Unlimited Replays
Unlimited Replays
William Gibbons
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List of Figures
List of Tables
Acknowledgments
BIBLIOGRAPHY
INDEX
Figures
I.1 The final screen of Zelda II: The Adventure of Link (1987)
I.2 Zeus’s temple in The Battle of Olympus (1988)
2.1 The Theatre Royal, as featured in Assassin’s Creed III (2012)
2.2 The title screen from the Nintendo NES version of Tetris (1989)
2.3 The interior of the Hotel Mordavia, Quest for Glory IV (1994)
3.1 Columbia’s barbershop quartet performs “God Only Knows” in
BioShock Infinite (2013)
3.2 The penalty for interracial relationships in Columbia, accompanied
by Wagner’s “Wedding Chorus”
3.3 Stained-glass window depicting Elizabeth as “The Lamb”
4.1 Mickey Mouse in Sorcerer’s Apprentice (1983)
4.2 Advertisement for Fantasia (1991)
5.1 The arrival at the space station in 2001: A Space Odyssey (1968)
5.2 The space station docking sequence in Elite (1985 Commodore 64
version)
5.3 Opening shot of Alex from A Clockwork Orange (1971)
5.4 Screenshot from the opening cutscene of Conker’s Bad Fur Day
(2001)
5.5 Alex exacts revenge on his droogs in A Clockwork Orange
6.1 Gameplay screenshot of Gyruss (NES version, 1988)
6.2 Gameplay screenshot of FEZ (2012)
6.3 Gameplay screenshot of Boom Boom Rocket (2007)
7.1 To Vincent’s dismay, Catherine (left) meets Katherine (right) in
Catherine (2011)
7.2 Vincent climbing in Catherine
7.3 “The Child,” the culminating boss of the Fourth Night in Catherine
7.4 “Doom’s Bride,” the boss of level 5 in Catherine
8.1 Agatha and her violin in Fallout 3 (2008)
8.2 Cohen and his “masterpiece” in BioShock (2007)
8.3 George Washington (right) in Assassin’s Creed III (2012)
9.1 Screenshot of a cutscene in Eternal Sonata (2007, metafictional
Chopin at right)
9.2 Gameplay screenshot from Frederic: Resurrection of Music (2011)
9.3 Chopin “updated” in Frederic: Resurrection of Music
10.1 The home screen of the Young Person’s Guide to the Orchestra app
(2013)
10.2 The “Variation Game” in the Young Person’s Guide to the Orchestra
app
10.3 Screenshot of Steve Reich’s Clapping Music (2015)
Tables
WRITING A BOOK is not a single-player game. Every stage of this process has
benefited from the guidance and support of family, friends, and colleagues.
A number of scholars generously took the time to offer comments on earlier
versions of this research. Naming all of them would be impossible, but I am
particularly indebted to William Ayers, William Cheng, Karen Cook, James
Deaville, Michiel Kamp, Neil Lerner, Dana Plank, Sarah Pozderac
Chenevey, Steven Beverburg Reale, Douglas Shadle, Tim Summers, and
Mark Sweeney. The staff at Oxford University Press and their affiliates
have been a pleasure to work with. Series Editor Daniel Goldmark and OUP
Senior Editor Norm Hirschy offered kind words and expert guidance
throughout this process, copyeditor Susan Ecklund whipped my manuscript
into shape, and the editors at Newgen ably shepherded me through the
production phase. Lastly, the Lloyd Hibberd Endowment of the American
Musicological Society provided much-appreciated financial support.
I’m especially grateful to the community at Texas Christian University,
my academic home for the last seven years. Dean Anne Helmreich and
School of Music Director Richard Gipson have both been incredibly
supportive, as have many of my faculty and staff colleagues. Music
librarian Cari Alexander has put up with my frequent and occasionally
unusual requests for materials. And over the years, my undergraduate and
graduate students have gamely let me work out these ideas in several
courses on musical multimedia and music history. Special thanks are due to
Kristen Queen and Martin Blessinger. As friends, musical collaborators,
and traveling companions, they’ve been listening to me talk about this book
across many years and several countries—even if I’m not sure they’ve ever
actually let me finish a sentence.
Portions of Unlimited Replays have been presented or published in earlier
forms. Faculty and students at universities including Denison University,
the University of North Carolina at Chapel Hill, the University of Texas at
Austin, Sarah Lawrence College, the University of Southampton, Vanderbilt
University, and Wesleyan University graciously invited me to their
campuses and classrooms to present my research, and their thoughtful
questions and comments have proved invaluable. Likewise, I am grateful to
the organizers of the 2018 North American Conference on Video Game
Music and the 2017 GAMuT conference at the University of North Texas
for allowing me to present topics from this book as keynote addresses. Parts
of chapters 6 and 7 appeared in the edited collection Ludomusicology:
Approaches to Video Game Music (Equinox, 2016), and suggestions from
editors Michiel Kamp, Tim Summers, and Mark Sweeney have enriched
that material in its final form.
Introduction
PUSH START TO REPLAY
SIGNALING BOTH ENDINGS and beginnings, the idea of “replay” is at the core
of the video game experience. A few years ago, I took the time to go back
to an unfinished game from my childhood: Nintendo’s Zelda II: The
Adventure of Link (1987). Once I finally completed the game’s quest, I was
rewarded after the ending credits with what I thought was a somewhat
anticlimactic message: “Thanks a million. Push start to replay” (Figure I.1).
At the time, I chuckled at the quirks of 1980s games and went on about my
business. Now, however, I view that option a little differently. If players
follow the game’s instructions, the adventure begins again—but this time
they start with all the items, health, and powers they had accrued the first
time through. The result is an experience at once familiar and new. Players
relive the game, but with their frame of reference and mode of
understanding it irrevocably altered—and hopefully enriched—by what
they had already accomplished. The meaning of “replay” has evolved
somewhat since the 1980s, yet the sense of simultaneously being old and
new remains the same. Today, the quality of a game is often measured by its
“replay value”—that is, by how many times players will enjoy playing
through it. The Internet abounds with lists of the “Most Replayable Games”
dedicated to identifying and praising titles that reward players for repeated
playthroughs. Zelda II’s “replay” feature still exists in some games as a
“New Game Plus” option, but more commonly “replaying” a game implies
taking a favorite game off the shelf and experiencing it anew in search of
unseen endings, missed opportunities, or simply a sense of nostalgia.
