• 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 Score

    Posted by Bear McCreary on January 19th, 2010


    DARK VOID, the first video game I’ve ever scored, is released today for X-Box, PS3 and PC!

    MODERATE GAME PLOT SPOILERS AHEAD: When I was a kid, I was enthralled with Capcom’s Mega Man II. I battled mechanized evil robots and saved the day as the curiously bombastic 8-bit music seeped into my imagination. Those catchy melodies and bold arrangements, realized in glorious sine wave synthesis, were among my first musical influences. I dreamt of one day creating my own video game score, one that could grow past the limitations of 8-bit hardware and match the scope and breadth of the orchestral film scores I also adored. Exactly twenty years later, Capcom would give me that chance, offering me the score to Dark Void.

    Having spent the first several years of my musical career scoring television and films, I approached writing for an interactive medium with no previous models in mind. And I sought none. As an avid life-long gamer, I knew what I wanted to hear: a swashbuckling orchestral score in keeping with the grand story. I wanted the music to constantly adapt, as if it were being written specifically for the gamer, with virtually no repetition whatsoever. I sat down with the development team at Airtight Games and described to them my musical aspirations. They said this was impossible, and thus, I knew we were on the right track.

    We put our heads together and figured out how it could be done. I was very fortunate to work with so many talented artists and producers, who would indulge me in creating a score ten times more complex than the one they had asked for.


    (Click image above for full-res panoramic.  All session photography by Andrew Craig.)

    The differences between scoring film / TV and video games became glaringly obvious in my first few days of writing Dark Void, back in the Fall of 2008. When I watch a rough cut of a film or TV episode that I’m about to score, I can imagine what the final product will look and sound like. I visualize the finished effects, refined edits and completed sound design and compose music that will fill all the empty gaps and hit all the right emotional beats.

    I realized quickly that scoring games is a different experience. I had no completed levels to play, or even remotely finished cinematics to watch. All I had to inspire me were several hundred production sketches that depicted the characters, environments, weapons and technology of the world, and a detailed script. I decided to stop worrying about hitting specific moments or moods and set out to simply write music to rival the grandeur and mystery of those images.

    (Conducting strings while watching stills from the game.)

    This was the inspirational breakthrough I needed. Themes and instrumental colors flooded my imagination and I wrote the entire 100-minute score to Dark Void in about 3 weeks.

    (Click image above for full-res panoramic.)

    As I composed, I focused on the story and the characters, the reasons I was first drawn to Dark Void. Unlike most games, these characters are rich, deep, with personal arcs that evolve over the game. I felt that the music, too, should adapt with them, so I wrote a thematic score that develops the melodies as the player progresses, introducing the kind of melodic development common for film and TV scores, but rarely (if ever) found in video games.

    Compared to a film or TV show, a video game audience has a better chance of internalizing the score. Gamers soak in a score for hours on end. They don’t just hear a cue once, but multiple times, creating the ideal environment for threading musical arcs across the story. In fact, I believe thematic scoring in video games has the potential to be even more effective than in film. This philosophy was on the back of my mind as I wrote, and you guys will have to let me know if it works as well as I hope it does. I pitched the idea of thematic development to Capcom and Airtight in our earliest meetings, and everyone was excited about crafting a more sophisticated game score.

    The most important developmental theme in Dark Void is the Main Theme, or Will’s Theme. This theme’s signature harmonic progression involves a major chord opening up to an augmented triad, frequently in Eb or B major:

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    The melody of Will’s Theme is probably the most uniquely gorgeous tune I’ve ever written. If I never write another piece of music again, I could be perfectly happy having accomplished only this:

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    A secondary theme, (B Section) was composed as well, although it is heard less often:

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    Will’s Theme ties the entire game score together. It is present in nearly every cue, but its function changes dramatically over the course of the game. Will’s Theme is first heard as a bittersweet love theme for Will and Ava, introduced in the game’s opening cinematic. It weaves through early combat cues as a suspenseful motif, and emerges as a heroic fanfare for Will when he finally dons the rocket pack. The theme goes through one final and powerful transition at the climax of the game, which I will not spoil for you here. But, rest assured, its worth beating the game just to see the knock-out finale and hear the sweepingly tragic last statement of Will’s Theme.

    Dark Void allowed me to explore the musical history of the two cultures at war in the story: the Watchers and the Survivors. The developers had written more back story than could possibly fit into the game, so the producers asked me to write music which suggested that these two societies spanned back for generations, each with their own traditions.

    (With DV executive producer Morgan Gray at the WB Eastwood Scoring Stage.)

    When Will arrives in the Void, he is taken in by the Survivors. This allowed me to create music for this band of humans surviving off whatever they can scrape together. The music of the Survivors, like their tech, is cobbled together from found objects. Survivors’ music often features electric violin, various South American woodwinds and pan pipes, Chinese erhu and tribal percussion. The harmonic language of the Survivors feels warm and familiar, with catchy melodies evocative of folk songs.

    The Survivors are signified by a pair of themes. The first is an energetic 12/8 dance-like melody:

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    The second is inspired by South American folk music, and is played frequently by Chris Bleth on a quena, a South American flute:

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    The Survivors are threatened by The Watchers, an evil alien race that is struggling to escape the Void and take over Earth. The instrumentation of the Watchers, like their tech, is glossy, mechanical and menacing, signified by metallic thrashing heartbeats and digitally altered instruments. Their melodies are angular and dissonant, often re-harmonized against clashing chords, resulting in music that sounds foreign and less accessible.

