of these techniques involved doubling the takes of the music recorded. However, it soon became clear that the intense nature of the music would get diluted when takes were doubled due to this; the idea of doubling takes was eventually discarded56. Because of the intense nature of combat, Garry Schyman was required to create music that was rhythmic and very strong in nature. The rhythmic nature of the music can be further highlighted by having a look at the transcription for Battle for Columbia I shown below. 56 Garry Schyman, Interview: Garry Schyman -‐ Bioshock Infinite, interview by Tracksounds and Masalar, YouTube (YouTube, 9 May 2013), https://www.youtube.com/watch?v=_sXZj-‐Aw47o. Bali 49 Battle for Columbia I Composed by Garry Schyman 4 & 4 #œ œ Horn in F Shakers ° / 44 œ & #œœ Shk. °/ œ Timp. / œ Sm. II œ œ œ Œ œ 4 ¢/ 4 œ 3 Sm. I j œœ ≈ œœ œ Arranged by Antriksh Bali ≈ œ œ Ó 4 œ œ™ œ /4œœ œœ œœ œŒ Small Perc. I Hn. œ 4 /4œ Timpani Small Perc II Œ / œœ ¢/ œ œ œ œ™ j œœ Œ œ œ œ œ Œ œ œœ œ ≈œ œ œ œœ œ œ œ™ œ œ œ œ œœ œ œ ‰ œ™ œ œ œ œ œ œ œ œ œ œ Ó œœ œ œ œ™ Ó œ œ œ œ ∑ œ œ ‰ œ™ œœ œ œ™ œ œ œ™ ≈ Ó œ™ œ œœ œ œ ∑ œ œ œ œ œ œ œ œ Ó œœ œ™ Ó œ œ œ™ œ œ œ œ œ Fig.11: A short arrangement of Battle for Columbia I composed by Garry Schyman transcribed for percussion instruments Typically, a combat cue in the game has a fixed structure in terms of the music playing, however looking at the environment inside a game. It is not always economical to have one passage of music playing throughout the duration of combat. Video games are not always exact or linear in the way music for film or television is supposed to be. Extra care has to be put in music composition for games to make music reusable and at the same time, structured in a way Bali 50 that the music does not come across as repetitive or extremely boring57. Combat music in Bioshock Infinite follows this formula. Combat music uses the technique of ‘branching’ in a slightly different way than most other sections in the game. Mostly during the combat, music has been divided and broken down into smaller passages that crossfade or play in a certain sequence depending on the status and position of the player in the game. To put forth broadly, In total there are about eight combat music tracks. These tracks are each divided into three sections – Two sections are played during ‘passive combat’ or a state of combat in which the player is not particularly engaged with enemies or opposition in the game. The music might shuffle between these two sections depending on a myriad of factors. These can be the proximity to or distance from enemies, on whether the player is attacking someone or crouching. The third section is one with a high amount of intensity and typically consists of a large number of extended effects being played on stringed instruments complemented by high intensity of percussion playing. Sometimes, the different sections consist of the same instruments playing the same music but with additional elements like percussion or ‘stingers’. These stingers are also played when the player finishes combat. Depending on what stage of completion the audio file is at the moment when combat is finished, the game chooses between one of several possible audio files depending on which one fits the musical passage the best at that time. In a way, this can be called a ‘intelligent decision-making musical combat engine’ within the game which choses between a large set of musical sequences playing the right one for a particular situation. This kind of an ‘intelligent music engine’ is something that has been explained about in detail in Michael Sweet’s book58. 57 The Language of Music Storytelling in Games’, in Writing Interactive Music for Video Games: A Composer’s Guide, by Michael Sweet (United States: Addison-‐Wesley Educational Publishers, 2014), 15–21. 58 ‘Using Middleware to Create Advanced Compositions’, in Writing Interactive Music for Video Games: A Composer’s Guide, by Michael Sweet (United States: Addison-‐Wesley Educational Publishers, 2014), 252–54. Bali 51 However, care has been taken throughout the game to not over-depend on implementation and interactivity of the music. Garry Schyman stated in an interview that it is important for music in a game to be the right balance of interactivity and musicality. If the score is too interactive, the player might some time end up playing the music rather than focus on the game. On the other hand, making music completely non-interactive makes the music seem more ‘ornamental’ inside the game as opposed to complementing the player’s actions. This brings forth an interesting idea that was stated by Garry Schyman in another interview – The best music in video games is one where the player does not even realize it’s there59. This point is important especially in an interactive media field like video games where the amount of interest a game is able to sustain from the player directly determines it success. In addition to the musical sequences mentioned above, there are also two sets of ten to twelve musical sequences that play during in-game combat when the player is very low on health and when the player dies in the game respectively. The audio production technique used for sound when the player dies in the game is noteworthy. The audio files that play during death of the player consist of a giant percussive hit with a large amount of artificial reverb along with a cluster of violins playing a short rhythmic ending which is a few seconds in duration. The uniqueness of this ending musical passage becomes more obvious once you compare the music file present within the game application with what plays during the game. The audio file in the game files consists of a really long reverb tail that continues long after string cluster is played. By observation and hearing deduction, it becomes apparent that this file is made to quickly through a low-pass filter in the space of a few hundred or