FIGURE I.1 The final screen of Zelda II: The Adventure of Link (1987).
Classical Music
The term “classical music” is virtually inescapable. It shapes how we study,
consume, and value music—from iTunes and Spotify to university degree
programs in, say, classical versus jazz piano. But what is it, really? For
many music historians and classically trained performers, “classical music”
refers to the music of late eighteenth- to early nineteenth-century Vienna, a
repertoire centered around the composers Franz Joseph Haydn, Wolfgang
Amadeus Mozart, and Ludwig van Beethoven. But of course this very
narrow definition is by no means the standard use of the term in mainstream
culture. If we trust iTunes, for example, just about all music composed from
the Middle Ages to about 1900 in Western nations is classical—except, of
course, for the music that gets placed in the equally broad categories of folk
music or world music. Classical also includes a fair amount of music
composed after 1900, except what we’d consider popular music or jazz. In
that view, classical music is essentially defined negatively: it’s classical
because it’s not something else. But that approach ignores the most
important, if often unspoken, criterion that many people believe makes
music classical: art.
In fact, this identity as art—whatever that means—is so fundamental to
classical music as a concept that we can substitute the term “art music” in
nearly any situation. This understanding of classical or art music emerged
near the beginning of the nineteenth century, mostly as a way to grant
certain musical repertoires, especially European instrumental music from
the mid-eighteenth century onward—Bach, Mozart, Beethoven, etc.—a
preferred cultural status. Gradually the works protected under this
“classical” aegis expanded significantly, on the one hand reaching back
further and further into history to incorporate repertoires like Gregorian
chant and Renaissance choral music, and on the other hand looking forward
into the twentieth century to accommodate new musical developments. Yet
even as the definition expanded to accommodate an ever-larger body of
works, the core concept remained the same: it was “good music” (itself a
label that persisted well into the twentieth century), a civilizing influence
that uplifted the spirit and ennobled the listener.1 As musicologists Denise
Von Glahn and Michael Broyles explain in their entry “Art Music” in the
Grove Dictionary of American Music, throughout the nineteenth and early
twentieth centuries, art music was understood to be “composed by specially
trained musicians,” “universal because of its transcendence,” and
“unparalleled in its complexity, expressivity, originality, and thus
meaning.”2
In academic circles, these attitudes have largely—though by no means
universally—given way to a more inclusive understanding of music.
Resisting the idea that classical music is somehow superior to other musical
traditions, this broader perspective holds that all musical traditions offer
value, and that art (if that concept still means anything) is not restricted to
certain musical styles. Furthermore, this position acknowledges that
drawing stark distinctions between “classical” and “not classical” music
runs the risk of reinforcing classist, racist, sexist, and otherwise undesirable
narratives. Even among music scholars, however, more traditional views on
the subject have not entirely dissipated. In his book Who Needs Classical
Music? Cultural Choice and Musical Value (2002), the musicologist and
composer Julian Johnson succinctly, if polemically, describes “classical
music” as “music that functions as art, as opposed to entertainment or some
other ancillary or background function.”3
In fairness, Johnson does allow that classical music can, in fact, be
entertaining—but entertainment cannot be its sole (or primary) function.
“Art,” he says,
This serpentine argument is difficult to straighten out, but the gist seems to
be that classical music is by definition always art, but sometimes also
entertainment. The distinction is that it can never just be entertainment;
there must always be some profundity of artistic expression that surpasses,
say, popular music. Ironically, this problematic view seems prevalent—and
often unquestioned—in the very popular culture that it seems to denigrate.
According to film scholar Dean Duncan, for example, the “popularly
accepted sense” of classical music is “art music which has, either in its time
of composition or by some evolutionary process, come to be accepted as
‘serious.’ ”5 This definition is a masterpiece of circular reasoning. The
music is art because it is classical, classical because it is art, and serious
because it is—both, maybe? Moreover, the music has “come to be
accepted” as serious—but accepted by whom? Despite the illogical nature
of this definition, however, Duncan isn’t wrong. That is, quite often, the
popularly accepted sense of classical music, which is frequently portrayed
in media and in the press as somehow more serious or important than other
types of music.6 That viewpoint is the focus of my interest here not because
I agree—I emphatically do not—but because it continues to be so
widespread and enduring.
As I write this, for example, the first sentence of Wikipedia’s entry on
“classical music” identifies it as “art music in the traditions of Western
music.”7 Following the hyperlink to “art music” yields a well-balanced (if
fairly brief) article on the topic, but one predicated on the circular definition
of art music as “music descending from the tradition of Western classical
music.” Significantly, the article opens with the informative note the “art
music” is “also known as formal music, serious music, erudite music, or
legitimate music,” terms that reinscribe an elitist system of value
judgments.8 Who would admit to preferring “illegitimate” or “frivolous”
music? Other sources of popular knowledge embrace similarly troubling
definitions. [Link], for example, tells us that “classical music” is
“a loose expression for European and American music of the more serious
kind, as opposed to popular or folk music.”9 Again, this explanation offers
no clear sense of what “serious” means—even should we choose to believe,
all evidence to the contrary, that classical music is always serious.
Ultimately, finding a working universal definition of “classical music”
that doesn’t depend on its artistic superiority to other musical forms is
simply impossible. So what do we do? Can “classical music” exist without a
definition? An explanatory 2013 article from the Minnesota Public Radio
website seems to suggest that it can:
Musicologists can stay up all night talking about the shape and
trajectory of classical music, debating questions like the importance of
the score, the role of improvisation, and the nature of musical form.
Where you come down on these questions determines who precisely
you think falls into the broadly defined genre of “classical music.”
Renaissance troubadours? Frank Zappa? Duke Ellington? Yes, no,
maybe?
Everyday enjoyment of classical music doesn’t require you to strain
your brain with such fine distinctions, but it definitely helps to
understand that classical music is a living tradition that’s being defined
and redefined every day.10
Although the article seems to exhort us to simply sit back, relax, and stop
worrying so much, this conception is actually fairly complex. We can, it
seems to suggest, acknowledge that classical music as an idea is rife with
contradictions—if not entirely intellectually bankrupt—yet still understand
what the term means in daily usage.