    Like the Survivors, the Watchers have two primary themes. The first, and primary Watcher Theme, is a slippery tune that rests somewhere between Fm and Cm, depending on how it’s harmonized:

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    In addition to signifying the threat of Watchers, this theme also represents the prophecies of the mysterious “adepts,” and plays under several key cinematics.

    I originally wrote a theme for the derelict ghost ship that Will was to encounter in the Void. However, the entire level was dropped from the game, so now it functions as a second Watcher Theme:

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    The theme is deceptively simple, appearing as if it would play in C major or E minor. However, the harmonic foundation is always dissonant and interesting, often centering around a clashing Eb minor. This spooky theme, voiced in conflicting string harmonies, gives these combat cues a calm, dream-like suspense that plays against the expectation of an aerial combat game.

    In addition to the main theme and the music for the Watchers and the Survivors, I wrote a theme for Nikolai Tesla, who plays a prominent role in the story. In real-life, Tesla actually disappeared for a few days before he was found dead. So, Dark Void supposes that he was actually sucked into a parallel dimension and lived there for years, leading a human revolution against an evil alien race. Works for me!

    As the designer of the rocket pack and the spaceship “ark” intended to rescue the Survivors from the Void, Tesla’s character is extremely important, and clearly needed his own theme. I wanted his melody to feel reminiscent of a traditional Russian folk song, but with more unusual harmonies. So, I wrote a simple waltz, set against an odd progression of G7 and Db7:

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    To further connect the theme to Russian music, I wrote it almost exclusively for Steve Bartek to play on the balalaika, a traditional Russian stringed instrument. While this theme only shows up in a handful of cinematics, it nonetheless has a memorable impact on the score, and goes through some exciting shifts over the course of Tesla’s character arc.


    (Steve Bartek plays the Tesla Theme on balalaika.)

    The Dark Void score features three other prominent musical themes, one for each of the three major bosses Will encounters in the game.

    First, you battle the massive scorpion-like Archon, represented by one of the most massive percussion riffs I’ve ever composed. The Archon Theme, played first on ethnic soloists, and then in the orchestral brass and woodwinds, evokes a military march:

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    The initial Archon you encounter is a boss, but they actually become regular enemies for the rest of the game as the bosses take on a much larger scale. Next, you face The Collector, a massive beast, with vicious tentacles that threatens to devour your entire ship, represented by The Collector Theme:

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    Like The Archon Theme, The Collector Theme is also martial, but has an even heavier bass and string line. The melody is nearly chromatic, and thus hard to peg down to a certain key. This gives it a menacing, slippery quality.

    Another boss, The Dweller, has a simpler theme, almost a fanfare:

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    This theme is developed extensively in the final battle cue, which is probably the most kick ass orchestral battle cue I’ve ever written (BSG4’s Assault on the Colony is my only other cue that comes close, in my opinion). I was having so much fun with The Dweller theme that I wrote way more than I was supposed to. The battle cue is so long I suspect it might even be possible to defeat the boss before hearing the entire cue once!

    Developing these themes in this game was a rewarding challenge, because gameplay and cinematics each presented different ways to use thematic material.

    The cinematics were essentially like scoring a film, with obvious opportunities for thematic music. When Will first picks up the rocket pack, the score quotes a small but energetic statement of his theme. When Will first walks into Tesla’s lab, we hear Tesla’s theme. When Will and Ava are talking about their former relationship, we hear the love theme version of the main theme.

    Thanks to my experience in film and TV, these are the kinds of cues I’m used to writing. But, the gameplay cues allowed me to develop themes in new ways. I used themes within the action cues to subtly remind players of the context of the larger story. In early combat cues, fragments of Will’s theme are stated in dissonant harmonies, reminding the player that Will is anxious to find a way home, interested only in his own survival. Once he finds the rocket pack and begins to become a hero, the thematic statements become more resolved and triumphant.

    Ultimately, the function of music in action / shooter games is to provide tension and excitement, which my score does. But, there are musical ideas throughout the gameplay that comment on deeper narrative concepts. My goal was to bombard gamers with sophisticated music while they played, adding more layers to the story, which could be soaked in on a subconscious level.

    Thematic writing was not the only joy of scoring Dark Void. I was also able to work with an outstanding group of musicians, most of whom should be familiar to any BSG fans out there.

    (Paul Cartwright plays electric fiddle.)

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    (Paul’s pedal board rivals that of most electric guitarists.)

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    Paul Cartwright’s electric violin plays a prominent role in the score, creating some of the other-worldy sounds of The Watchers. We didn’t want to simply re-tread the memorable solos he’s played on Battlestar, so he was free to create some of the weirdest and most incredible textures I’ve ever heard from a violin.

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    Chris Bleth also returned, this time playing South American woodwinds including the panpipes and quena. We generally avoided the Asian instruments he played so frequently on Battlestar, however the occasional bansuri or duduk solo still sneaks into the score here and there, because they can play in so many different keys.


    (M.B. Gordy layering nagado daiko parts.)