a thousand milliseconds within the game when the player dies. This is a unique example of realtime-audio processing within 59 Elder-‐Geek.com, ‘Interview with Garry Schyman (Bioshock Series Composer) -‐ Loudr Game Music Festival Series’, YouTube (YouTube, 1 December 2013), https://www.youtube.com/watch?v=OHsMUvP9uyc. Bali 52 Bioshock Infinite, something that was largely known to not be possible until recent times. The musical sequences that play when the player is low on health consist of rhythmically similar passages to the various combat cues but with percussion tracks reversed. This approach to the combat music in the game can also be heard in a particular level in the game where the player is inside an asylum and adds to the dramatic effect when the player is engaged in combat. Musically, the presence of combat music that is looped presented a huge challenge to Garry Schyman as none of the previous Bioshock games were known to have music particularly composed for combat sequences. Garry Schyman had to compose up to three to four different versions of the same music compositions with slightly different arrangements and instrumentation. This is known to be a highly unorthodox method of composition to apply to making music for a game. Being a primarily shooter game having a large amount of combat all through the game, the challenge to keep combat music interesting and non-repetitive was a difficult and one that is seldom encountered in first person shooter games these days with looped music or music composed in a cinematic linear fashion being the norm. In essence, the music that accompanies the combat in Bioshock Infinite signifies a notable achievement musically and implementation-wise within the framework of interactive media art. To summarise, the combat music for the game consists of close to eight different music compositions that have each been broken down into three different levels of intensity to accompany varying levels of combat. This collection of musical sequences also consists of a large number of musical stingers and one-shot hits that play in reaction to the player’s actions in the game. This was seen as a necessity by Jim Bonney (the audio director) to depict action in the game. The style of the combat music was supposed to be rhythmic and driven initially, but later ended up evolving into music which was very lose in rhythm but at the same time, retaining the Bali 53 driving characteristic of the music. To compose the combat music, an aesthetic of ‘limitations are the strength’ was used to provide unconventional music using unique instruments like small percussion along with extended techniques on the strings. The strings for the music were recorded before the percussion that was later added by Jim Bonney, Garry Schyman and a sessions percussion player using unconventional playing techniques. Game audio production techniques like ‘branching’ and ‘looping’ were used throughout the music to give the illusion of music being unpredictable and to an extent, dependent on run-time actions in the game. The use of these techniques in combination with a large number of versions of combat music was used to synthesize something like a ‘intelligent decision-making combat music engine’. However, care was taken to balance the amount of interactivity and linearity within the combat music along with some interesting audio production techniques to provide a fresh combat experience every time the player engages in combat. The ability to fragment or break down music to fit inside a game and record several different versions of the music is an unconventional way to approach musical scoring for any form of media and Garry Schyman has managed to pull it off putting forth a solid example of how unconventional music composition and production can be used to make something as mechanical and repetitive as combat, interesting again. Will the Circle Be Unbroken: Vocal Music in Bioshock Infinite Will the Circle Be Unbroken? is a Christian gospel song, which was originally composed by Charles H. Gabriel, written by Ada R. Haberson and published in 191060. It is featured in many prominent sections of Bioshock Infinite including the first level and before the ending of 60 Charles H. Gabriel, ‘Will the Circle Be Unbroken?’, 1910, https://archive.org/stream/alexandersgospel00alex#page/n32/mode/1up. Bali 54 the game. It also provides a thematic context to the story of the game in terms of helping the player understand the various complex plots involved in the game. The original idea of adding several renditions of the track first came to Ken Levine while the game was being developed. He reportedly had a difficult time picking which version of the song had to be present in some of the first trailers of the game, as the idea was inspired from the original version of the song that did not contain the word ‘Lord’. The more widely known Carter Family version of the song includes it. He finally chose on the simplest version of those available61. There are namely three different renditions of the song within the game along with a few times Elizabeth sings or hums the tune in certain cinematic sequences. Ken Levine, understanding the importance of music in the game, devised an idea where it would be possible for Elizabeth and Booker, the two main protagonists in the game, to be able to perform a small excerpt of the song within the game. Taking this idea forward, Ken suggested the idea to Courtnee Draper (the voice actress for Elizabeth in the game) who then decided to record a Broadway-style rendition of the song and sent it back to Ken for approval. However, the version that was implemented in the game was drastically different and the arrangement was simpler and much sparser. The instrumentation for this particular version was only an acoustic guitar and vocals. 