As heretical as it may seem, I am inclined to agree. Musicologists,
performers, and critics alike have spilled considerable ink in a quest to
define exactly what, if anything, classical music is—all to little avail. I am
not interested in following them into this linguistic and conceptual
quagmire, and neither am I willing to strictly define the boundaries of
classical music for this book. I am, however, deeply interested in how the
concept of classical music tends to be viewed within the context of popular
culture. The terminological and conceptual fluidity that sometimes results
throughout Unlimited Replays illustrates the contradictions inherent in
classical music as a concept—complexities that factor into how this music
works in relation to video games. Classical music, then—like art itself—is
what culture perceives as art, and what it therefore imbues with particular
cultural capital.
Despite—or, more likely, because of—its aura of cultural prestige,
classical music is often also viewed as antithetical to youth culture. To put it
bluntly, classical music is decidedly uncool. Consider, for example, the
numerous instances in which businesses and cities have (usually
successfully) attempted to prevent unwanted loitering by playing classical
music in spaces where teenagers tend to gather. In her intriguing book
Music in American Crime Prevention and Punishment, the musicologist
Lily E. Hirsch notes that since the 1980s (the very period of video games’
ascendency)
classical music has been used as a crime deterrent all over the English-
speaking world: in Canadian parks, Australian railway stations,
London Underground stops, and different cities all over the United
States. . . . In these locales, various authorities employ classical music
to reduce hooliganism and ward off undesirables.11
Some advocates for this use of classical music would argue for its quasi-
Orphic powers to ennoble the souls of these troubled youths—no doubt
attributing their departure to a collective decision to find gainful
employment and/or volunteer at soup kitchens. But the practical underlying
assumption at work here is that many members of youth culture detest
classical music to the point where they would rather pack up and leave an
area than willingly subject themselves to hearing it. The author of a 2005
article in the Los Angeles Times notes a “bizarre irony” in the process:
“After decades of the classical music establishment’s fighting to attract
crowds—especially young people and what it calls ‘nontraditional
audiences’—city councils and government ministers are taking exactly the
opposite approach: using high culture as a kind of disinfectant.”12 Thus, we
find a wide perception of classical music as being fundamentally opposed to
the same youth culture that dominates discussions of video games.
Video Games
For the most part, the term “video games” (or “videogames,” as some
prefer) is interchangeable with “computer games” or “electronic games,”
indicating a distinction from other types of games, such as sports or tabletop
board games.13 We might reasonably quibble about distinctions between
these kinds of labels, and in some circles the connotative differences are
significant: the philosopher Grant Tavinor, for example, notes that
“computer game is sometimes taken to refer to games on a personal
computer, but it is also used as the generic term; electronic game might also
refer to toys as well as video games; while videogame, as well as being the
generic term, is sometimes used to refer exclusively to console games.”14
Though I acknowledge these distinctions, throughout this book I use “video
games” in the broadest and most inclusive sense possible. Although for
some readers the term might conjure images of neon-laden 1980s arcades,
or teenagers gripping their PlayStation controllers, video games and their
players are a rather diverse lot. Aside from the many millions of players
across all demographic lines who regularly enjoy video games on their
computers or consoles, the ubiquity of smartphones and social media allows
casual games to reach astoundingly massive audiences.15 As we saw with
classical music, however, settling on a term doesn’t necessarily give us a
good sense of what video games actually are.
A number of academic game scholars, not surprisingly, have given the
topic serious attention. Jesper Juul, for example, spends most of his
influential book Half-Real: Video Games between Real Rules and Fictional
Worlds in search of a clear definition, as a necessary step toward building a
unifying theory. Video games, Juul contends, have broken out of the
classical game model that describes thousands of years of games, from
ancient Egyptian senet to poker. Games are “a combination of rules and
fiction,” and so any definition or theory must describe “the intersection
between games as rules and games as fiction, and the relation between the
game, the play, and the world.”16 Yet Juul’s definition, while useful, doesn’t
take into account the function of video games—it might tell us what they
are, but it doesn’t tell us what they’re for.
Other theorists, however, have embraced function as a central aspect of
games, and such a definition is essential to understanding how games
interact with classical music (which, as we have seen, can be defined by its
function as “art”). For the purpose of contrasting games and classical music,
I borrow Tavinor’s frequently quoted definition:
Thus while classical music may belong to the realm of high art, video
games are often understood to occupy an altogether less exalted sphere.
Created, in most instances, for entertainment value and commercial success,
video games form part of the vague but artistically suspect realm of popular
culture.
As Tavinor predicted, the very idea that some games might be art, in fact,
has proved controversial. A major flashpoint in this debate was the film
critic Roger Ebert’s insistence that games were not, and probably never
would be, an art form. Ebert’s article “Video Games Can Never Be Art”
(2010) offers his most detailed explanation of this point of view,
systematically debunking the claims to art of some of the most artistic video
games, such as the independent games Braid (2008) and Flower (2009).22
Braid, he says, “exhibits prose on the level of a wordy fortune cookie,”
while nothing in Flower “seemed above the level of a greeting card.” As the
critic Harold Goldberg points out in his book All Your Base Are Belong to
Us: How Fifty Years of Videogames Conquered Pop Culture, games were
perceived in the late twentieth and early twenty-first centuries “the way
rock ’n’ roll was in the fifties: they were dirty, sex-stinking, over-the-top
with no redeeming social value, despicably lowbrow.”23
On the other hand, a number of other critics have recently made
compelling arguments for understanding (some) games as art. Goldberg
makes such a claim for BioShock (2007), and Ebert’s 2010 missive was
prompted by a TED Talk by the game designer Kellee Santiago, who
strongly advocated that games have crossed the boundary into artistic
status.24 Art museums, including the Smithsonian Institution, the San
Francisco Museum of Modern Art, and New York’s Museum of Modern
Art, have staged exhibitions of games, suggesting that games have attained
at least a certain level of artistic distinction. Game scholars, not
surprisingly, have also jumped into the fray, falling generally on the side of
games as art.25 In the book Works of Game, for example, John Sharp has
explored in some detail the development of artgames—video games
intended (that dangerous term again!) to have artistic aspirations beyond
entertainment—as well as game art, in which artists manipulate or alter
games to create new works.26 Despite these efforts, however, it seems clear
that video games do not yet claim the same amount of artistic cultural
capital that classical music does. They remain, in Juul’s words, “notoriously
considered lowbrow catalogues of geek and adolescent male culture.”27
As was the case with the specific boundaries of classical music, when it
is taken by itself, I don’t find the question of whether games are art
particularly meaningful.28 What does interest me, however, is how games
navigate these uncharted artistic waters by steering toward less contested art
forms. Classical music frequently offers a convenient point of reference for
scholars and critics seeking to legitimize games at artworks, for example.
