Tuesday, November 5, 2019

Piano / Forte! (A Dimension of Sound)

"One thousand cars and a million guitars
Screaming with power in the air
We found a place where the decibels race
This army of rock will be there"

Judas Priest - Ram It Down
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"And whomsoever shall be found
Without the soul for getting down
Must stand and face the hounds of hell
And Rrroht inside a corpsy shell"

Vincent Price, in Michael Jackson's Thriller *
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Though its most memorable moments tended to come from its more tech-driven episodes, The Twilight Zone only rarely qualified as SciFi. I'd speculate that, as Paramount would with ST:TNG forty years later, CBS just found it cheaper to reuse the copiously superfluous cowboy hats and fedoras it had lying around its studios than to pay to build the more unique cardboard rockets and fishbowl helmets by which to ennoble a SciFi production. Looking at it now, the whole series seems anything but a lavish affair (at one point they were even denied the cash for film) and it shows. We might praise the stark realism or the poignancy of one episode after another in which a lone protagonist wanders about an empty town (or an even emptier alien planet) but let's remember it precluded paying extras. And the deserted alien planets were quite depopulated of props and decor as well.

What it did have was sound, from Serling's narrated bookends to details like the sharp pinprick noise of eyeglasses shattering on concrete, to immortalized one-liners like "there was time now" or "it's a cookbook!" More than one episode centered on ventriloquism, of all things, but then it's rare for the real world to provide such sinister props pre-made for a televised thriller. In fact, the show had at times more in common with old-school radio dramas than with the more lavish visuals of its successors, with much of the plot expressed through dialogue instead of action. I had the fortune earlier this year to catch a marathon running through not only the big hits but some of the less popular episodes, including Sounds and Silences, in which a big fat loudmouth is sentenced, in standard Serling style, first to one aural extreme, then the other.

It hit closer to home for me than for most, since I happen to be just a tad sensitive to incoherent noise. When I was young and my ears even sharper, I was even annoyed by those supposedly ultrasonic vermin-repellent devices. (Please try not to draw the obvious conclusion.) I've occasionally gotten up in the middle of the night to close my bedroom door against such noises as... my refrigerator... from six meters and two corners away. Advertisements, with their deliberately intrusive, attention-grabbing flood of white noise, still drive me into a frothing rage. I'm the type to stop dead while walking and track the wind as it hits the trees or the side of a building. Though active noise control has remained slightly too expensive for my tastes, I've come to view a good solid pair of ear-covering headphones as essential to sitting at my computer. My stance on voice chat noise pollution in games is well documented, and it's not too far from my stance on voice chat noise pollution in the physical world.

So in context it's no surprise that so many things remind me of a song I once heard, or that I keep returning here on the blog to the topic of audio in computer games. Watching and listening to Sounds and Silences made me more attentive to how sound was used back in the days of radio and the first grainy, barely discernible flashes of the cathode ray. To some extent we can still hear the same quality these days in a well-narrated audio book, because regardless of technological improvements the main problem still lies in conveying intent. Good narration will relate apprehension and tension by halting, ponderous sentences, will rush awkwardly through relating shameful events, will threaten in a stony monotone, letting the microphone do the work of amplification. Where televisuals fall short, well-placed sound effects will not only color an event but will mark different phases of the action or provide new information. (You -know- the glasses have broken before you ever see the shards.) And, perhaps most importantly, good music is more than filler. It sets the mood and provides nuance.

As far as games go, I more or less started off this blog by complaining about the non-massive nature of MMOs, microtransactions as legitimized cheating, and the decay in game music quality. And I never let up on them. For a long time after Y2K, sound degenerated, as far as I can see for three main reasons:

1) Video cards continued to rule the tech specs while sound cards plateaued fairly quickly. It might shock younger gamers now to see old game boxes from the '90s advertising the number of sound channels a particular title was capable of occupying, right alongside its polygon count. Or Diablo 2 advertising itself for having hired an orchestra. As everyone started getting the same quality sound cards and sound stopped being a mode of conspicuous consumption, companies also invested less and less in what was no longer a selling point.

2) Graphics really did improve. Tremendously. Thus, much like TV shows stopped conveying information via sound in favor of displaying it visually on ever-larger, ever higher definition TV sets, video game sound became more vague, relegated to the background.

