You’ve mentioned before that Silent Hill‘s composer Akira Yamaoka was a big inspiration for the soundtrack. What is it about Yamaoka’s music and compositional style that appeals to you?
There are a few different things which come to mind. Looking just at his music on its own, it’s the way he uses sound and samples to create that signature feeling of his. Like with the original Silent Hill soundtrack, it’s dark, gritty and very industrialised, whereas the later ones sort of become slightly more melodic. You can sort of see a different musical feel in the other games from that point on, but he still keeps that familiar really oppressive feeling across the whole series.
When you’re hearing his music in the context of the game, it just works so well with all the stuff that’s going on. One of my favourite Silent Hill moments is the final Pyramid Head encounter from Silent Hill 2. There’s those big screeches and crunching sounds playing which mirror the movements of his knife and helmet, but then you’ve got this eerie choir coming in behind all that which gives the scene this sort of otherworldly, god-like feeling. It’s moments like that where he uses those sounds and contrasts really well together which I find pretty cool.
When designing the diegetic sound effects, did the procedurally-generated room reverb systems make your mixing process easier or more complicated?
It was a mixture of both really. Some things we made quite dry, such as footsteps, but because of the way our system worked, in some cases we had to pre-bake the reverb onto specific effects. The reverb in the game engine is mainly for spatialisation – making an effect sound like it’s actually in that area and space you’re currently in. There were some sounds which didn’t play well with our in-game reverb system, such as the environmental rumbles I mentioned earlier for example, so in those cases I had to pre-bake all of the reverbs onto those sounds and give them all different distances and drop-offs and things like that. Sometimes you just have to do one or the other really!
I particularly enjoy the small changes you make to the music as the game progresses, such as the way the main Wandering Alone on a Ship at Night theme will irrevocably change once you’ve encountered the monster for the first time.
It’s one of those things where I didn’t think it felt right for the music to sound the same after the player experiences the monster for the first time in a game. The way you’re now perceiving the game world is different, and so the music should reflect that change.
It was one of those things where musically you’re almost starting from a blank slate, but then after the first monster encounter it should change and morph into something else. You know what you’re up against now, and you want to carry that feeling across in the music even when it’s not there onscreen. That’s what I wanted to accomplish with changing up the wandering themes.
You wrote a really interesting blog post on the fallacy of the ‘game audio as 50% of the experience’ argument. Why do you think that audio design is overlooked in a lot of games design, and what can be done to better integrate the process with the other design disciplines?
I have this personal philosophy about world building when it comes to games. I think everybody should work together to make a cohesive role as opposed to everybody doing their own little thing separately and hoping it’ll all come together and work somehow. In other words, there needs to be plenty of back and forth on everything – conversations like “What’s the monster design in terms of the art team’s perspective? What does it do design-wise?” I see what I can take from those discussions and make music from them basically. Rob Bridgett talks a lot about this design approach in his book, Game Audio Culture, which is definitely worth reading. He writes about this sort of stuff and how we should improve game audio workflow, and just game workflow in general. It’s a really interesting concept and I really hope it carries forward.
It’s one of those things where people will have a lot of appreciation and nostalgia for things like game music, but they might not necessarily understand how it actually works in the context of a game. A lot of the time, other members of the team might just say we need a sound effect for a specific thing, but it’s very much a black box situation. They’ll tell the audio designer what they need, but not talk about what they’re doing, and the audio designer will just make the effect and say “Here you go, does it work?” Again, communication is the big issue, and it’s essential in order to have programmers, artists and designers understand audio designers workflows and vice versa.
It’s about seeing how you can come in from the audio side of things and how you can influence your fellow designers, how they can influence you, and making sure that when you’re trying to explain stuff to them, they’ll actually understand what you’re saying and not get confused with really weird technical jargon.
I think that’s where a lot of the issues lie. With artists and programmers and designers, they have this shared lexicon where they can probably speak to each other roughly but they might not know the technical nuances of everything. However if I started speaking about things like parametric EQs, they’d all just be like “What is that? What does muddy mean? I have no idea what you’ve said…but okay!”