61 Ken Levine, ‘Q&A: Ken Levine’s Brave New World of BioShock Infinite’, interview by Wired (Wired, 26 April 2012), http://www.wired.com/2012/04/ken-‐levine-‐interview/ Bali 55 Lento q = 60 C 4 4w w w 7 A. Gtr. & j œœ ™™ œ 10 A. Gtr. œœ œœ œœ œœ F/A w w w w w j œœ ™™ œœ œœ œœ w œ œ œ œ œ œ œ œœœ œ œ œ œ œ ˙ œœœ C ∏ & œ 4 4 ˙˙ C ∏ w w w w w ∏ ∏ 4 &4 ∏ Acoustic Guitar G w w w w œœ ˙ œ œ ∑ Figure 12a: Transcription of Guitar for the Guitar & Vocal version of Will the Circle Be Unbroken? The above figure is a transcription of the guitar part that plays in the guitar and vocal version of Will The Circle Be Unbroken? during a level in the game. Courtnee Draper performed the vocals in this particular version and the guitar was played by Troy Baker62 (the voice-actor for Booker Dewitt in the game). This was a simplification of the original version, which can be seen below in an excerpt taken from the published score in 1910. The reduced version depicted above has taken liberties and added more of an improvisational quality to the accompaniment for the vocals with the chords moving between C major, G major and A minor. The harmonic structure of the composition is more open and strongly complements the improvised fashion in which the vocals have been sung for this particular version. 62 IrrationalGames’s channel, ‘“Will the Circle Be Unbroken” Duet’, YouTube (YouTube, 6 March 2013), https://www.youtube.com/watch?v=J3lp4LkEPDM. Bali 56 Voice 4 &4 Freely œ œ œ ˙ œ œ œ ˙ 5 Voice & œ œ œ ˙ œ œ ˙ œ œ œ ˙ Ó œ œ œ Œ œ œ ˙ œ œ œ Ó Figure 12b: A transcription of the voice track got the Guitar & vocal version of Will the Circle Be Unbroken? The notes for voice imply more of an open major harmony as opposed to having a minor tone. The guitar, which provides accompaniment, adds a touch of a minor-major duality in the piece, which contributes to making the piece more lively and adding to the emotional effect. Another point worth noting is that while the vocal melody spans a length of approximately eight bars, the accompaniment on the other hand spans a longer number of bars i.e. twelve. This brings forward an important characteristic that is typical of video game music – syncopation. On looking through the video game program files, it was deducted that the music for this track was divided into two different audio files – one containing only guitars and the other containing only vocals. Both of these files play at the same time despite not being of the same length. This creates an interesting musical behavior where the music lines up perfectly every twenty-four bars instead of eight or twelve bars. This makes the music more dynamic at the same time also making it less prone to repetition. This musical technique is used in a number of different video games and is known as non-sequential looping or horizontal resequencing63. 63 ‘Horizontal Resequencing’, in Writing Interactive Music for Video Games: A Composer’s Guide, by Michael Sweet (United States: Addison-‐Wesley Educational Publishers, 2014), 143–54. Bali 57 Other versions of the song that can be found in the game have not moved in drastically different directions in terms of composition and have mostly remained true to the original main melody of the song. Marc Lacuesta arranged these versions of the song in collaboration with Maureen Murphy (solo vocalist) and Jim Bonney expressed satisfaction with the way the arrangement was approached. The vocal aspect of the music seems to be the important factor in these compositions. One of the main reasons behind this creative decision of having a choral version might have been the influence of religion on music during this particular time period64, which at the same time had become a core theme throughout the game. Music during and before the 1900’s was only starting to move out of the common forms of religious hymns and sermons and move towards the genres of jazz, swing and ragtime among others. Inside the game there were a variety of different methods used to implement the choral version of the song. While the guitar version was simply played as a cinematic theme, the choral version was implemented differently. Looping techniques were used in certain sections of the song, which were subsequently broken into three different parts that sound in different areas and stages in the game. This kind of usage of music can once again be attributed to ‘looping’ and ‘branching’. To sum up, the use of vocal music inside Bioshock Infinite has been sparingly used but it proves to be very effective in the places where it has been used. While vocal music being used in video games is in no way unconventional or unique, It is definitely worth mentioning that a large chunk of the storyline in the game as well as various key stages uses this piece of music to give some hints to the player. The idea to make this song a key musical track in the game was initially Ken Levine’s and eventually as many as three different versions of ‘Will the Circle Be 64 Travis Reginald Joseph Doucette, ‘The Historical Development of the Modern Worship Song Over The Past 100 Years’, 2008, http://digitalcommons.liberty.edu/cgi/viewcontent.cgi?article=1081&context=honors. Bali 58 Unbroken?’ can be found all through the game. These different versions are all played using various video game music implementation techniques like branching and looping. While the guitar version of the song is played during a cinematic sequence in the game, the Choral version of the song is used in one of the first levels in the game, which involves walking inside a church. These two versions differ drastically with the choral version staying faithful to the original arrangement while the guitar version aims to add a more improvisational tone with the use of guitars and solo vocals by voice actress Courtnee Draper. It is however worth mentioning that even though Garry Schyman had very little role to play in the presence of this music piece throughout the game, he did have knowledge of it. This brings forth an important point that related to music in video games. A large number of video games will sometimes prefer to license tracks or use old songs or arrangements as opposed to ask the composer to write some music for a certain scene. Clearly, in the world of Bioshock Infinite which is incidentally also part of the Bioshock game franchise, it was essential that vocal music be used as it would be important in connecting the music in the game with various samples of period music that are present all through the game, something which we will learn more about in the next chapter. Bali 59 Significance of Period Music The Bioshock franchise has been known to effectively use a large amount of period music in all its games. A large amount of research went into incorporating old songs from the early 1900’s into the game. An important aspect of these in-game songs was the fact that they were used as source music in the sense that they were not a part of the score but appeared as hidden tracks playing through the game. Sometimes they appeared in connection with nearby objects like radios, transistors, phonographs or other in-game objects. Some of the melodies used in these in-game songs belonged to ragtime artists like Scott Joplin or the musical genre of ragtime, a genre that rose to prominence during the early 1900’s. The first event widely viewed as critical to the rise of ragtime was the 1893 Chicago World’s Fair65, a key inspiration for the world of Bioshock Infinite as well. A common musical characteristic of ragtime is throwing the accent on offbeat notes and its extended use of piano, something that is a key influence behind most of the source music found in the game. Figure 13: A short excerpt from Charles Ives’ Memos (p. 56), which demonstrates the ‘swingy’ feel of ragtime66 65 Rebecca Erin Smith, ‘Exploring the Multi-‐Generational Influence of American Ragtime Music through the Works of Charles Ives, William Walton and William Bolcom.’, 2012. 66 Ibid. Bali 60 A key aspect of several of the source songs in the world of Bioshock Infinite is the fact that there was no strict rule for songs to be from the early 1900’s. Jim Bonney, the music director for the game, has stated that the reason behind this decision was to maintain the ability of various tracks to be able to stand on their own as opposed to standing on the success of the original song. There was a conscious decision to make the songs not sound like ‘cheap rip-offs’ but rather making sure the setting, location and mood they were sung in related to the narrative storyline. For example – Credence Clearwater Revival’s Fortunate Son was chosen to be sung acapella by an African-American woman in the game world’s slums as opposed to how the original was sung67. Another song that was hard to emulate for the game developers as source music was God Only Knows, a song performed by a barbershop quartet standing on top of a flying airship in the game. Having been evolving for more than a hundred years68, the genre of barbershop harmony was a challenge. The game developers had to hire Clay Hine to do an arrangement of the song that could be localized to the time period of the early 1900’s69. Another major issue was the creative problem that was faced in regards to the expression of this particular song – on whether it had to be cheerful and exciting or more morose. There were also a large number of audio effects added to the various recordings of the source material. This included adding in recordings of gramophones and phonographs to increase the noise floor along with a large number of modern audio plugins to give a tarnished sound to these recordings so they would have the 67 Chelsea Stark, ‘You’ll Notice Some Eerily Familiar Music in “BioShock Infinite”’, Mashable (Mashable, 31 July 2013), http://mashable.com/2013/07/31/bioshock-‐infinite-‐music/. 68 Lynn Abbott, ‘“Play That Barber Shop Chord”: A Case for the African-‐American Origin of Barbershop Harmony’, American Music 10, no. 3 (1992): 1–6, doi:10.2307/3051597. 69 Game Trailers, ‘Composing BioShock Infinite | BackTrack Full Episodes’, Gametrailers.com (GameTrailers, 15 March 2014), http://www.gametrailers.com/full-‐episodes/i7tvjh/backtrack-‐composing-‐bioshock-‐infinite. Bali 61 characteristic of an ‘antique’ sound. While source music does play a role in the overall musical ecosystem of the game, an in-depth analysis of its role and it’s backdrop is not considered in this thesis. To bring together an overview, we can say that Period music plays an integral role in adding more time-period based to context to the sound in the game. While Period music is not an essential part of the musical score in the game, the large amount of music tracks used in Bioshock Infinite deserve a notable mention. Most of the music playing in the game, which is period music, can be found in nearby objects like transistors, radios, transmission devices and public announcement systems. The sound of the music in these devices was artificially degraded using audio plugins and using a variety of antiquated equipment to add a layer of authenticity to these period songs. This adds an interesting dimension to the gameplay. A large number of tracks in the game are in the swing-like style of ragtime that was first popularized by artists like Charles Ives and Scott Joplin. In addition there was a constant effort from part of the developers to not simply rip-off songs of the period but to try and experiment with arrangements, styles and different approaches to well known as well as lesser-known songs of the time period. This approach exemplifies the creative vision for most of the music in the game, which strives to be unique and not mindlessly ape existing clichés and established stereotypes. Instead, there has been a movement to make all the music brings forth an interesting new vision, which does not necessarily coincide with ones provided in games before. This in essence is what makes the musical language of Bioshock Infinite unique. Bali 62 Sound Design Creative