Tavinor suggests as much when he ponders “whether videogames are art in
something like the way that the exemplars of a more traditional conception
of art—Shakespeare’s Hamlet, Mahler’s Ninth Symphony, Van Eyck’s The
Arnolfini Marriage, Joyce’s Ulysses—are art.”29 He wonders, in other
words, whether games can compare to what he labels “uncontested
artworks.”30 Other critics have drawn similar connections between classical
music and games: in an article on games as art, for example, James Paul
Gee associates the video game Castlevania: Symphony of the Night (1997)
with an actual classical symphony:
1
On “good music” in early twentieth-century America, see Mark Katz, Capturing Sound: How
Technology Has Changed Music, rev. ed. (Berkeley: University of California Press, 2010), chap.
2.
2
Denise Von Glahn and Michael Broyles, “Art Music,” in The Grove Dictionary of American
Music, 2nd ed., available online at [Link].
3
Julian Johnson, Who Needs Classical Music? Cultural Choice and Musical Value (Oxford:
Oxford University Press, 2002), 6. The musicologist Richard Taruskin took particular umbrage at
Johnson’s pat definition. Not one to mince words, Taruskin summarizes Johnson’s entire book as
“an elaboration of this categorical, invidious, didactically italicized, and altogether untenable
distinction.” Richard Taruskin, “The Musical Mystique,” New Republic (October 21, 2007),
available online at [Link]
4
Johnson, Who Needs Classical Music?, 47.
5
Dean Duncan, Charms That Soothe: Classical Music and the Narrative Film (New York:
Fordham University Press, 2003), 8.
6
On the privileging of art in American culture (as one example), the classic resource is Lawrence
W. Levine, Highbrow, Lowbrow: The Emergence of Cultural Hierarchy in America (Cambridge,
MA: Harvard University Press, 1988).
7
“Classical Music,” Wikipedia, available online at [Link]
(accessed July 17, 2014).
8
“Art Music,” Wikipedia, available online at [Link] (accessed July
17, 2014) (bold text in original).
9
“Classical music,” available online at [Link] (accessed August 7, 2014). This definition
is drawn from The New Dictionary of Cultural Literacy, 3rd ed. (Boston: Houghton Mifflin,
2005)
10
Jay Gabler, “What Is Classical Music?,” Minnesota Public Radio (October 16, 2013), available
online at [Link]
accessed August 7, 2014).
11
Lily E. Hirsch, Music in American Crime Prevention and Punishment (Ann Arbor: University of
Michigan Press, 2012), 14. The entirety of Hirsch’s chapter 1 is dedicated to classical music’s
role in deterring crime.
12
Scott Timberg, “Halt, or I’ll Play Vivaldi!,” Los Angeles Times (February 13, 2005), available
online at [Link] (accessed August
7, 2014).
13
See, for example, the discussion of the terms in Veli-Matti Karhulahti, “Defining the
Videogame,” Game Studies 15, no. 2 (December 2015), available online at
[Link]
14
Grant Tavinor, The Art of Videogames (Malden, MA: Wiley-Blackwell, 2009), 17 (emphasis in
original).
15
On the rise of casual games, see Jesper Juul, A Casual Revolution: Reinventing Video Games and
Their Players (Cambridge, MA: MIT Press, 2010).
16
Jesper Juul, Half-Real: Video Games between Real Rules and Fictional Worlds (Cambridge, MA:
MIT Press, 2005), 197.
17
Tavinor, Art of Videogames, 26. For an earlier version of this definition (along with explanation),
see Grant Tavinor, “Definition of Videogames,” Contemporary Aesthetics 6 (2008), available
online at [Link]
articleID=492&searchstr=tavinor.
18
For a discussion of how games fit into this perspective, see John Sharp, Works of Game: On the
Aesthetics of Games and Art (Cambridge, MA: MIT Press, 2015), chap. 5.
19
Gonzalo Frasca, “Videogames of the Oppressed: Videogames as a Means for Critical Thinking
and Debate” (master’s thesis, Georgia Institute of Technology, 2001), 4 (emphasis added).
20
James Newman, Videogames (London: Routledge, 2004), 27 (emphasis added).
21
Tavinor, Art of Videogames, 175.
22
Roger Ebert, “Video Games Can Never Be Art” (April 16, 2010), available online at
[Link]
23
Harold Goldberg, All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered
Pop Culture (New York: Three Rivers Press, 2011), 185.
24
See Goldberg, All Your Base Are Belong to Us, chap. 12, “BioShock: Art for Game’s Sake.” The
game, according to Goldberg, “made people who eschewed videogames see the art in an
entertainment that dealt with profound ideas and twisted emotions . . .. BioShock expressed its
ideas clearly and deftly, like the best movies, music, and books. It was art for game’s sake . . .
proof of the concept that art and commerce could successfully and happily coexist in the world of
videogames” (207). Kellee Santiago, “Stop the Debate! Video Games Are Art, So What’s Next?,”
TED Talk (March 23, 2009), available online at [Link]
feature=player_embedded&v=K9y6MYDSAww.
25
For example, see Aaron Smuts, “Are Video Games Art?,” Contemporary Aesthetics 3 (2005),
available online at [Link] and James Paul Gee, “Why
Game Studies Now? Video Games: A New Art Form,” Games and Culture 1 (2006): 58–61.
26
Sharp, Works of Game, especially chap. 3.
27
Juul, Half-Real, 20. Juul goes on to note that “while games are regularly considered lowbrow, this
is often due to some very naïve notions of what is highbrow or what is art. In a very simple view
of art, art is what is ambiguous, whereas most games tend to have clear rules and goals.”
28 For another perspective on the irrelevance of the question, see Ian Bogost, How to Do Things
with Videogames (Minneapolis: University of Minnesota Press, 2011), chap. 1.
29
Tavinor, Videogames as Art, 174.
30
Tavinor, Videogames as Art, 175.