    (Tabla are Indian percussion instruments used to represent the prophecies of the “adepts” in Dark Void.)

    All the crazy percussion in the score is provided by MB Gordy. He played tabla, taikos, dumbeks, medicine drums, shakers, chang changs and is featured prominently on a few killer tom solos.


    (MB tunes a set of toms.)


    (Multiple sets of toms were sampled and layered specifically for Dark Void.)

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    (For tom recording, each drum gets it own mic, in addition to 5 microphones out in the room.  The balance between the up-close sound and further room sound could be decided later, in the mix.)


    (Although toms were only one of several families of percussion instruments used in the score, an entire day at Capitol Records in Hollywood was spent recording them.)

    Some of the weirdest solos that will be hardest to identify are actually bass solos performed by John Avila (formerly of Oingo Boingo).

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    (John Avila lays down a fretless bass solo.)

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    One solo in particular is the most intense slap-bass solo I’ve ever recorded with John. It sounds like he’s ripping the instrument apart with his bare hands! We recorded all the bass parts in a single ten-hour day that was among the most fun I’ve ever had recording music.


    (Bartek, also an alumnus of Oingo Boingo, plays baritone guitar, which is tuned a 5th lower than a regular guitar.)

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    All the guitars were performed by Steve Bartek and Ira Ingber. The instruments they played included balalaika, 12-string, nylon string, steel string, quatro, bajo sexto, Portugese guitar, bass mandolin, baritone electric and electric sitar.


    (Ira Ingber plays electric.)

    The acoustic guitars were reserved for the jangly, home-made sounding Survivors music and the electric guitars were used specifically for weird effects and solos in the Watchers music and boss battles.


    (Bartek plays the Survivor Theme on the quatro.)


    (Ira plays the Survivor Theme.)

    Martin St. Pierre, whose solos were an integral part of BSG, added layers of Yialli Tanbur, underscoring the darkness of the Watchers.  The tanbur is a Turkish instrument that is often played with a plectrum but has a marvelous sound when bowed.

    blog028d.jpg

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    Electronic sounds for The Watchers were designed and sequenced by Jonathan Snipes, who crafted many of my incredible metallic percussion sounds in Terminator: The Sarah Connor Chronicles. Working almost exclusively with analog synthesizers, Jonathan created a unique set of “alien” percussion and digital high hats. (Jonathan also helped me design the library of 8-bit sounds used to create the Dark Void Zero score.)

    Listen in this excerpt to the crazy distorted electronics in the upper frequencies, above the live orchestra and percussion.  At the end of the clip, the distorted electronics are brought to the forefront for a quick, blistering solo.

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    (Cynthia Millar plays Ondes Martenot.)

    The most exciting and unique instrument in the Dark Void score is one I’d never written for before. The Ondes Martenot is an early electronic instrument with a unique, ethereal vocal quality. I called on renowned Ondes player Cynthia Millar and was fortunate that she changed her busy performance schedule to accommodate recording Dark Void.


    (The ribbon and tone controls for the Ondes.)

    The Ondes is essentially a sine wave generator with a unique interface. You can play a piano keyboard, or place your finger in a ribbon and slide it across the keys to create perfectly controlled vibrato and glissando effects. Often mistaken for a theremin, the Ondes is actually a much more useful, and musical, instrument.  This clip of the main theme offers the best example of this very expressive instrument:

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    (In the studio with Cynthia.)

    While the theremin-like quality could be interpreted as an homage to classic 1950’s science fiction films, I actually chose the instrument as a tribute to the great scores of Elmer Bernstein, who used it to incredible effect in “Heavy Metal,” “Ghostbusters” and countless other films. The Ondes is featured prominently playing both Will’s Theme and The Watchers’ Themes, frequently blending into the orchestration behind the exotic instruments. I’ve heard Ondes in film scores before, but I’ve never heard it doubling a duduk, bansuri or electric violin!  Of course, there are also a few key moments when the Ondes is featured clearly as a soloist, most notably the End Credits.

    (Conducting the winds and brass session.)

    (The orchestral woodwinds section, first row.)

    With its sprawling epic story, fantastic setting and deftly drawn character arcs, Dark Void felt like a big movie, and as such, required a sweeping orchestral score. I was adamant that there be no synth orchestra (“fakestra”) in this score. And, dear gamers and soundtrack fans, we should all be grateful that Capcom also shared my desire for the highest possible production values, allowing me to record the complete score with the best musicians in the world at the Warner Bros. Eastwood Scoring Stage. You will not hear a single sampled orchestral instrument or sampled soloist of any kind in this entire game score. It’s all live.

    (Trombones and tuba in the center, back row.  French  horns are far left.)

    We recorded over the course of a week almost exactly a year ago, in late January 2009. The Dark Void orchestra was twice as big as any orchestra I’d ever had for BSG, and as such the score sounds noteably bigger. And I could tell that the orchestral musicians loved the score because many of them were whistling the Main Theme in the hallways on their breaks.

    (The orchestral woodwinds section, second row.)

    (Mike Valerio, of the Battlestar Galactica Orchestra, plays double bass in the string section.)

    (Score Co-Producer / Recording and Mixing Engineer Steve Kaplan listens to a take.)

    (For certain effects, Bartek stuck a toothpick between the strings of his electric!)