Direction and Overview Garry Schyman stated in an interview that “music is imperfect at saying things but you have to go by your intuition and think what it sounds like being in the air and being in the water” which is something that the sound design the game clearly agrees with. Regarding the creative direction of not just the music but all the sounds in the game as a whole, Jim Bonney stated that it was sometimes easier to make the noise and then talk about it rather than trying to talk expressively and effectively about music or sound and move from there onwards. Sound Design was an important part of the game, not just in the sense that it provided more background and depth to the score, but also because it gave credence to the idea that, in areas where the score was sparse and music was not overt, it provided more immersion to the player in terms of environment and what was happening in the world of the game. There were more than twelve people working on the sound design for Bioshock Infinite by the end of the production stages70. Some of their tasks were related to bringing together the sound, music and voiceover in the game. Some of the plugins used during the production stages of sound design were products by Waves, D16 Group, Waves and u-he. For the reverb and impulse response aspects of the sound design, plugins like Altiverb and Speakerphone were used. Inspiration for the sound design was taken from various art, film, literature and music sources that were popular during the early years of the 20th century. Various antiquated machinery and tools were acquired from that period to try and grasp the nature of sound during that time71. 70 Jeff Seamster, Interview with Irrational Games’ Senior Sound Designer, Jeff Seamster, interview by Sam Hughes and The Sound Architect, 19 January 2014, http://www.thesoundarchitect.co.uk/interviews/jeffseamster/ 71 Patrick Doolin, ‘Road To Two5Six: Patrick Balthrop’, Kill Screen Daily, 12 May 2014, http://killscreendaily.com/articles/road-‐two5six-‐patrick-‐balthrop/. Bali 63 While above elements influenced the sound design in the game, a larger part of the inspiration for the sound design came from the concept art for the game and the fictional city of Columbia. A notable constraint that was faced during the sound design process was the fact that the time period and setting of the game had to be taken into account and none of the sounds could feel too modern. There was also the unique challenge of trying to simulate how things would sound up in the air as Columbia was a flying city and it was an important factor contributing to suspension of disbelief72. Some of the sounds in the user interface and experience of Bioshock Infinite were strongly influenced by the sound of the previous Bioshock games as an ‘occasional nod’. Other than that, most of the sound design in the game was built purely from scratch. The Boys of Silence The sound for ‘The Boys of Silence’, a formidable opponent in the game that appears near an asylum, had a fairly long process behind it. While working on early Songbird prototype sounds for the game, heavy metal singer Mallika Sundaramurthy was brought in to the recording studio to scream as part of the sound design process. However, the sound was later used for this particular villain, albeit with a lot for effects to the point where it became almost unrecognizable. Several other excerpts of the source material recorded with Mallika were later implemented in various different parts of the game. A large number of sound effects in the game were taken from human sounds and later morphed with more synthetic textures and sounds. 72 Winifred Phillips, A Composer’s Guide to Game Music (Cambridge, MA: MIT Press, 2014), 34 – 35. Bali 64 The Songbird When work started on sounds for the Songbird, the first assumption made was that the Songbird did not have its own voice at all. What came out of that assumption was the idea that the player should hear the Songbird’s effect on the environment and it’s movement. Once the movements were mapped, came the creation of sounds for the breathing of the songbird73. Starting with the sounds of movements of the Songbird, the audio team eventually arrived at the point where they were missing a layer – a form of creative expression. There was no way that they could express feelings like anger, jealousy or happiness. This was a real challenge for the sound designers – to come up with a sound vocabulary that could reflect on the various emotional states of the Songbird. To build up this vocabulary, a process had to be defined whereby first, a general idea was decided upon which would then be followed by recording of sounds and ultimately production and mixing with synthetic sounds. The first source sounds to be used were screams. As the development process would further progress, a number of different iterations of the same sounds were tried and tested until the most suitable sound for a particular situation was found. The fact that the character’s look and visuals were being developed at the same time as the sound design process made the process more difficult. To simplify this difficult process of finding the right sounds, it was decided that a good approach would be a flexible rejection of the notion that every single moving part in the game would have its own sound. To further expand on this approach, during certain scenes, certain sounds would have a higher priority than the others depending on the narrative and what was the most important sound to hear for the player. The sound of the Songbird’s machine-like 73 hool10, ‘Irrational Games: Making a Monster’, YouTube (YouTube, 14 April 2012), https://www.youtube.com/watch?v=cWA4BAedDnw Bali 65 movement was on most occasions played back as one audio file, which would typically be played in a cinematic sequence. However, there were also a large number of sound effects that were custom-developed for the Songbird’s movement