3) For ten to fifteen years companies were tripping over each other to widen their market base from obsessive wer-nerds to the mass market. This meant providing more instant gratification, simplifying and dumbing down everything from controls (there were no noteworthy 3D strategy games after Homeworld) to cultural references to level design, to shrinking party / match sizes in multiplayer and eliminating secondary roles in class-based games.... to, as a matter of course, music. It was especially noticeable in online games where you could at times still hear the more recognizable, launch-quality music even as newer patches added more generic white noise. But it was not unheard of for companies to actually go back and vandalize their own previous work, scrapping more interesting original tracks to replace them with blander, more generic, more forgettable, lowest-common-denominator fare.

And sure, it hasn't all been bad. The Secret World, a game from 2011 which failed miserably as a game but dressed up its failure via surprising artistic panache, recently held its yearly Samhain event, part of which treats players to a collection of radio dramas from the days before video killed such stars. While it's unforgivable of Funcom to charge its customers subscription fees for public domain radio as a timesink, I do have to thank them at the very least for their selection, which includes not only the infamous War of the Worlds broadcast but The Thing on the Fourble Board (**) Give it a listen. It's twenty minutes of sane, didactic, low-key narration punctuated by a few precision strikes of otherworldly presence. And you will know it when you hear it, trust me. In turn, TSW was one of the few games which managed to emulate that old-timey radio drama attention to sound. Its colorful yet still nuanced NPCs set a delightfully mundane backdrop against which its various boogey men can boogety-boo!

In fact, horror games and horror themed segments in general have invested more in sound. Shrieks, groans, creaks and ominous footsteps add a great deal to their suspense, especially since they so often need to hide their boogeymen until the last second and can't bank entirely on graphics as other genres do. But, banking on a contrast with eerie silences unfortunately leaves no room for a real soundtrack. While voice acting has always oscillated in quality between titles and sound effects have had their high points, music consistently diminished. My recent jaunt through System Shock's introduction reminded me how much more expressive that '80s/'90s synthesized backdrop was. While some series (Heroes of Might and Magic, Divinity) were lucky enough to latch onto a good composer from the start and clung to them as selling points through many reiterations, most did not, and they really should've paid more attention to how effective a well-integrated, memorable soundtrack can be in other media. Don't believe me? O.K., three, two, one, let's jam. And it's not like animation was new by that point.


But I am happy to note some signs that music might once again be considered a distinctive element of game design and not simply white noise to fill the background silences. Justin Bell's sound direction wasn't bad in Pillars of Eternity but still largely generic, unintrusive medievalism. It wasn't until he really cut loose two years later (2016) in Tyranny that he put out something worthy of having his name mentioned. What's more, I've been seeing some amusing signs of companies reversing the old trend of downplaying music after release. Stellaris' more noticeable tracks seem to come from its later DLCs like Synthetic Dawn (2017). Warframe, launched in 2013, has some surprisingly engaging tracks... most attached to content added since 2015-2018.

MAKE SOME NOISE !

Yes, music can sometimes intrude on other gameplay elements (those thunderous old '90s tracks were partly meant to cover up the lack of other sound effects or ambience) but intruding can also be a good thing. The Tristram theme did as much for the original Diablo's popularity as any other of its high points, and many a mediocre game has remained fixed in gamers' memories for its soundtrack. And there are endless ways to mitigate the potential nuisance factor. Set it in-character or in an appropriate locale. The sea shanties in PoE2: Deadfire were more immersive than half its chauvinistic abortions of storytelling put together, the Sleepless Lullaby along with Lilith's monologue or the Siren Song rendered their little corners of TSW unforgettable, no-one who's played STALKER can forget the NPCs randomly breaking out their guitars and We All Lift Together defined Fortuna better than any other location in Warframe. V:tM-Bloodlines made its night spots come alive with Isolated, A Smaller God, Lecher Bitch... and appropriately enough, Come Alive... and nobody and I mean nobody was complaining about Bloodlines' music being too intrusive!

MAKE SOME FUCKING NOISE !

Even completely out of character, let music symbolize your setting instead of just underscoring it. Even a twenty-second flute solo can stick in your customers' minds years afterwards for marking their call to adventure. I sure as hell have never met that wailing banshee in Tyranny's soundtrack in all my replays of the game, but she fits her imaginary world every bit as perfectly as The Thing on the Fourble Board's inhuman meowling.

It's not unreasonable to assume that people still remember that often painfully jarring 8-bit tootling from 1980s computer games for its sheer nostalgia factor... but let's not exclude the possibility that they memor it for being memor-able. Yeah, that's a quality we really should get back around to recapturing.

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* You know, on one hand I'm disappointed that after three decades that's still one of our most satisfying portrayals of lycanthropy. On the other hand... might as well enjoy it!
Aaroooooo... AAAHAHAHAHAHAHA !

** Shockingly enough, that is, officially, a word.

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