    (MB plays handmade shakers and caxixi.)


    (Three solid days were spent recording the Ondes solos at Henson Studios in Los Angeles.)

    The year since the Dark Void sessions has been strange for me because none of you have heard this music yet, but it’s been completely recorded and mixed. After the fast turnaround in TV (where you can hear my score sometimes within days of its completion) the hardest part of scoring a game has been waiting for the game to come out!

    At long last, the game is done and now you can all hear the score for yourselves. The most complete way to experience the music is pick up the Dark Void soundtrack album being released by Sumthing Else next month. And of course, also check out Dark Void Zero and its soundtrack as well.

    I began work on Dark Void in 2008, but the inspiration began in 1988 while playing Mega Man II. What would I have thought back then if I’d known I’d one day have the opportunity to write a rip-roaring adventure soundtrack to a brand new Capcom game? I can’t imagine, but feel privileged to write music that just may inspire a new generation of gamers, as the classic 8-bit scores inspired me. I smile knowing that, somewhere in the world, a 9-year-old kid is playing Dark Void right now as his or her imagination soars through the clouds.

    -Bear

    60 Responses to This Blog Entry:

    By the way, I’m finally on Twitter now! I’ll be doing live scoring session updates, soundtrack news, and random soundtrack geek thoughts. Follow me @bearmccreary.

    @Marcus Badon … yes, this is the real me! :)

    Congrats, Bear. Its a great score. The main theme is VERY good. I can’t get it out of my head, and I don’t even own the game yet! I love the use of the Ondes Martenot, especially in the theme. I immediately thought of Elmer and the “Ghostbusters” score the first time I heard it. I hope Ivan Reitman gives you a call for Ghostbusters 3. ;)

    The sample of Paul’s aggressive solo sounds like its from the same track as the second clip on the Dark Void website, is that right? I’ve had that stuck in my head for a month. At one point, I didn’t even realize what I remebered it from. I cannot wait for the soundtrack. Any possibility of some Dark Void Zero tracks sneaking onto it?

    Bear-

    You know there’s a way you can embed twitter updates into the right hand column of your blog? If you’re interested.

    “Listening to the game’s music over the credits, I realized that I had enjoyed it throughout the game. When Bear McCreary’s (Battlestar Galactica) name scrolled by, I understood why.”

    -from the WIRED.com rewiew of Dark Void (http://www.wired.com/gamelife/2010/01/dark-void-review/)

    Really fascinating look into the process of writing and recording the soundtrack. Thanks for putting this together! The strength of your work on BSG really got me anticipating the score to this game, so it’s exciting to see the culmination of all the various pieces.

    I also appreciate your take on a purely live sound for appropriately epic games. It really does make a difference. There’s only so many emotions a sampled instrument can relay, and it’s one I struggle with daily when writing. To have the resources to make such a fascinatingly diverse blend of sounds is an envious position!

    That said, there’s still some value (as you proved with Zero!) in electronic scores, especially the throwback variety! Over the past year or so I’ve been tooling around with chiptunes as well, and it’s a nice reprieve from all the toil of sample manipulation to just settle down and design an instrument from scratch and have fun with it.

    Tried the demo earlier today and thought it was ridiculously fun. The bit of your score that played was pretty darn great, added to the game in a more thrilling way than what happens in most video games.

    I’d probably enjoy your music loads anyway, but I find it that little bit easier to enjoy because you show such passion for every single project you do on this blog. Its a brilliant resource. Also, as much as I hope you have huge success and get a few blockbusters to score, a part of me wants you to stay doing these (relatively speaking) small scale projects just so you don’t quit the blogging!

    Bear,

    Man, I’m so impressed with your commitment to keep us posted on the process. I’ve learned so much from your Blogs. There’s just so much I want to say about how incredible of a composer you are.

    Composer Henry Mancini once said that Jerry Goldsmith “scares the hell out of us”. I can easily see today’s composers saying the same about you.

    Keep up the great work.

    Wow, you are really cranking out the blog posts this week with a lot of good stuff.

    Man, these samples are incredible. I cant wait for the soundtrack. I haven’t had the opportunity to play the full game yet, only the demo. Unfortunately, my xbox gave out on me so now I’m contemplating purchasing a PS3 so I havent bought the game yet. It looks a lot of fun though, but I believe the score is going to be the best part.
    Very nice post by the way. I enjoyed reading and listening! I’m really liking the audio samples.

    Bear,

    Awesome samples. Any day is made better by hearing Steve Bartek and Paul Cartwright play your music. Checked out the Dark Void Zero samples too, pretty sweet. I saw the demo at PAX but didn’t get a chance to check it out. Sad face.

    I went down to LA for the June 13th BSG concert (met your mother! nice lady); I’d have liked to come to more of the others but it’s a bit of a trip. It’d be awesome if you could come up and do a show in Seattle sometime :)

    Nearing the endpoint of the game now, and thus far your score has been one of the very best video game scores i’ve heard – Fantastic work. You’ve definitely earned a fan. My review of Dark Void goes up on http://www.pixelverdict.com tomorrow.

    Awesome – I can’t wait to get to a computer with speakers…

    Hey Bear, speaking of Mega Man 2, have you ever heard the Minibosses’ cover/suite of Mega Man 2 music? Fun times.