31
Gee, “Why Game Studies Now?,” 59.
32
Lawrence Kramer, Why Classical Music Still Matters (Berkeley: University of California Press,
2007), 18.
33
James Parakilas, “Classical Music as Popular Music,” Journal of Musicology 3 (1984): 15.
2 Playing with Music History
TUTORIALS USUALLY AREN’T the most exciting parts of video games. These
introductory segments are responsible for giving players the necessary tools
to play the game, but from a design perspective, they can be tricky to
balance. Too much, or too little, direct guidance can result in players getting
confused, frustrated, or bored—not an ideal first impression of a game. To
overcome these hurdles, game developers use a variety of techniques to
impart large amounts of information quickly, and occasionally even
enjoyably. Many of these techniques rely on a shared set of experiences—
players get some basic instructions from the game and fill in the rest using
their existing frame of reference. If you’ve played one first-person shooter,
for instance, you probably have at least some idea of how the next one is
going to work. Music often works in a similar way in games and other
media: certain styles, genres, or even particular works convey meanings to
players based on their previous experiences. Players experiencing a horror
game might feel a wave of anxiety when they hear dissonant string music
because their prior musical knowledge tells them something scary is about
to happen. These powerful intertextual references work as another type of
tutorial in games, providing valuable information without resorting to
spelling it out directly.
To see how these types of musical choices convey information to players,
let’s consider the actual tutorial mission from Assassin’s Creed III (2012).
In a major departure from the European Renaissance setting of several
previous games in the series, the majority of Assassin’s Creed III takes
place in North America, around the time of the American Revolution. In
advertisements and previews, the game promised players a glimpse of
colonial life, complete with burgeoning cities, Native American villages,
and lush, pristine wilderness. Yet the tutorial for Assassin’s Creed III finds
players skulking around the backstage of the Theatre Royal in 1750s
London in search of an assassination target (Figure 2.1). As they go about
their task—all the while learning the basics of gameplay—players hear
snippets of music and dialogue, and occasionally even catch a glimpse of
the stage. The evening’s performance happens to be of The Beggar’s Opera
(1728), an English ballad opera by John Gay that featured music borrowed
from popular tunes and opera arias of the time. Thanks to its scandalous
plot and well-known melodies, The Beggar’s Opera was one of the most
enduringly popular works of eighteenth-century English theater—but its
presence in a video game is surprising, to say the least.
FIGURE 2.1 The Theatre Royal, as featured in Assassin’s Creed III (2012).
FIGURE 2.2 The title screen from the Nintendo NES version of Tetris (1989).
Other games have made use of similar techniques. For example, several
games in the Civilization series of strategy games use classical works to
indicate the nationality of world leaders. In Civilization V (2010), for
instance, the music for Catherine the Great’s Russia is an arrangement of a
movement from the Russian composer Sergei Prokofiev’s ballet Romeo and
Juliet (1935), and the “Ode to Joy” from Beethoven’s Ninth Symphony
(1824) represents Otto von Bismarck’s Germany. Understanding these
musical choices rests on the player’s awareness of the composer’s
nationality—quite an assumption, given the relative obscurity of some of
the selections. In some cases, games ask even more of players, depending
on a familiarity with the musical work itself. Punch-Out!! offers another
clear example: the Spaniard Don Flamenco enters the ring accompanied by
the opening strains of Georges Bizet’s opera Carmen (1875). Here the
player infers “Spanishness” not by knowing the nationality of the composer
—Bizet was French—but by knowing that Carmen takes place in Spain.
This kind of reference asks a bit more of players: they must be familiar
either with the story of an opera or with its use in other media to signify
Spain.
On the whole, the use of classical music to signify nationality or
geography seems to have declined in games since the 1990s. There are a
number of possible reasons for that change, but I suspect that just as films
moved beyond the musical codes of compilation scores, game composers
may have become more adept at using original music to give players a
sense of place. Their task was undoubtedly made easier by the
technological innovations in game audio that emerged in the 1990s, such as
CD audio. The use of prerecorded acoustic instruments, for instance,
allowed composers to use indigenous instruments to suggest geographical
locations. A bit of flamenco guitar might suggest “Spain” just as quickly as,
and likely more effectively than, a reference to a nineteenth-century
operatic plot, which is precisely what happens in the update/sequel/reboot
of Punch-Out!! released for the Nintendo Wii in 2009. In this newer
version, Don Flamenco’s intro music is still from Carmen, but now it
features guitar—an instrument nowhere to be found in Bizet’s original
music—to reinforce his nationality.
Time Management
Even if classical music has been outpaced as a technique for game
designers to indicate geographical location, however, it remains an
extremely useful and effective way of providing players with a sense of the
historical era The Assassin’s Creed example at the beginning of this chapter
illustrated how a piece of music can evoke a particular historical moment, a
technique that appears in most of the games in the series. Once again, there
are ample parallels to how classical music works in film and television. The
music of Henry Purcell (1659–1695) helps situate the film Restoration
(1995) in seventeenth-century England, just as that of George Frederic
Handel (1685–1759) does for the next century in The Madness of King
George (1994). In contrast to films, however, relatively few games are set
in a realistic (or even quasi-realistic) historical past, with a particular dearth
of games taking place before the twentieth century. Consequently, instances
of game designers using preexisting music in precisely this way are
relatively uncommon.16 Classical music requires, for the most part, some
pretense of historical reality; it might be jarring to hear “real-world” works
in the context of a pseudo-medieval fantasy world, for example. On the
other hand, classical works can play a vital role in games that do aspire to a
certain degree of historical authenticity.
Consider, for example, the point-and-click adventure game Versailles
1685 (1996) and its sequel, Versailles II: Testament of the King (2001). As
their titles suggest, both games take place in the monumental palace of
Louis XIV, where the player solves mysteries to unravel far-reaching
conspiracies against the throne. These games came about through a
somewhat unlikely collaboration between the Réunion des Musées
Nationaux in France (Association of National Museums) and Cyan
Entertainment—the developer behind the 1990s game phenomenon Myst
(1993). The goal was to wed the enjoyable puzzle-solving mechanics of
adventure games with educational background on French history and
culture, meaning that historical accuracy was of paramount importance.
