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joeblade | Games

Drums Keep Pounding Rhythm to the Brave

Paul Haine, 25 March, 2007

Last year, I lamented the lack of iconic, mem­o­rable music in today’s games, but it’s dawned on me — partly because I’ve been play­ing Nintendo’s Sound­voy­ager, more on which later — that I may have been a lit­tle harsh. The focus of my writ­ing back then was on the catchy jin­gles older games excelled at pro­vid­ing, but while today’s in-game music may not be as well-suited to the world of ring­tones, it does pro­vide us with another gam­ing genre; that where the music is not inci­den­tal, but actu­ally inte­gral to the in-game experience.

So, I’m not just talk­ing about games that have great sound­tracks, of which I’m sure there are many. For instance, while the sound­track to Beyond Good and Evil is eas­ily good enough to jus­tify own­ing on CD, and added a lot to an already excel­lent (and, nat­u­rally, sorely under­played) game, it wasn’t essen­tial — you didn’t need to hear the music in order to play the game, and the music was the same no mat­ter what actions you, as the player, took.

What imme­di­ately springs to my mind when I think of audio-dependent games is pretty much any­thing from the rhythm-action genre, though even the best among these will con­sist largely of keep­ing time to pop­u­lar, con­tem­po­rary songs (usu­ally cov­ers). More notable, I think, are those that have their own sound­track, such as the sub­lime Space Chan­nel 5.

Ulala’s swing­ing report show!

Space Chan­nel 5 was con­cep­tu­alised and pro­duced by Tet­suya Mizuguchi whilst work­ing at Sega, and the game fol­lows the stan­dard ‘Simon Says’ pat­tern of many games in this genre, whereby the player sim­ply repeats the on-screen instruc­tions. Sim­ple though it is, the audio is notable in that it reacts to how well the player fol­lows the instruc­tions — if you suc­cess­fully com­plete a sec­tion where a gui­tarist or pianist — or even Michael Jack­son him­self at one point — is res­cued, they will join you and play along in the back­ground. Thus, reach­ing the end of a level suc­cess­fully will result in the player hav­ing a far richer sound­track than if they have only scraped through with the bare min­i­mum of points.

Mizuguchi has made sev­eral other games that make cre­ative use of music, such as Lumines, Every Extend Extra and Rez. Rez is a title that you may have heard men­tioned here and there in hushed tones over the years, and is one of the many games you can throw into any ‘are games art?’ debate (the answer is: yes, they are).

Stripped down, Rez is a sim­ple on-rails shooter with vary­ing lev­els of dif­fi­culty mak­ing it quite approach­able to the casual gamer. It is notable because the audio, as in Space Chan­nel 5, reacts to the actions of the player, grow­ing more elab­o­rate as the player pro­gresses, the pro­fi­cient player receiv­ing a more elab­o­rate sound­track. Not only that, but when played with a rumble-equipped con­troller, every sin­gle beat in the game’s audio man­i­fests as an actual, phys­i­cal beat right in your hands (or else­where, should you choose). This com­bi­na­tion of touch, sight and sound makes for a uniquely immer­sive play­ing experience.

How­ever, highly enjoy­able though the games are, the audio in most, if not all, of Mizuguchi’s work only reacts in a lim­ited way to the actions of the player — it’s either built up or stripped down depend­ing on the player’s per­for­mance. If we start talk­ing about games where the player is in total con­trol not just of how lay­ered the audio is but how the audio is assem­bled from the ground up then we can find some inter­est­ing games, though the bound­aries between game and art start to blur even more, and the games con­sole becomes more of an instru­ment than a toy.

Roll your own

Two instru­men­tal games of note have appeared on the Nin­tendo DS: Elec­tro­plank­ton and Daigasso! Band Broth­ers. The for­mer is pure play; there is no goal, no objec­tive, no score — no game, in fact. The lat­ter is a more tra­di­tional rhythm game with a bought-in playlist, but has some unique col­lab­o­ra­tive fea­tures, as well as an edit mode to allow the player to cre­ate their own compositions.

Elec­tro­plank­ton is the cre­ation of Japan­ese inter­ac­tive media artist Toshio Iwai, respon­si­ble for sev­eral audio-dependent games dat­ing back to Otocky for the Fam­i­com Disk Sys­tem in 1987. The player cre­ates music by using the DS touch screen or micro­phone to manip­u­late one of ten kinds of car­toon ‘plankton’ — watch this video for a bet­ter idea of what I mean. That’s really all there is to it, and with­out the abil­ity to save your cre­ations it’s also entirely ephemeral, but it’s also easy enough for any­body to pick up and play with. It’s not a game in the tra­di­tional sense but cer­tainly worth men­tion­ing here.

Daigasso! Band Broth­ers, also known in the US as Jam with the Band, is more tra­di­tional and, as men­tioned above, comes with a built-in playlist. What’s more inter­est­ing is that it allows up to eight peo­ple to play, with each player tak­ing respon­si­bil­ity for one instru­ment, as you can see in this video. Fur­ther­more, not only does the edit mode allow the player to use the touch screen to input your own notes, but it allows the player to hum or sing a tune into the micro­phone and con­vert it into a usable game for­mat. This com­bi­na­tion of a tra­di­tional goal-based game and an open-ended edit mode pos­si­bly makes Daigasso! the ideal audio-dependent game — there’s some­thing there for everyone.

Spin me right round like a record baby

Finally, there’s the afore­men­tioned Sound­voy­ager, which, although it has some token graph­ics, is actu­ally pure audio, eas­ily played with your eyes closed — in fact, it may even be eas­ier that way. This is a game released recently as part of Nintendo’s bit Gen­er­a­tions series of min­i­mal­ist, ‘pure’ gam­ing expe­ri­ences for the Game­boy Advance (cur­rently only avail­able in Japan and through importers, and unlikely now to see a US or Euro­pean release due to the dimin­ished inter­est in the Game­boy line as a whole).

Eas­ily the most unusual of the set, the idea behind Sound­voy­ager is sim­ple: equipped with head­phones, the player must lis­ten for a sound appear­ing in either the left or right speaker, and then, using the left and right shoul­der but­tons on the con­sole, move so that the sound is focused cen­trally. Once that’s achieved, another sound is played on top of the first, and the player must focus on that sound, fol­lowed by another, and another, and so on until an elaborately-layered jazz or techno track is play­ing, while some­where is a slightly off-centre loop of a theremin or some­thing that you have to find beneath the clamour.

I’ve found Sound­voy­ager to be utterly com­pelling, and any­body with a Game­boy and an inter­est in unique games needs to track it down — at the time of writ­ing it’s only about seven pounds from Play Asia, so there’s no excuse.

I did play the recorder once upon a time

I’m not sure why audio-driven games appeal to me so much, as I don’t have any par­tic­u­lar musi­cal abil­ity myself. Per­haps that’s why; unable to cre­ate or per­form any­thing sub­stan­tial myself, these games allow me to cre­ate, even in a lim­ited fash­ion, my own com­po­si­tions — music cre­ated directly by my own actions, either directly or indi­rectly, the audi­ble equiv­a­lent of play­ing with crayons.

How about you? What are your thoughts on games that use audio in inter­est­ing ways? What did I miss?