• Bear McCreary

    Composer for film, television and videogames. Credits include "Battlestar Galactica," "The Walking Dead," "Terminator: The Sarah Connor Chronicles," "Caprica," Step Up 3D, "The Cape," "Human Target," "Dark Void," "SOCOM 4," "Trauma," Wrong Turn 2, "Eureka" and the Rest Stop films. This blog focuses on the scores to "Battlestar Galactica" but other projects and various aspects of film music are frequently discussed.
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    The Dark Void Zero Score

    Posted by Bear McCreary on January 18th, 2010

    DARK VOID ZERO is released on DSiWare today!  PC and iPhone aps are coming soon.  I scored the game in a completely authentic 8-bit style, based on the musical themes of my orchestral score to Dark Void.

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    Dark Void Zero is a prequel story to the events of Dark Void, which comes out tomorrow for X-Box, PS3 and PC.  The evolution of my completely 8-bit Dark Void Zero score began last spring, when Capcom announced me as the composer for Dark Void. As part of an April Fool’s prank, Capcom and I released a track I created called “Theme from Dark Void (Mega Version).”

    I created that track during my last days of composing the real Dark Void score as a way to thank to gang at Capcom for such a rewarding and creative experience.

    The first video games I’d fallen in love with as a kid were Capcom titles, notably Mega Man II and Mega Man III, so it was even more meaningful to translate my first video game score (which happened to be for Capcom) into this retro arrangement.  And as you can see from the labels on my hard drives, I’m still quite a Mega Man fan!  :)

    Mega Man Drives

    I never intended the 8-bit music to ever live on past that one track for April Fool’s.  However, a few months ago, Dark Void producers Morgan Gray and Shana Bryant told me of Capcom’s plans to release an 8-bit game, inspired partly by the fan reaction to my 8-bit theme song.  I leapt at the opportunity to produce an entire 8-bit score and insisted that they let me write the music for Dark Void Zero. They didn’t turn me down.

    Scoring Dark Void Zero presented creative and technical challenges.  I was limited to a precise amount of music that could be squeezed into the game.  The short time limit the developers were first asking of me felt tragically inadequate.  I encouraged them to find a way to make room for more music.  Ultimately, we found a compromise between disk space and sound quality that very accurately recreates the feelings of playing an old NES cartridge game.

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    I adhered to a few simple “rules” of 8-bit video game scoring:

    1. Each level has a unique theme that captures the mood of the environment.
    2. Level music loops after about a minute
    3. All bosses have the same fight music, except for the very last one.
    4. Boss battle music features fast arpeggios that get annoying after a minute or two.
    5. All cinematics feature the same music, except for the final one.

    While each level features its own unique melody, the 8-bit score features musical “cameos” of all the major themes of Dark Void.  The themes are developed and interwoven throughout Dark Void Zero with the same care and attention to detail I brought to the sweepingly orchestral Dark Void score.  In fact, I think of the score to Dark Void Zero as the companion piece to the Dark Void score.  One can not truly experience all the music of this universe without also listening to these 8-bit variations.

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    Technically, the 8-bit score was a fantastic challenge.  When I first made the “DV Theme (Mega Version),” I wanted to perfectly recreate the 8-bit chip music heard on old NES games.  I got together with my synth sound designer Jonathan Snipes (who created many of the virtual instruments I used in Terminator: The Sarah Connor Chronicles) and we began researching how this could be done.  The ideal way would be to compose it for the NES hardware (ie. program it) and have someone at Capcom or another publishing company around during the 8-bit days play it back on their hardware.  This seemed like a colossal pain in the ass, and we opted for the next best way: to create a sample library of NES sounds.

    I focused my energy on creating the signature percussion effects I wanted while Jonathan generated various leads.  We used multiple NES software emulators, and created the sounds you hear on the track we released last spring.  I was thrilled with the final arrangement and the energy it managed to communicate, but I was never totally satisfied with the sound quality.