    Great blog entry!! And the samples sound really awesome. I really can’t wait to buy the CD next month.

    When I read this entry, I really wanna have the game, but since it got below average ratings throughout the press, I decided not to buy it. It really sounds like a huge disappointment. I didn’t expect a smash hit, but something decent would have been good enough. Really too bad.

    I will check out the game later definitly, but for now I will stick to the soundtrack :-/

    I don’t normally like games of this type but this one looks like it might be worth getting purely for the soundtrack. :)

    I absolutely love the small snippets of music I’ve heard from Dark Void so far. Playing the demo was so much fun just because of the awesome music… not to mention turning on the jet-pack in enclosed spaces. It was fun to watch him bounce off the walls trying to get out.

    I just pre-ordered myself the Razor/The Plan and Dark Void soundtracks from Amazon. Means I have to pay like twice as much as US customers, but it gets it here quicker than if I ordered it from the US.

    I’m currently working on 2 arrangements of the main theme too. One for string quartet and one for solo piano. This is what happens when a tune gets stuck in my head.

    Fantastic work, Bear. CAPCOM is one of the few game developers left who seem to truly care about having a good score, so I’m glad you got the chance to work with them.

    I started playing it this morning and couldn’t put it down until I got to chapter 6. About 10 minutes into playing it, I decided to turn the sound effects down so the score would be more prominent. My fears about the controls from the demo were indeed put to rest — I was able to adapt after 30min or so of playing.

    This isn’t the first of your scores to be set to a game, though — I’ve long told friends how I listen to the BSG scores to keep myself pumped while playing Quake!

    Oh man, Bear, lots of things to say.

    First, the score has been fantastic so far. I especially love the moment when, in the spare parts level, you glide down this massive cavern and end up looking at a gorgeous cliff side. The score there was so beautiful that I almost missed the damn ground!

    Also, GREAT action cues. Some of them have shown up more than once, but that doesn’t bother me AT ALL, because they rock. Especially the one that has the French horns rise up and quote the main theme. Awesome. And of course, the bass solo was ridiculous.

    And like cory above, I found myself turning the fx and voice volumes down more and more as I played. Pretty soon I’ll be using silent weapons and watching mimes. xD

    Also, thanks for identifying those South American instruments. I’ve heard them used in many a score (Clear and Present Danger, Pirates of the Carribean, etc), and I’ve never actually known what they were.

    I love the reformatted right column…except… can you bring back the recent comments area? Makes it hard to see when Bear has responded to comments! :(

    musicpaladin2007… “I love the reformatted right column…except… can you bring back the recent comments area? Makes it hard to see when Bear has responded to comments! :(”

    Thanks for catching that! Fixed! :)

    “(For certain effects, Bartek stuck a toothpick between the strings of his electric!)”

    I recently made a non-serious post on Facebook referring to someone playing electric guitar with an electric drill, a hemostat, and a pair of chopsticks. Now that I’ve seen this, I may have to take that idea (or at least part of it) more seriously.

    - M. (\”/)

    Loving the little samples you’ve got scattered throughout, the score sounds amazing.

    How many hours worth of music is there in the game? Another double disc soundtrack!?!?!? :)

    I can honestly say that this is the first time I’ll be buying a video game for the music (and I work in the games industry).
    Is there a music CD with the game or place to buy it separately ?

    btw.. I still have withdrawal symptoms from Comic-con BSG Orchestra… will there be another event at CC this summer ?

    Hi Bear,

    I’m loving what I’ve heard of the Dark Void score. It’s great to hear an orchestral video-game score that omits the bombastic qualities of several big action franchises (you know who you are!).

    You mentioned your dislike for use of “fakestra”. At the level you are working at, I agree that the added expense and headaches associated with getting hundreds of musicians in a single room to record is a worthwhile investment in the music.

    For many budding composers like myself however, this isn’t an option. Boo hoo!! So, I wanted to ask you:

    - What advice would you give to composers working within the constraints of using sampled instruments rather than live recording?

    - Any thoughts on the pros and cons of both?

    - What do you consider to be dead giveaways when listening to sampled instruments, and do you have any tips/thoughts on how to mask them?

    I’m sure all of the other score-junkies here are looking forward to your reply as much as I am! I’m leaving a link here to a short cue I made a few months ago, using samples. Maybe you could cast a critical ear on it so I can turn my “fakestra” into an “Icouldhaveswornitwasreal-estra”.

    http://www.4shared.com/file/203547882/dba5275d/Faceless.html

    Slán leat :)

    Yay! Bear haz a twitter. I followed as @juniskins – if anyone here were to see my twitter background, there would be no doubt I was “one of us.”

    I am so stoked about the soundtrack! We have to move out soon (for about 6-9 months) while the apartment building gets new pipes and we all get new bathrooms. We’re trying to pack light for the move, which means probably no XBox.

    If the soundtrack release were very much delayed, I’d have to give the sadface, and no one wants me to give the sadface.

    The samples sound great though. Usually a good score is just the icing on the cake, but you went and flipped the script. :)

    Check it out. Press release! CD officially released on February 9th!