Yeah I suppose it’s hard to express some of those sonic qualities accurately from a linguistic perspective. It’s similar to trying to describe the minutiae of a particular part of the colour spectrum to another person; what might appear as a bright red to my eyes might look more like a reddy-brown to yours.
Yeah, it’s all about understanding the implementation process. When it comes to getting the right ‘feel’, a lot of people will say they really want an element to feel a certain way, but getting it to that point is not necessarily down to just making the right sound effect. You can make the effect so that it sounds good on its own, but when played in the game, it might jar with everything else that’s going on.
Things are getting a bit easier with middleware programs like FMOD and Wwise, which are opening things up a bit more. We actually didn’t end up using anything like that in Monstrum for the final game, but we did use it for prototyping early ideas, which made it a lot easier for me to explain the various systems to programmers. I just had to set up all the logic and explain that this is how it works; these are all the music things, if you trigger this element, then this will happen. Even using it for non-traditional methods like that, it’s still really handy, and learning those tools is really useful for anybody who wants to do game audio and game music.
With the rise of streaming platforms such as Twitch and YouTube, do you see traditional horror games becoming something of a rarity in the future? In other words, do you see traditional solo horror experiences giving way to more community-based spectator sport experiences?
I’m not too sure. An interesting game to watch out for, especially in that regard, would be SOMA. I’m hoping it does really well and it does still prove a point that you can make these horror games that are primarily singleplayer experiences that you’ll want to really immerse yourself in and go through by yourself. At the same time though, I don’t think group/spectator-orientated horror games are necessarily bad. Things like Five Nights at Freddy’s have done really well, and every time I’ve seen [creator] Scott Cawthon speak about the games he’s basically said look, this is my work – if my games don’t appeal to you, they will to someone else.
A lot of people complain about the rate at which he’s producing his games, but from a game developer perspective I think it’s really clever, because he’s got all this extra stuff that he adds in with each new game. It’s not just another churned out sequel with the same content, there’s more things going on in each new one; he might need to develop extra systems and stuff like that, but a lot of the same signature backbone is there every time. In that respect, I think he’s done really, really well off the back of it, and the way he’s kept the continuity across all four games is impressive as well. Reading all he’s posted about the series, he comes across as very humbled by it all and grateful for his fans – a genuinely nice guy. People are obviously engaging with that series and really enjoying his games, so there’s room enough for all types of horror games to co-exist.
So Five Nights at Freddy’s might be a great horror game for one audience, whereas Silent Hill, Amnesia, or say something like Clock Tower might be more to the tastes of another. They’re all different horror games but they’re all horror games in their own right.
I suppose they aren’t mutually exclusive categories are they really – like you say, horror is now such a broad genre that there’s now games available for pretty much every particular niche.
I think the more interesting thing to look at is the different types of horror that will come in to the genre from other cultures. Japanese horror games are obviously quite big and they’re based on their own culture’s thoughts and considerations of what horror is, and the same goes for their films too. When films like Ring and Ju-on get remade as for American audiences, they didn’t really have the same sense of horror to them. They still work as basic horror films, but not in the same way; there’s this feeling that some crucial part was lost along the way.
It might just be people insisting the Japanese versions are better because they were the originals, but other people might say that there’s slight translation issues and influences that aren’t as apparent culturally to western horror audiences as they would be to Japanese ones. That’s why those films might be way much more terrifying for Japanese audiences than western ones. In that respect, I’m sure there are horror things things we have in British culture which aren’t necessarily applicable to America or anywhere else in the world.
Seeing new horror games exploring different cultures of horror will be really interesting, especially with the advent of major game engines like Unity now going for free. This democratisation of game engines allows smaller teams or even individuals to make their own games – Digital Happiness, the Indonesian developers who made DreadOut are a good example, and seeing titles like that coming out of countries you might not expect is very exciting. There might already be a really thriving scene there, I’m not entirely sure, but it’s going to be really cool to see all these different aspects of horror, or even brand new genres coming out of these different cultural elements.