that would play simultaneously in the form of very small audio files. These small-duration audio effects took influence from the idea that most of the machines presented throughout the game were ‘first-generation machines’ unlike Bioshock in the sense that the machines do not come across as sounding old but rather meticulously crafted. The idea that the player can hear how a machine works by listening to the sound was also an important factor that the sound designers kept in mind. The Handyman The Handyman is a giant mechanical robotic monster that is found in the game that is hard to eliminate and poses a significantly difficult challenge for the player to move forward. For the sound of the Handyman’s hands which were known to be a defining feature, a ratchet was used to record source material, which was slowed down and pitch-shifted followed by adding some amount of distortion. For the leg movement of the Handyman, an old television stand was used. A person sitting on top of it provided a large amount of stress. This helped generate the creaky sound that was different to the giant metallic sound that had been known to sound more like ‘Big Daddies’ from the earlier Bioshock games. Creating a unique and identifiable soundscape was an essential driving force for the sound design of the game and unconventional approaches like these were used to arrive at such a sound. Bali 66 “Authenticity is important to me. When I capture source material, I try to do whatever it takes to get the recording I'm after. Chasing the sound ... is an integral part of my process.” – Pat Balthrop. The above quote, from an interview taken by the magazine ‘Kill Screen’, further underlines the fact that sound design was an integral part of the video game. There were also a number of other ideas that influenced the sound design like the fact that 1912 was a time when there was new technology coming into use. Weapons and Combat Some of the most characteristic sounds of the game come into play during the various ingame combat sequences. There was a large amount of collaboration between audio director Jim Bonney and Jonathan Grover, the Technical Sound Designer to try and make the music more dynamic and cinematic, especially during combat. This followed Ken Levine’s strong realization that, if there was something interesting happening in combat, the sound during the game and the music needed to reflect that. There was also a large amount of detail that went into the design and sound recording of weapons that are used in these states for Bioshock Infinite. The sound for the guns were captured at a gun range in Massachusetts keeping in mind the resources of the audio team and the best possible layout that would help capture as large a range of frequencies as possible74. Four microphones were used for the close-range weapon recording with several stereo recorders placed throughout the range – one facing the weapon at a distance of about 150 feet and another one pointing away from the weapon at a distance of 300 74 Irrational Games, ‘The Gun Range Part 1: Recording’, Irrational Insider, 26 January 2012, http://irrationalgames.com/insider/the-‐gun-‐range-‐part-‐1-‐recording/ Bali 67 feet. This also included an omnidirectional microphone that was placed at the center of the range. The microphones that were farther away from the weapon were used to capture the echo and the tail of the weapon sounds while the closer-positioned microphones would be able to catch the immediate transients of the sound. There were also several other characteristics of the gun sounds that would vary depending on distance, material, size and the mechanics involved, however a large number of these factors were taken into consideration in the later stages of production. At the same time, the mechanic sounds of the guns were recorded separately as the sound of the gun shooting would be overpowering. While it was important to find weapons that would come across as sounding from the early 1900’s, it was not easy to find such weapons and the developers decided to choose an approximation rather than the exact weapons75. Another reason behind the approximation was the need to have ‘clunk and clank’ sounds that were characteristic of the period76. Hence, a reasonable amount of approximation in the time period would still work. Some of the guns used in the recording session were the Mauser C-96 pistol, a .357 Magnum and an AR-15. Ambient Sounds The presence of various environmental sounds like air, wind, water, firecrackers, buildings and movement were also an important and integral part of the development of the video game. One particularly interesting aspect was the sound of the wind in the game. During the pre-production stages of Bioshock Infinite, there was an early realization that the wind needed to have its own unique sound. This realization led audio directors Jim Bonney and Scott Haraldsen to carry out a different approach to recording wind sounds. This approach dealt with 75 Irrational Games, ‘The Gun Range Part 2: Gone Shootin’’, Irrational Insider, 3 February 2012, http://irrationalgames.com/insider/the-‐gun-‐range-‐part-‐2-‐gone-‐shootin/ 76 Irrational Games, ‘The Gun Range Part 3: Target Acquired’, Irrational Insider, 9 February 2012. Bali 68 recording the effect wind would have on different surfaces (aluminum, high tension wires) as opposed to simply recording the sound of wind. This recording was carried out using contact microphones. Other interesting sound design-related game development happened within the video game engine. The tools used for the development of Bioshock got comparatively outdated during the development of Bioshock Infinite. Bioshock having been developed in 2006 had made use of Unreal Engine 2, a video game development engine created by Epic Games. However, being a game in the same franchise, Bioshock Infinite reused certain mechanics. But looking at the fact that Bioshock Infinite was a game of