    SUMTHING ELSE MUSIC WORKS ANNOUNCES RELEASE OF THE DARK VOID™ ORIGINAL SOUNDTRACK

    Highly Anticipated Orchestral Score Written and Produced by Acclaimed “Battlestar Galactica” Composer Bear McCreary

    New York – January 21st, 2010 – Sumthing Else Music Works, through its licensing relationship with Capcom®, proudly presents Dark Void™ Original Soundtrack featuring the original orchestral score composed by Bear McCreary for the new third-person action game Dark Void. Developed by Airtight Studios and Capcom, Dark Void combines the thrill of soaring jetpack action with unique vertical cover and on-ground combat. Dark Void marks the first time that Bear McCreary, the composer of popular sci-fi TV series “Battlestar Galactica,” has created a score for a video game. The Dark Void Original Soundtrack will release on February 9th, 2010 to retail outlets through Sumthing Else Music Works http://www.sumthing.com, and will be available for digital download on Sumthing Digital http://www.sumthingdigital.com.

    Recorded at the renowned Warner Bros. Eastwood Scoring Stage and performed by some of the best orchestral musicians in the world, Dark Void Original Soundtrack features 80 minutes of score hand-picked by composer Bear McCreary. It also includes a special bonus track, “Theme from Dark Void (Mega Version),” an 8-bit rendering of the main theme produced by McCreary for Capcom’s just shipped downloadable DSiWare™ title, Dark Void™ Zero.

    Dark Void is a new sci-fi action-adventure game that combines an adrenaline-fuelled blend of aerial and on-foot combat set in a parallel universe called “The Void”. Players will take on the role of Will; a pilot dropped into incredible circumstances while on a routine air cargo flight he crash lands into the Bermuda triangle leading him to be trapped in the Void. This unlikely hero soon finds himself swept into a desperate struggle for survival at the head of a group called The Survivors. Also stuck in the Void, these resistance fighters are battling to hold off a mysterious alien race that plans to threaten Earth.

    Capcom will release Dark Void on the Xbox 360® video game and entertainment system from Microsoft®, PlayStation®3 computer entertainment system and PC in North America on January 19, 2010 and across Europe on January 22, 2010. For more information on Dark Void, please visit http://www.darkvoidgame.com. Dark Void Zero, Capcom’s long lost prequel to Dark Void and ode to classic 8-bit gaming, is available today as a downloadable title for Nintendo’s DSiWare.

    For more information on Sumthing Else Music Works and its complete catalog of video game soundtracks, please visit http://www.sumthing.com and http://www.sumthingdigital.com.

    Cool, Bear!

    Was it any different working without La La Land?

    So the 9th of February… GREAT!

    The game has been released today in Spain, so when I finished work an hour ago I went to buy the PS3 version of the game. I have it right now, and in 10 minutes I will be playing it.

    Thank a lot again for a great soundtrack (at least, the tracks you’ve posted here and the music in the demo are great, for the rest of the score… I’ll have to wait until I play the full game… in 10 minutes as I said :D )

    Bear,
    Are you doing any autographed copies of “Dark Void”?

    My favorites are Main Theme A, Main Theme B, Watchers 1, Watchers 2, and Dweller.

    Anything with the Ondes Martenot is amazing. I love its “otherworldly” sound and the portamento used that adds to the effect. Really the instrumentation is overall quite good from what I’ve heard, and the music is thematic, which makes me happy. I am very interested in getting this soundtrack, which is something that I’ll rarely say about an “epic videogame soundtrack” lately, as many of them sound very similar to each other. Thanks for going the extra mile in bringing us a well-crafted soundtrack!

    Wooow!
    Bear, those samples are awesome! Once again you did a fantastic job!
    I don’t know if I’ll play this game, but I will buy the soundtrack :)

    I was wondering if someone could do better than the “Planescape: Torment” original soundtrack (wich is my preferred video game soundtrack), and I think you just did it :)

    Yeah Final Fantasy VII was my favorite, and this looks to top it pretty handily. This and The Plan/Razor preordered. :)

    I finally started playing this game yesterday and I gotta say, despite some of the bad reviews it has gotten this game is a lot of fun. Sure, the graphics aren’t as good as games like Uncharted 2, but that doesn’t take away from the fun factor. I’ve enjoyed every minute of it so far and I find myself stopping and just listening to the score at times. It rocks!

    I really hope you do more game scores in the future.

    Jonny Boy… “I cannot wait for the soundtrack. Any possibility of some Dark Void Zero tracks sneaking onto it”

    A possibility yes. :)

    MattJohnston… “Also, as much as I hope you have huge success and get a few blockbusters to score, a part of me wants you to stay doing these (relatively speaking) small scale projects just so you don’t quit the blogging!”

    I think I’ll always keep blogging no matter what.

    ctfrenchy… “Composer Henry Mancini once said that Jerry Goldsmith “scares the hell out of us”.”

    What an amazing Mancini quote!

    Andyscates… “Hey Bear, speaking of Mega Man 2, have you ever heard the Minibosses’ cover/suite of Mega Man 2 music? Fun times.”

    I have, yes. Fun stuff.

    neowardog… “How many hours worth of music is there in the game? Another double disc soundtrack!?!?!? :)”

    Technically, we delivered about 4 hours worth of music, but it could be boiled down to a core 79.9 minutes and that’s what’s on the disc. The Absolute best of the best, with no repetition. It’s going to be an amazing album.