Indeed, the art historian Béatrix Saule—a leading expert on Versailles and
the reign of Louis XIV—oversaw nearly every aspect of both games’
development. Music is front and center in this quest for authenticity; the
games exclusively contain music drawn from the French baroque period,
coinciding with the period in which they take place (Table 2.1). Versailles
1685 included excerpts of three religious choral works by Jean-Baptiste
Lully (1632–1687) and François Couperin (1668–1733)—two of the most
notable composers of the period—along with a single instrumental work by
the lesser-known Étienne Lemoyne (d. 1715).
TABLE 2.1 Preexisting French baroque music in Versailles 1685 (1997)
These choices, already carefully selected for their period, were chosen
with equal consideration of location. Not only were all three composers
French, but each of them also had close ties to the palace of Versailles:
Lully and Couperin were court composers and musicians under the employ
of Louis XIV (though at different times), while Lemoyne was one of the
king’s chamber musicians. In fact, the recordings themselves were
connected with Versailles as well, emerging from projects undertaken under
the auspices of the Centre de Musique Baroque (Baroque Music Center) at
Versailles in the early 1990s.17 Although the works by Couperin do stretch
the date slightly (having been published almost two decades after the events
of Versailles 1685), the game’s emphasis on authenticity is nonetheless
remarkable and underscores the importance of sound to establishing a sense
of historical immersion.
Versailles II takes the same approach but considerably broadens its range.
In addition to more of Lully’s and Couperin’s works, its soundtrack also
includes music by a laundry list of influential but less celebrated French
baroque composers, each related in some way to Versailles and the royalty
who lived there.18 In contrast with predominant religious choral works of
the first game, here the selections lean toward instrumental music, running
the gamut from solo harpsichord pieces to opera overtures. More
significantly, the emphasis on music as an important way of understanding
cultural history is even more apparent. Rather than using existing albums,
as the first game had done, Versailles II featured a large number of new
recordings to create the perfect historical compilation. As the back of the
English-language game box proudly explains, the soundtrack consists of
“an orchestra of 25 musicians directed by the harpsichordist Skip Sempé,
who has specially recorded more than an hour of music for the game.”
Music was a clear priority in both Versailles games, a crucial part of
creating an authentic, educational, and immersive gaming experience. It is,
to say the least, an impressive effort. Between the two games, players are
exposed to a wide and representative variety of French music of the
seventeenth and eighteenth centuries—far more, in fact, than a typical
music student might encounter in the course of an obtaining an
undergraduate degree. Because most players will be unfamiliar with French
baroque music, the process of musical signification works a bit differently
than in the preceding examples. Instead of depending on players’ prior
knowledge, the music and gameplay work together to create a kind of
feedback loop: the games teach players to associate the sound of the music
with the era of the game, while the overtly historical (that is, “old”) sound
of the music encourages a sense of immersion.
The Versailles games were reasonably successful critically and
financially, particularly in France, where they were often used in
educational settings. Yet these kinds of historical games remain scarce, and
the ways in which they can fruitfully include classical music are often less
effective in other games. The role of music in Versailles has more in
common with traditional cinematic uses of classical music than it does with
other games. The use of historically accurate music in the French period
films Tous les matins du monde (1991) and Le roi danse (2000), for instance
—the latter of which also centers on Louis XIV—provides obvious
parallels. The music works in those films, as in Versailles, because it
grounds the viewer in a unique historical moment. At most, these kinds of
games and films typically address only relatively short spans of time—a
lifetime, perhaps. Television tends to work similarly; even the shows with
the longest timelines usually focus on a few decades, as, for example, in
Downton Abbey (2010–2015).
A number of games, on the other hand, contain narratives that stretch
over much longer spans of time—centuries, or even millennia—and in
which time itself becomes a central main gameplay element. For the most
part these are games in the strategy genre, popular mostly on computers
from the 1990s to the present. These games are defined primarily by the
player’s need to effectively manage time and resources. In historically
based strategy games (however loosely defined), players often guide the
development of a real-world civilization, fighting wars, advancing
technology, and so on. A sense of immersion in historical periods—whether
a particular era or the gradual march of progress—is a highly enjoyable part
of the game for many players. To that end, a number of strategy games
employ classical music from one or more periods to establish a sense of
chronological setting.
Civilization IV (2005), for example, uses classical music from multiple
periods to help guide the player through centuries of in-game time. Players
assume one of multiple world cultures and guide that culture from its
infancy to modern times by making military and diplomatic choices. Each
playthrough is different in terms of how exactly the culture develops, but
the same emphasis on forward motion—cultural progress—underlies each
attempt. As the player develops his or her chosen culture, the time advances
through several eras (“Medieval,” “Industrial,” “Modern,” etc.), each
featuring corresponding musical choices, ranging from antiquity to the
contemporary composer John Adams (b. 1947).19 The gradual evolution of
the music conveys a sense of forward momentum, culminating in the
minimal musical styles often associated with advanced technology and
modern life.20 As Karen Cook has pointed out in a study of the game, the
musical selections reinforce and reflect “the sense of chronological motion
and technological progress on which Civ IV is based.”21 In other words, the
classical music of Civ IV creates a narrative of music history that runs
parallel to the historical narrative created in each playthrough.
This music-historical narrative conveys the progression of time in a way
that the user interface, graphics, and even gameplay might not. Someone
might reasonably argue that because each era is clearly identified as it
arrives, Civ IV encourages us to correlate the music and the era, much like
the Versailles games. But here, I think, the process works in a different way.
I would hazard a guess that most players have at least a general sense of the
progression of music history, whether they know it or not. Chant might
make us think of medieval monks, harpsichords of nobility in powdered
wigs, minimalism of busy modern cities, and so on. In Civ IV, the player’s
sense of musical progress affects how they perceive the rest of the game.
My in-game version of America suddenly feels much more advanced
because the music has progressed, even though in gameplay terms it hasn’t
changed significantly from two minutes ago. Players understand that
Adams is more advanced than Bach in the same way they understand that
nuclear power is more advanced than steam. That perception of progress
isn’t without problems, however. For one thing, it (perhaps unintentionally)
asserts that older styles of music are inherently less advanced or—less
charitably—perhaps even primitive. Furthermore, as Cook suggests, it
encourages a fundamentally Western understanding of all of world history,
even though many cultures have an equally rich (and often much longer)
tradition of music making.
