|
M4G: Spider-Man 2 sees superhero cartoon composer Michael McCuistion
return to score the various cutscenes and dramatic moments. When
was he asked to start writing for the movie game sequel and at what
stage was the final music delivered?
Tom Hays: We started demoing ideas for central themes and character
motifs in late 2003, before the game levels or the cutscenes were
ready. This wound up working nicely, because we had strong core
themes and pallettes to use when locked cutscene pictures appeared
in January. I doubt, for example, that Michael would have come up
with such a great suite of music for Black Cat if he hadn't spent
time throwing away several ideas before writing the final pieces.
Other core elements were a main hero theme for Spider-Man and a
fugue-like set of music for Doc Ock that I think wonderfully tied
together his intellectual power, his warmth, his hubris, and his
villainy.
Our scoring date was February 17th, and we mixed over the following
two days. I took the final mixes back to the office with me on the
19th.
M4G: Did you have final say in approving the music before it
was included in the game or did you already pre-approve demos before
moving forward on the live recordings?
Tom Hays: As Audio Director for Treyarch, I was responsible for
selecting the composer and managing the process, with the input
of the game's Creative Director (Tomo Moriwaki) and writer (Matthew
Rhaodes). Michael McCuistion made simple demos of all pieces using
samplers, so that we could offer feedback and approve the finished
compositions.
M4G: The Spider-Man 2 orchestral music was recorded on the Eastwood
Scoring Stage at Warner Bros Studios in Burbank. How much of a difference
in quality do you think there is in recording with LA players compared
with Prague, for example?
Tom Hays: The difference was night and day. I walked away from this
project convinced that selecting an orchestra and venue is as specific
a task as choosing a composer. Michael couldn't have written half
of the stuff he wrote if we were going to a lesser orchestra in
a smaller American city, let alone Prague. He wrote some hard stuff,
and I think the players handled it wonderfully. The ability to play
difficult music precisely, in sync with 70 other players, is a rare
skill. Also, we recorded over 29 minutes of music in a single 6-hour
day, which I am told is very rare.
The stage itself is the best-sounding room I've ever heard in the
1 � second reverberation range. I wasn't involved in the Prague
sessions for the first Spider-Man movie game, but I'm told the studio
was like a high school music room. As to engineering staff and equipment,
I have a hard time imagining better than we had at Eastwood.
I think that we might have pulled it off in London, or maybe Sydney,
but LA is the blue chip choice and we didn't have time to take chances.
M4G: Some critics raised issue with the lack of music during
gameplay. What would you say to these reviews - do you agree/disagree?
Tom Hays: I have never been a fan of wallpaper music that plays
incessantly when nothing is happening. I'd rather have music in
a game reinforce the emotion of what's going on, and let the background
sound effects fill in during the quiet times. We decided that when
music played in Spider-Man 2, we wanted it to indicate to the player
that something was happening.
Almost any time a mission or specific goal comes up, a piece of
music will start, which I think helps give the player a sense that
it's time to do something. I get the feeling that some of the reviewers
may have had the game sitting on their machine not doing much, swinging
around and maybe looking for some detail, as opposed to doing missions
and moving the story forward. I'm not sure this is representative
of the typical gamer's experience.
Having said that, it's a definite challenge to balance out the ebb
and flow of things in a wide-open world like we have in Spider-Man
2, and it's possible that there are moments that could have benefited
from music that didn't have them. All in all, though, I think the
game's music works nicely.
M4G: Tell us about some of the other music featured in the game?
What about the tracks supplied by KMFDM and The Distillers - where
do they appear in the game? How were these tracks chosen?
Tom Hays: Treyarch's previous Audio Director, Sergio Bustamante,
got KMFDM involved early on, and they provided half an hour of original
music. This is the hard-driving sound you hear when it's time to
break up a robbery or during the trick races. It was great having
this solid block of great music to build the rest of the game's
soundtrack around. For example, this let us choose to have Michael
steer away from heavy use of synths, think in terms of themes, and
provide a strong contrast to the KMFDM. I've always liked this sort
of juxtaposition of styles in movies; The Matrix is a great example.
Tim got us The Distillers songs that appear in our credits, including
their rendition of the theme song from the '60s TV show.
Tim Riley: Yes I did. In an attempt to involve some more current
music in the game, Will Kassoy, in our Marketing Department and
myself decided to have a band do a cover to the original Spider-Man
theme song. In choosing that artist many different variables came
in to play and we ended up using The Distillers based on a few specific
reasons, most importantly being timing. The band's first major label
release and the game were coming out about the same time. Plus much
like the game, The Distillers were being praised as "one of the
bands to watch in '04" in the media. Also, the thought of having
the song done by a female lead was exceptionally exciting to me;
I was certain it would lend a fresh approach. I believe the end
result speaks for itself. The band really nailed the track and MTV
showed up to the studios to film the entire recording session which
later aired in the "Making of the Game."
M4G: How do you choose artists/composers for your new games?
Are you selecting composers on their previous credits in the games
industry or on their profile in the film/recording industry?
Tom Hays: The top people for writing music to cinematic sequences
are in the film industry. I would never balk at the opportunity
to have Don Davis or Danny Elfman write music for our linear sequences.
However, when it comes to writing music for gameplay, I would need
to feel certain that a composer was actually interested in the specific
needs of games.
As to licensing existing or original tracks from various artists,
these can drop into many spots in games, especially steady-state
action scenarios. There is no need for the people who write this
music to have any understanding of games, as long as we dig their
music.
Tim Riley: While searching for composers, we consider everyone we
feel might make the best music for that particular title. As Tom
mentioned, the top people in that world tend to work in the film
space, so we usually consider a few of them, but we also look at
everyone else we think might work - from the top writers in the
gaming space to well known artists in popular music. And yes, their
profiles and credits always seem to weigh into the end decision.
M4G: With original interactive music now becoming more and more
crucial to the gaming experience how do the budgets reflect this
growing expectation of quality and innovation?
Tim Riley: As you addressed, the inclusion of original music in
gaming has become very popular. At Activision we are adapting to
this in every way necessary. One of these adaptations is in the
gaming budgets, however I would prefer not to get into budget conversations.
M4G: Has the Activision audio department expanded since your
introduction to the company or do you tend to hire all of your composers/producers
from outside?
Tim Riley: The Activision Music Department has grown slightly since
I arrived in-house over a year ago, however we still hire all of
our composers from outside.
M4G: During this year's DICE summit Steve Schnur seemed to suggest
that EA was working on a commercial download service for licensed
music tracks in next-generation EA games. Furthermore, at this year's
E3 Didier Lord mentioned UbiSoft are working towards further exploitation
of their original game music catalogue by using the Internet to
forge new avenues of income. Does Activision have any plans along
these lines for promoting music beyond the game?
Tim Riley: Yes, like EA and UbiSoft we're very excited about the
next-generation machines and the opportunities they'll offer. However,
I would rather not mention what we are or are not considering at
this time; I will say that the possibilities are extremely exciting.
M4G: What's in store for next-generation Activision game soundtracks?
More exclusive remixes and original content or a continuation of
previous music licensing endeavors? Any other new projects you are
currently working on that we should be on the look out for?
Tim Riley: We're going to continue to release the best quality soundtracks
possible, whether it's composed, licensed or original music in all
of our games. In the next-generation games, I believe you'll be
seeing more original musical content, more inventive scores and
much more licensed music as the space we have to work with grows.
Yes, keep an eye out for both the Shark Tale & Tony Hawk's
Underground 2 soundtracks.
Interview by Rusty James
Discuss
this article in the Forums
|