    Jonnyhilly… “btw.. I still have withdrawal symptoms from Comic-con BSG Orchestra… will there be another event at CC this summer ?”

    We don’t know yet. I’d say odds are 50/50 at best right now.

    -Bear

    eddie.fandango…

    Let me address your questions. I normally don’t answer in such a long format, but this issue you brought up is one I feel strongly about:

    “You mentioned your dislike for use of “fakestra”. At the level you are working at, I agree that the added expense and headaches associated with getting hundreds of musicians in a single room to record is a worthwhile investment in the music.
    For many budding composers like myself however, this isn’t an option. Boo hoo!! So, I wanted to ask you:
    - What advice would you give to composers working within the constraints of using sampled instruments rather than live recording?
    - Any thoughts on the pros and cons of both?”

    This is a difficult question to answer. First of all, I’m only opposed to “fakestra” as an end, but it can be a wonderful means. The piece you sent reminds me of the kind of stuff I was sequencing when I was young and got my first MIDI capable keyboard. Orchestral synth mock-ups are a wonderful way to experiment and hear things back quickly. (and you wrote a cool piece, btw). Samples allows anyone to try their hand at orchestral music and see what it sounds like. Thanks to the technology, I was writing music in this style when I was 10 and wouldn’t end up working with a real orchestra until I was nearly 20. So, that was a big advantage for my creative growth.

    Hoooooooooowever… with all that said, my advice to anyone aspiring to be a professional composer is to avoid sampled orchestral mock-ups entirely. The only advantage you have as an artist is your individuality. No one wants to hear you write like John Williams or Danny Elfman (or even Bear McCreary). Filmmakers, producers and artists will respond if you have a sound that is distinct. If you’re using the same orchestral libraries as everyone else, you’re going to risk sounding like everyone else.

    When I was getting started on indie films, I recorded whatever live instruments I could. If a filmmaker had no money for orchestra (which was basically all of them) I’d pitch them a cello and piano score, or percussion and accordion. I argued that I can make a film sound better with a live jug band than a fake orchestra (case in point: “Wrong Turn 2″). If its live musicians, I can make it sound better, more emotional and more powerful than a sampled orchestra trying to be something its not.

    “- What do you consider to be dead giveaways when listening to sampled instruments, and do you have any tips/thoughts on how to mask them?”

    The only way to “mask” samples, is to put live instruments on top of them. I’ve tried this in the past… sampled strings with 3 or 4 live players in the mix. It always sounds like shit, and I ended up just using the live players anyway.

    And don’t get me wrong, samplers are the most important innovation in music since the electric guitar, or the early Moogs. I use samples on almost everything I do. But, I use them for their strengths, not their weaknesses. I don’t emulate real instruments, I create my own, custom instruments and sounds. Or I manipulate live sounds to match my vision (case in point: the metallic percussion in “Sarah Connor”).

    Look, we have a responsibility as composers to educate filmmakers and artists. If no one listens to live music anymore, then maybe they don’t care if their project has live players. So, we have to show them that 4 live players is better than a fake orchestra. My BSG score is the PERFECT EXAMPLE of this in action. I literally had 4 or 5 live players in the first episode of BSG. By the end, the producers were paying for full orchestras, because they recognized the value the players brought to the project.

    Hope that helps. :)

    -Bear

    cory… “Was it any different working without La La Land?”

    Yes, but Sumthing Else has been great and I think will be a perfect fit for “Dark Void.”

    Robbmann… “Are you doing any autographed copies of “Dark Void”?”

    I don’t know, nothing is planned at the moment.

    -Bear

    eddie.fandango / bear : if you want a true “fake” orchestra, http://4×86.com/ultimate2.mp3 :P

    Just about as fake as an orchestra can sound.

    Hi Bear,

    Thanks for the lengthy reply; I wasn’t expecting such an effort on your part, it’s appreciated! :)

    Your advice helps a lot. I’m a guitarist by trade, and I’m always striving to include the flair of individuality that you spoke about in that. As someone who’s recently come into the world of non-band orientated composition, I can gather that you would recommend making do with the few resources available for best effect. In fact, now that you mention it, some of my favourite composers, from Clint Mansell to John Frusciante, create some pretty impressive stuff with just a handful of instruments! And it seems to have worked out pretty well for you too… I’m just glad the studio upped the music budget, imagine a world where Bear’s “Watchtower” is played on a single taiko drum, accordian, and a triangle! :)

    Thanks again Bear, you’re a legend :)

    @RushJet1

    Surely you are mistaken, you can practically hear every nuance of the bows rubbing the strings!!

    I’ve only played the demo, but the music I’ve heard on that and here is amazingly good. I’ll probably pick up the CD before I even get the game.

    What John Avila does on that slap bass is one of the most interesting things I’ve ever heard done with the instrument. When I heard that in the demo for the game, it instantly stuck in my head. Truly hope some of that makes it onto the soundtrack.

    Here’s hoping you get plenty more work in the gaming industry. You deserve it! You ought to ask Capcom if they’re interested in your services on the up-coming Mega Man 10. ;)

    Incidentally, if you don’t mind, I’ve got a couple of random questions that have been on my mind for a bit, but I keep forgetting to put them to you:

    It was recently announced that Eureka is coming back for a fourth year. Is it safe to assume that you’ll be on board again? You seem mighty busy these days!