    Jonathan Snipes’ crazy studio

    For Dark Void Zero, I wanted to improve on our initial work.  This time, Jonathan made a new library of sounds, sampled directly off the Nintendo hardware, using a MIDI interface fused with a NES cartridge.  Compared to the software emulators, these sounds were analog, warm and inviting.  The same “Mega Version” released last spring now serves as the “Dark Void Zero Theme” and this new recording sounds glorious and totally authentic.  Considering that most people would think 8-bit music sounds “bad,” Jonathan and I spent a ridiculous amount of time making it sound “good!”

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    Writing with carefully edited samples instead of a proprietary hardware synthesizer meant I could bypass all the limitations of the hardware and write music as complex as I wanted.  However, to stay true to the style, I still wrote within the musical constraints that composers for the original NES games struggled.  The result is music that sounds, in my admittedly biased opinion, absolutely authentic and could easily be mistaken for music coming off NES hardware in 1986.  The severe musical limitations forced me to fall back on catchy melodies and rhythms, resulting in some of the best tunes I’ve ever written for anything.  Oddly enough, of all my soundtracks, Dark Void Zero is the one I keep coming back to and listening to in the car!  I think that both gamers and soundtrack fans will find a lot to enjoy here.

    Dark Void Zero is available from the Nintendo DSi Shop for 500 points.  I must say the developers captured the spirit of the 8-bit glory days.  The game is challenging, occasionally infuriating and definitely worth playing.  Oh, and the REAL Dark Void is going to be really damn good, too!  :)  Stop by tomorrow for my detailed blog entry about the creation of that score.

    -Bear

    17 Responses to This Blog Entry:

    Bear, this is so awesome!! Takes me back to my Sonic the Hedgehog/Mario days. I especially appreciate your 5 rules for 8-bit scoring. Number 1 is dead-on. Now I wish I had a Nintendo DSi.

    I especially enjoyed your rules of 8-bit video game scoring. Boss battle music becomes annoying after a minute or so… that spoke to me on a very primal level. I have to say I’ve been catching myself humming the Dark Void main theme, I think you’ve developed another great score!

    I’ll be the first to download the iPhone APP! That’s exciting! This makes me want to score something in 8-bit just for fun. It always sounds like you have so much fun doing what you do! ENVIOUS!

    Thanks for this!

    That is SO cool! Now I have to get myself a DSi *sigh*

    Being your age, I’m a huge fan of the 8/16 bit era, too. I loved Mega Man for NES (I sucked big time in that game, but still…). I’ll have to check out Wii’s Virtual Console and download a couple of old titles.

    Oh, and I completely lost track about the Dark Void Soundtrack CD. Is it released yet? Where can I get it? And will there be one with the DVZero score? Got to complete my Bear collection ;)

    Oh, and speaking of CDs… Any chance for a “Trauma” CD? LOVE the main theme, I use it as ring tone for my mobile. I’m still hoping it got picked up for a 2nd season. Awesome Show!

    Is this game really be released on PC? GREAT!
    I’m sure the iPod Touch / iPhone version is going to be great too, but I don’t like for games, so I’ll probably buy the PC version (it would be great if was released on Steam and included the soundtrack in mp3, like bioware did with Dragon Age: Origins and Mass Effect 2, but I know this is a Capcom thing and you can do nothing about it).

    I’ve love the music of this game!!!

    P.S.: Dark Void is geting some bad reviews, but I liked the demo a lot and I have pre-ordered the PS3 version in my local store. I’ll buy it on thursday 22, the day the game is released in Spain :D

    @Wiwo: It happens to a lot of games — great story, great gameplay, visually stunning, aurally stunning, but cumbersome controls. The controls are my only complaint with the Dark Void demo — I hope I can get used to them.

    Hee! I love your use of the NES samples. I’m getting serious Mega Man 2 flashbacks. ;)

    Cool.

    By the way, are you planning on having any concerts toward the end of July again? I may be planning a trip to California very shortly, and I’d love to schedule it around your concerts (should they exist). :D

    Lex… “Oh, and I completely lost track about the Dark Void Soundtrack CD. Is it released yet? Where can I get it? And will there be one with the DVZero score? Got to complete my Bear collection ;)”

    The Dark Void album comes out in February. Expect an official announcement soon. And there might actually be a soundtrack for DVZ, stay tuned!