much higher complexity than the original Bioshock, it was concluded that using a modified version of Unreal Engine 3 would better suit Bioshock Infinite Seeing that Bioshock’s audio system was not up to par, the audio development team at Irrational Games decided to develop a new audio pipeline that supported a 5.1 surround sound system with an adjustable dynamic range and a fully dynamic mixing system especially for Bioshock Infinite77. During the process, they also ended up implementing a custom sound propagation system so that voices could properly echo down corridors and around buildings along with a dynamic wind audio system that would be able to reflect the dynamic weather in the game. Audio Easter Eggs There were also earlier unconfirmed claims that some of the ambience in certain levels of the game had been created through the use of extreme pitch and time-shifting of actual acoustic recordings of performed music. These allegations were later confirmed to be true by Patrick 77 Brian Leahy, ‘Irrational Details BioShock Infinite Engine Improvements’, Shacknews, 3 November 2010, http://www.shacknews.com/article/66321/irrational-‐details-‐bioshock-‐infinite-‐engine Bali 69 Balthrop78, one of the audio directors in the game who cited the need to experiment with ambience and texture as a driving force behind such techniques. Some whispers and sound effects that the player can hear when collecting certain power-ups have also been revealed to be spoken dialogue quoting Shakespeare’s Romeo and Juliet that had been reversed. To state in a nutshell, sound design worked as a functional backdrop in a variety of situations in the game and acted as a great immersion tool when musical score was sparse. This also flows well with the idea that Garry Schyman has stated in the past about the music in the game – that it was not supposed to be wall-to-wall. As many as twelve people were working on the sound design for Bioshock Infinite and a large number of influences were incorporated from sounds from the early 1900’s including old antiquated equipment that was used to provide an authentic feel to the sounds in the game. Some of the user interface sounds were said to be inspired from the sounds of the original Bioshock. Moving ahead, heavy metal vocalist Mallika Sundaramurthy was invited to provide vocals that were used for the first drafts of the sounds for ‘Songbird’. However later, these sounds were further manipulated and implemented in a number of different areas in the game as well as for the ‘Boys of Silence’ characters in the game. The approach used to create sounds for the ‘Songbird’ relied on trying to understand the sound of the interaction of the Songbird with a wide variety of environmental surfaces. Purposefully, a combination of relevant sounds was prioritized over giving individual treatment to various Songbird-related sounds. The sounds of ‘Handyman’ characters in the game were also important in defining the sound blueprint of the game. Recorded sounds of material like metal articles and ratchets were often pitch-shifted down to create the sound of creaking metal which added a 78 Megan Farokhmanesh, ‘Irrational Games Explains BioShock Infinite’s Hidden Audio’, Polygon, 13 April 2013, http://www.polygon.com/2013/4/13/4220684/irrational-‐games-‐explains-‐bioshock-‐infinites-‐secret-‐audio. Bali 70 mechanical quality to the sounds of the Handyman. Weapons and combat were also instrumental in making the combat believable and more realistic with real early-twentieth century guns being picked, chosen and recorded using as many as six to seven different microphones at a gun-range in Massachusetts. The multi-track recording of various weapons helped in isolating and subsequently enforcing certain sonic qualities of the weapons wherever required. Ambient sounds were present all through the game with considerably large amount of work being put behind various audio systems being developed that could accurately depict the echoing of sounds across halls, corridors and in open spaces. In addition, easter eggs within audio files were found in certain sections of the game. Some of these files were revealed to be time-shifted versions of performances recorded for the game. The high level of detail with which the various sounds in the game were designed is noteworthy. Keeping in mind different factors involved within a video game, there is no doubt that the process of sound design was influential in giving a strong background support to the music for the game. Sound design is often a crucial factor that can reinforce the player immersion or destabilize it. Clearly, in Bioshock Infinite, the sound design works complimentarily to the music score in a way that allows both the score and the sound to breathe. This creates an evocative sense of realism within the world of the game, at the same time maintaining an equal balance between sound design and music. This balance can often be very difficult to maintain in video games and something that is exemplary in Bioshock Infinite and worth mentioning in the same vain as the music in the game. Bali 71 Conclusion In conclusion, the score for Bioshock Infinite composed by Garry Schyman manages to completely hold up with his assertion that the music in the game can almost be thought of as an ‘anti-score’ as it avoids majority of the common clichés that are rampant in most film, television and video game soundtracks these days. To start with, the game was based in the year of 1912, and the easier and simpler approach might have been to score the entire game in the style of music in 1912, however that common pitfall was avoided to go for something more original and unique. Instead Garry Schyman decided to use the story of the game as the main source of inspiration for the music so that the player would be able to connect with the story of the game. The relation between Booker and Elizabeth was given special importance while trying to score the