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For Quake
3, id tried something new by bringing together the talents of industrial
rockers Front Line Assembly and Sonic Mayhem, the team behind the guitar-heavy
riffs in Quake 2. Late last year we
interviewed Front Line Assembly about their contributions to Quake 3: Team
Arena, and now we’re giving you a chance to hear from Sonic Mayhem’s
Sacha Dikiciyan about his role in the game’s music. In
addition, Sonic Mayhem has written an exclusive MP3 to accompany this interview
that can be download it at the end of the article. Q:
How did Sonic Mayhem come to be, and more specifically, how did you get
involved with music for interactive entertainment projects? Getting a gig
like Quake 2 certainly was a big achievement for your first project. A:
Back in 1996 when the original Quake hit the gaming scene, I started to work on
a soundtrack called “Methods of Destruction”, which I sold out of my apartment.
It was the first audio add-on for
Quake, inspired by the original game soundtrack. During its production I called
a friend of mine in and after a while we realized we work well together. Sonic
Mayhem was originally meant to be a real band situation but we also had a
strong interest in technology. We
figured, ‘Why not getting our music out by scoring video games?’ It seemed like
a great idea and Quake II came about by me simply asking id if they were
looking for music. As far as I remember, id had a lot of people asking to score
Quake 2. So yeah, when we knew we had the gig, we were excited. Q:
After Trent Reznor had done the music for the original Quake, did you have a
lot of trepidation about working on the sequel? From what I remember
Quake 2's music was quite different compared to the first game's ambient
soundtrack. Did you purposely try to go with a different musical style
for the sequel? A:
Yes the music for Q2 was a totally different concept then Q1’s. But it had
nothing to do with us not wanting to repeat Trent’s awesome ambient work. I
never understood why people thought we should sound like Q1 or NIN
respectively. The creative direction was more a result of what id wanted at the
time. The first demo we send to id was like
something out of a Terminator movie. That demo had ambient elements and more
orchestral influences -- no Guitars at all. We thought it really would fit Q2’s
theme but id wanted something more within the likes of Metallica. We ended up doing what id wanted -- they were
pretty specific with their requests. In the end, we could’ve done any style of
music they wanted. Q: I know you wanted to comment a bit on what Front Line Assembly said about your music for Quake 2 in our recent interview. Obviously music is a matter of taste, but I'm assuming you still feel looping CD audio tracks can be right for some action games, as opposed to more ambient sounds? A: Everyone has
a different opinion of what game music should sound like and what people wanted
to hear in Quake 2. Obviously FLA has their opinion on how it should’ve sounded
and it’s always easy to criticize someone else’s work. Producing simple ambient
music, like FLA did in TA, would’ve been way easier and more cost effective for
us. There’s one major difference between FLA and us with the Quake games: They
got hired for the music they’ve been doing for years. We got hired to produce
what id wanted. With Quake 2, I wished it would have been more orchestral and
dark. Don’t get me wrong though, we are still proud of Quake 2’s music.
Production wise, Q2 was top-notch stuff and was even #1 on the CDDB (www.cddb.com)
database for quite a while. So a lot of people did enjoy it. As for looping CD audio, at the time, CD audio was the only option if you wanted to have CD quality music. Direct music was still in early production and mp3 implementation was still a year away. Today it’s possible to cross fade mp3s in real-time, which I think is the best way to go in order to keep the music quality the best it can be. |
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Copyright 2001, Ola Balola LLC. |
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