Yet as much as Civ IV’s musical narrative building relies on players
having a basic knowledge of Western classical music history, it also counts
on them misreading that same history. Listeners with too much awareness
of music history will undoubtedly notice jarring anachronisms and
significant liberties taken by the game designers. Beethoven (1770–1827)—
whose music and life bridged the gap between the eighteenth and nineteenth
centuries—shows up in the Renaissance. The actual Renaissance composer
Giovanni Pierluigi da Palestrina (1525–1594), however, is part of the the
medieval era of the game. And so on. This creative historical reimagining
might seem just a quirk of Civ IV’s already loose take on historical
progress, but it actually highlights a recurring use of classical music in
games. Rather than conforming to historical fact (as in the Versailles
games), designers often will appeal to what players think they know about
music history. In other words, they find a sweet spot between, on the one
hand, conforming slavishly to historical fact and, on the other, alienating
players by stretching reality too far—an intriguing interplay to which I turn
in the next section.
FIGURE 2.3 The interior of the Hotel Mordavia, Quest for Glory IV (1994).
To be sure, the way Grieg’s composition was adapted from its original
version to fit the game does help players make a connection between sound
and in-game location. The pitches were altered to include a repeating
bassline reminiscent of folk music, and the added emphasis on the bass
(particularly beginning about halfway through the loop) gives the piece a
ponderous feel suitable for its rustic setting. But these alterations alone are
not enough to justify the music’s success here, or its presence at all. A more
likely possibility is that, despite all the geographical distance between
Norway (or North Africa) and Eastern Europe, Grieg’s music fits with what
many listeners expect from Slavic music. As a number of film-music
scholars have pointed out, the kinds of shorthand codes that composers use
to indicate nationality or ethnicity need not necessarily conform to actual
musical practices—they just have to be close enough to meet audience
expectations. K.J. Donnelly, for instance, notes the extent to which the
music often used to indicate “Indians” in Hollywood Westerns became a
“fake sonic . . . film prop that could easily be unrecognizable to Native
Americans.”23 This same “wrongness” is frequently found on television,
where strict time constraints often make musical shorthand even more
crucial than in film. Ron Rodman, for example, points to the rampant ethnic
cues in the “Shore Leave” episode of Star Trek from 1966, which contains
Irish and Japanese characters drawn from the imaginations of the Enterprise
crew. Rather than being “authentic,” the episode’s composer (Gerald Fried)
relied on “the intersubjective semantic field” of the audiences—in other
words, their frame of reference. “This is the musical verisimilitude of film
and television, where meaning relies on the negotiated meanings of
previous texts more than on the authentic texts that may or may not be
known to the viewer.”24
The same concepts apply in terms of representing chronological setting.
Civilization IV already illustrated this kind of musical anachronism, yet
because history doesn’t necessarily progress realistically in that game, the
player isn’t precisely “misled” into believing the music is from another
place or time.25 In some cases, however, music can be deceiving, signifying
a particular time through music of an entirely different era. That is certainly
the case in Pirates! (1987), a much-loved simulation game in which players
guide their avatars through a Caribbean career in swashbuckling. Originally
released on the Commodore 64, Pirates! was popular enough to warrant
versions on a number of other computers and consoles in the late 1980s, as
well as remakes in the 1990s (Pirates! Gold), again in 2004, and most
recently in mobile form in the early 2010s. For the sake of convenience, I
will discuss the 1991 release on the Nintendo Entertainment System,
although the same general points apply to most of the other versions, as
well. Immediately after starting a new game of Pirates!, players choose a
time for their adventures, with options ranging from 1560 to 1680. After
another few questions, they’re then treated to a brief introduction, featuring
an excerpt from a minuet by Handel, from his Water Music suite No. 1,
HWV 348 (1717). After a few moments of gameplay, players see another
screen of text, this time underscored by a portion of the bourée (another
type of dance) from the same suite.
Players’ choice of period has a significant impact on several aspects of
gameplay, yet no matter what, the music is always the same. This choice is
both a pun and a historical allusion: the title Water Music suggests the
game’s focus on ships and the sea, and Handel’s suite was composed for
performance on a barge, during a trip down the Thames. But Water Music
isn’t the only baroque music to appear in Pirates!: a visit to any of the
governors’ mansions is accompanied by J. S. Bach’s Two-Part Invention in
G Major, BWV 781 (ca. 1720), a keyboard work. From a historical
perspective, these pieces are intriguing. Bach’s invention and Handel’s
Water Music were composed in almost the same period, which suggests that
the designers intended to create a uniform musical environment—somewhat
akin to that in the Versailles games. Yet while those titles took great pains to
ensure historical accuracy, here players are faced with “impossible” music,
composed well after even the latest time players can choose. Even given
that the NES might not have had enough memory—or the developers might
not have had the patience—to include music from each of the possible
periods, they could have at least chosen music from one of the possibilities.
Instead, something else is at play. Although the works by Bach and Handel
don’t correspond to any of the eras available in Pirates!, they nonetheless
evoke them all. Untethered from a single period, the music instead creates a
broad sense of a historical past. Historical accuracy is less important, in
other words, than conforming to players’ expectations of what old music
sounds like.
The soundtrack to Pirates! assumes that players either don’t know or
don’t care that the music is, from a purely historical perspective, “wrong.”
At the same time, however, players still have to possess enough of an
understanding of music history to recognize that the music sounds
sufficiently old. These choices of classical pieces play with music history,
building on general expectations while exploiting the hazier details in the
name of creating an enjoyable gaming experience. In the next chapter, I
continue to explore this fascinating contradiction, turning to a specific
example of just how complicated these types of associations can become.
1
Daily Journal (February 1, 1728), quoted in Calhoun Winton, John Gay and the London Theatre
(Lexington: University Press of Kentucky, 1993), 99.
2
The so-called Ezio Triology of Assassin’s Creed II (2009), Assassin’s Creed: Brotherbood (2010),
and Assassin’s Creed: Revelations (2011) takes place primarily in Italy, although Revelations
abandons that setting for Constantinople.
3
Winton notes, for example, that well into the nineteenth century critics continued to weigh in on
the The Beggar’s Opera’s “tendency to deprave.” Winton, John Gay and the London Theatre,
107.
4
Interestingly—though almost certainly coincidentally—Polly (1729), Gay’s less popular sequel to
The Beggar’s Opera, sees the characters escape from London to become pirates in the West
Indies, which is essentially the plot of Assassin’s Creed IV: Black Flag.