    And this one is a little more speculative in nature, but I must satisfy my curiosity: I’m not sure if you’ve seen the recently relaunched version of Doctor Who — it aired on Sci-Fi for a bit, but now it’s gone to BBC America, I think — but in discussions about the show’s soundtrack, you’re always my favorite to take over from Murray Gold when he decides it’s time to move on. If Steven Moffat phoned you up and asked you to work on the series, is it something you would consider?

    You should really consider scoring future ‘Halo’ games. I put on your music every time I play and I must say… It goes incredibly good with it. I mean I love Martin O’Donnell’s music, I really do. However, it doesn’t have that intensity to make the Halo games super-intense.

    Just thought I should mention that..

    Mal


    Kick ass! Just got my Dark Void CDs. It looks and sounds awesome. Blasting through my speakers right now. You guys are gonna LOVE this album…

    -Bear

    You evil tease!

    I’d been holding off ordering this because I expected to be buying it at some darkdel signing — should I just order it now? :/

    Even though I haven’t bought the game (I’m really not very good at shooters), I can’t wait to own the soundtrack in less than two weeks.

    Just wondering: since its being produced by Sumthing Else, and no LaLaLand, does this mean that there won’t be an opportunity for us to buy signed copies?

    Cory… “I’d been holding off ordering this because I expected to be buying it at some darkdel signing — should I just order it now? :/”

    Well, you can never go wrong ordering stuff in advance, but I’m TRYING to set up a joint signing at Dark Delicacies of DV and BG PLNRZR. I should know in the next week or so if this is going to happen.

    So, bwinrich… yes, in that case you could get signed copies. Hopefully this will work out.

    -Bear

    Bear at DarkDel? I’m there !!!

    Any chance this is going to be available at iTunes next Tues?

    [...] Bear's Battlestar Blog » Blog Archive » The Dark Void Score Was really taken by the Dark Void soundtrack, discovered it's by Battlestar Galactica composer Bear McCreary – here's a gigantic making-of blog post with sample music. [...]

    Bear,

    You’ve been a favorite composer of mine since the first season of BSG already, as I love it when electronic music and African / Asian / exotic instruments are used together.

    I have tried the demo of this game, and sadly wasn’t too impressed by it, apart from the music. So I would just park my character at a safe spot, leave the demo running, and turn up the volume :)
    The soundtrack will be a definite buy for me.

    Are you working on any new game scores yet? I hope you’ll be asked for some major titles the coming years.

    By the way, now that you’re also composing in the game industry, have you listened to others like Jesper Kyd? Especially his work on the Assassin’s Creed games is great.

    Hey Bear, this is Jayson Napolitano at OSV, we met at Comic Con 2009: http://www.originalsoundversion.com/?p=3756, and also ran that interview with you and Shana about DVZ. I was hoping to get in touch with you about some of your other work and about the site. Feel free to shoot me an email sometime!

    @Jayson Napolitano

    Nice interview, answers a few of the questions I asked in the comment before yours =)

    vicmackey187 – I’ve just looked it up on iTunes. It’s up for pre-order ($9.99) with a release date of Feb. 9th.

    I’d like to buy a physical disc, but I think I’ll go ahead and pre-order the iTunes release and pick up the disc later.

    Incidentally, I don’t know if it’s included on the disc, but the iTunes release has the 8-bit version of the Dark Void theme included as a bonus track.

    If you haven’t beaten the game, beware spoilers in the track titles.

    Mr. Gerbiz… “Are you working on any new game scores yet? I hope you’ll be asked for some major titles the coming years. By the way, now that you’re also composing in the game industry, have you listened to others like Jesper Kyd? Especially his work on the Assassin’s Creed games is great.”

    Yes, I am. I haven’t played Assassin’s Creed II yet, but as soon as I finish Uncharted 2 its up next. Unfortunately, I don’t have much free time these days.

    -Bear

    [...] Those of you familiar with McCreary’s BSG work will find a lot here that you’ll recognize, though in a larger symphonic idiom.  His trademark percussion sound is in full display in most of the score’s tracks along with some new sounds – including ondes Martenot.  I won’t go into much depth of the themes and such, McCreary already does a great job of analyzing the score over at his blog. [...]

    [...] that I’d never even heard before: the erhu and Yialli tanbur. I highly suggest checking our Bear McCreary’s blog where he extensively goes into the instruments, performers, and recordings sessions, as it’s [...]

    Hey Bear! I actually found out about DarkVoid on my DSi, with downloading Dark Void Zero. I love the music, and the music from Dark Void. But I have some questions.

    1. Will you release piano sheet music of the theme?

    2. If you do, am I allowed to play that at a piano recital?

    The Darkest Void… “1. Will you release piano sheet music of the theme?”

    I hadn’t thought of it, but I might.

    “2. If you do, am I allowed to play that at a piano recital?”

    Whether or not I release the music, you’re more than welcome to play it at a recital. :)

    -Bear

    Thanks Bear. ;) I think it’s a really nice tune.

    I’m starting to learn the main melody by listening to the track over and over. I can’t stop humming the song!

    [...] and generous discussion of the score and the challenges of writing for video games on his blog. In addition, he gives a detailed musical analysis, complete with written musical examples and [...]

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