    “Oh, and speaking of CDs… Any chance for a “Trauma” CD? LOVE the main theme, I use it as ring tone for my mobile. I’m still hoping it got picked up for a 2nd season. Awesome Show!”

    Wow. Well, I must confess no one is banging down my door for a Trauma CD, but we might be able to do one after the end of the first season.

    Wiwo… “It happens to a lot of games — great story, great gameplay, visually stunning, aurally stunning, but cumbersome controls. The controls are my only complaint with the Dark Void demo — I hope I can get used to them.”

    I don’t think the controls are cumbersome at all. I think everyone is getting their panties in a bunch over the demo. But, I’ve been playing through the actual game and the learning curve isn’t nearly as steep as the demo’s. By the time you get to the flying level, the game basically forces you to master the hover, cover and combat. So, you’re never having to learn all this stuff at once.

    jangoisbaddest7… “By the way, are you planning on having any concerts toward the end of July again?”

    Nothing is on the books at the moment, but that could change.

    -Bear

    Great article & enjoyed the samples. I am hopeful you can make some sort of release of the music Bear.

    [...] he posted incredibly detailed articles on his blog regarding his work scoring Dark Void and Dark Void Zero which mark his first video game projects. In the article for Dark Void McCreary talks about the [...]

    Original Sound Version is running a cool article with me and DVZ producer Shana Bryant:

    http://www.originalsoundversion.com/?p=6940

    OK, I saw this over at Capcom-Unity and thought “I wonder if this is accurate to the NES?” There were a couple issues Mega Man 9 had, so I was curious. Turns out that… a couple of things are better, and some are missed. There are almost always 3 squares playing in Valley of Doom, and the noise is still not quite right, though I can’t really explain why. However, the triangle sounds a lot more correct in that it was actually recorded from hardware, and not just drawn as a smooth triangle like Mega Man 9’s was (the aliasing is missing in MM9).

    Now that I’m done being all nitpicky and nerdy, I really like where Valley of Doom is going at the end, but it fades out :( All of the songs are pretty good, nice composition which is what really matters with 8-bit music. These kind of sound like a hybrid of Mega Man style with some other style, and it works.

    Oh– and in the video, I like the middle part where the orchestral version of the theme creeps in, but then is taken back out :) The triangle toms sound like the Mega Man 2 “Got a Weapon” song a bit there… Though the sound effects are in stereo, but I don’t really care too much about that.

    Last thing, I promise. If you’re interested in programming the songs for hardware (for that über nerd power), but not making it too hard on yourself, there’s always Famitracker: http://famitracker.shoodot.net/

    And it generates .nsf files, which can be played with a PowerPak for NES (I am wanting to get one of these someday for my own music, but it’s a bit expensive for getting it just for a hobby right now). I definitely agree with you that hardware sounds quite different than software emulators in that it’s a lot more warm-sounding. It also handles things differently a lot of the time, and you can end up with some pretty odd sounds on hardware that just weren’t there in an emulator.

    There’s also PPMCK / MML (music macro language) for NSF generation, but that’s much more like actual programming.

    I hope to hear more of this soundtrack sometime!

    Kotaku just ran a great review of DVZ and singled out my 8-bit music!

    http://kotaku.com/5453658/dark-void-zero-micro+review-classic-focused-fun

    RushJet1… Thanks for the link and for the incredibly insightful look at my work. Yes, I fudged a few of the intricacies of the rules. I think you’ll be able to hear more of this soundtrack in the near future…

    -Bear

    [...] They had Bear McCreary (Bear McCreary) do the score of the 8-bit game. and the story behind how he created the music is cool, having rigged a NES to produce that same sound: http://www.bearmccreary.com/blog/?p=2974 [...]

    [...] my second (or technically third) entry into the video game world, after my scores for Dark Void and Dark Void Zero.  The most ambitious entry in Sony’s groundbreaking hit series, SOCOM 4 will feature a score [...]

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