music. The in-game combat was another integral part of the music. The music for the entire game was also developed out of the first composition that Garry Schyman composed which happened to be Elizabeth. Initially starting with the idea of an orchestral score, the orchestral approach was discarded in favor of a smaller chamber music setting, which previously worked for Elizabeth. Music was composed and recorded with an ensemble of musicians every two weeks for a period of six months instead of using ‘mock-ups’ until the later stages. This was again, an unconventional method to score music for a video game, which stemmed out of using a different approach for the composition and recording of Elizabeth. There also seem to be similarities with the compositions of Schoenberg and Elizabeth, which could have been a possible influence on the theme. Further, A large number of musical compositions present in the score have connections with Elizabeth, which in many cases mirrors the relationships between the various characters in the game. It is highly unconventional for first-person shooter games to have music Bali 72 that connects with game characters on a human emotional level and music in Bioshock Infinite has managed to make it seem very natural. Thematically, the development of the music relating to the fictional city of Columbia had certain recognizable characteristics that ranged from notes being played unevenly to the use of several extended techniques and elements of pitch modulation. The idea of ‘floating’ was discernible in compositions like Lighter Than Air and Welcome to Columbia. There was usage of music production techniques like layering to give a thicker sound to compositions or in some cases to add elements of dissonance. This managed to create a characteristic sound of the surroundings in Columbia. The Luteces faced a fairly unorthodox musical treatment with music providing comic relief owing to its influences from waltz and three-step dances but at the same time occasionally moving into darker territory in compositions like The Girl for The Debt. The Luteces are the only characters in the game whose theme actually consists of a drastically different instrument like accordion. This helps the music for the Luteces to stand out. Further, to make this theme implementable inside the game, there was usage of game audio production techniques like branching and looping. This made the music seem less repetitive as well. Much like other characters in the game, there was no ‘good-guy bad-guy’ kind of musical language inside the game that would in any way make the music seem clichéd. The use of the music for the Songbird and its subsequent usage as music for in-game combat was both important and consequential for the music in the later stages of the games. This is because there are several degrees of escalation present in the music for the Songbird that helps to set up the music for the combat scenes as well as for music in the later stages of the game. The implementation of the music in the game was fairly straightforward and mainly consisted of Bali 73 linear playback unless the Songbird theme played in combat cues in which case it was recorded and arranged so as to ‘loop’ and branch as required. In a way, music for the Songbird embraces the idea of combat yet manages to maintain characteristic melodic motifs relating to the Songbird intact. The use of vocal music inside Bioshock Infinite has not been used extensively through the game and used in very few places, however it does make an impact in the places where it plays. There were as many as three different versions recorded for Will the Circle Be Unbroken? for the game and they can be found in different stages. One version consists of only guitars and vocals being sung by the voice actors for Booker and Elizabeth and another version consist of a choir ensemble. The song plays during key plot points of the game and hence, deserves mention. In addition, period music also plays an important part with compositions like God Only Knows and more popular songs like Everybody Wants to Rule the World being arranged or licensed to appear in various levels of the game. The sound of period music in the game was artificially degraded to better emulate the feeling of time and era. Finally, the sound design in the game was extensive and made use of different audio production techniques to provide a sound background to the music in the game. Sound was carefully thought out and implemented for various characters in the game, especially enemy characters that consisted of The Handyman, Boys of Silence and The Songbird among several others. The sounds of guns were given a lot of importance and care was taken to make the weapons sound like they were crafted in the early 1900’s. A large number of ambient sounds in the game were revealed to have been created by slowing down already existing recordings of music performances for the game. Various audio systems were developed so that realistic echo of sounds and sound effects could be achieved within the game. Bali 74 To sum up all points, the music development combined of various characters involved in the narrative and the storyline of the game combined with a large amount of non-conventional music composition techniques and sound design were instrumental in establishing the music score of Bioshock Infinite as an ‘anti-score’. Moreover, the strong connections between the various musical themes and the character of Elizabeth have been established in this thesis. This adds to the assertion that thematic boundaries were pushed and ‘leaped across’ to establish the musical score of Bioshock Infinite, a score rich in both musical ideas and music implementation strategies from the perspective of video game music. This adds weight to the claim that the music score for Bioshock Infinite is one of best video game scores in recent memory. 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