5
On this historicity of the Assassin’s Creed games, see Douglas N. Dow, “Historical Veneers:
Anachronism, Simulation and History in Assassin’s Creed II,” in Playing with the Past: Digital
Games and the Simulation of History, ed. Matthew Wilhelm Kapell and Andrew B. R. Elliott
(New York: Bloomsbury, 2013), 215–232.
6
For an overview of the relationship between game music and its cinematic models, see Tim
Summers, Understanding Game Music (Cambridge: Cambridge University Press, 2016), chap. 6.
7
Peter Larsen, Film Music (London: Reaktion, 2005), 68.
8
See, for example, the discussion of compilation scores in Rick Altman, Silent Film Sound (New
York: Columbia University Press, 2004).
9
Games have occasionally made use of folk musics for the same purposes, as in the 1996 version
of the popular edutainment game Where in the World Is Carmen Sandiego?, which licensed a
large number of global folk musics from the Smithsonian Institution’s Folkways music collection.
10
Dana Plank briefly examines Punch-Out! in her article “‘From Russia with Fun!’: Tetris,
‘Korobeiniki,’ and the Ludic Soviet,” Soundtrack 8 (2015): 7–24.
11
On the use of Wagner’s music in cartoons to represent Germanic opera and culture, see Daniel
Goldmark, Tunes for Toons: Music and the Hollywood Cartoon (Berkeley: University of
California Press, 2005), chap. 5; and Neil Lerner, “Reading Wagner in Bugs Bunny Nips the Nips
(1944),” in Wagner and Cinema, ed. Jeongwon Joe and Sander L. Gilman (Bloomington: Indiana
University Press, 2010), 210–224. On Wagner’s music in video games, see Tim Summers, “From
Parsifal to the PlayStation: Wagner and Video Game Music,” in Music in Video Games: Studying
Play, ed. K. J. Donnelly, William Gibbons, and Neil Lerner (New York: Routledge, 2014), 199–
216.
12
Roger Hillman has suggested a similar role for late nineteenth-century Italian opera in historical
films from that country, noting that “the gap between the composition of a piece of music that
pre-exists the film and its use on that film’s soundtrack at a distance corresponding to the work’s
reception history can in turn suggest—or even provide—historical interpretation.” Roger
Hillman, “Sounding the Depths of History: Opera and National Identity in Italian Film,” in A
Companion to the Historical Film, ed. Robert A. Rosenstone and Constantin Parvulescu
(Chichester, UK: Wiley Blackwell, 2013), 328.
13
In fact, two versions of Tetris were released on the NES, one produced by Nintendo (which is the
one I discuss) and a rival version produced by Tengen.
14
We might find a cinematic parallel here in the extensive use of Sergei Prokofiev’s music in
Woody Allen’s film Love and Death (1975), a parody of Russian literature.
15
For a fuller look at classical music in the NES Tetris, see my article “Blip, Bloop, Bach? Some
Uses of Classical Music on the Nintendo Entertainment System,” Music and the Moving Image 2,
no. 1 (2009): 40–52. Plank’s “From Russia with Fun!” also explores in some detail the uses of the
folk song “Korobeiniki,” in various versions of Tetris, and her insightful work has informed my
discussion of Tetris here.
16
On historical games, see many of the essays in Matthew Wilhelm Kapell and Andrew B. R.
Elliott, eds., Playing with the Past: Digital Games and the Simulation of History (New York:
Bloomsbury, 2013).
17
All examples are from the same Musique à Versailles series of recordings. The Lully works are
taken from the 1994 recording Lully: Grand Motets Vol. 1, by Le Concert Spirituel, directed by
Hervé Niquet (originally released by FNAC Music, later later released under the Naxos label);
the Couperin motets are taken from a 1993 recording by Les Talens Lyriques, directed by
Christophe Rousset, later released on the Virgin Veritas label; and the Lemoyne work began as an
interlude on the 1994 recording Sébastien Le Camus: Airs de Cours, also available on Virgin
Veritas.
18
Aside from Lully and Couperin, Versailles II contains music by Jean-Henri D’Anglebert (1629–
1691), Michel Lambert (1610–1696), Jacques Champion de Chambonnières (1601–1672),
Gaspard Le Roux (ca. 1660–1707), Louis Couperin (1626–1661), André Campra (1660–1744),
and Marin Marais (1656–1728).
19
Karen M. Cook, “Music, History, and Progress in Sid Meier’s Civilization IV,” in Music in Video
Games: Studying Play, ed. K. J. Donnelly, William Gibbons, and Neil Lerner (New York:
Routledge, 2014), 166–182.
20
Robert Fink, for example, has argued compellingly for an interpretation of American minimalist
music as in part “a sonorous constituent of a characteristic repetitive existence of self in mass-
media consumer society.” Robert Fink, Repeating Ourselves: American Minimal Music as
Cultural Practice (Berkeley: University of California Press, 2005), 4.
21
Cook, “Music, History, and Progress in Sid Meier’s Civilization IV,” 168.
22
Grieg’s well-known “In the Hall of the Mountain King,” also from Peer Gynt, is particularly
prevalent in early games, appearing, for example, in Mountain King (1983), Maniac Miner
(1983), and Jet Set Willy 2 (1985).
23
K. J. Donnelly, The Spectre of Sound: Music in Film and Television (London: BFI, 2005), 56.
24
Ron Rodman, Tuning In: American Narrative Television Music (Oxford: Oxford University Press,
2010), 124.
25
On the historical simulation of Civilization and similar games, see, for example, Rolfe Daus
Peterson, Andrew Justin Miller, and Sean Joseph Fedorko, “The Same River Twice: Exploring
Historical Representation and the Value of Simulation in the Total War, Civilization, and
Patrician Franchises,” in Playing with the Past: Digital Games and the Simulation of History, ed.
Matthew Wilhelm Kapell and Andrew B. R. Elliott (New York: Bloomsbury, 2013), 33–48; and
Tom Apperly, “Modding the Historians’ Code: Historical Verisimilitude and the Counterfactual
Imagination,” in Playing with the Past: Digital Games and the Simulation of History, ed.
Matthew Wilhelm Kapell and Andrew B. R. Elliott (New York: Bloomsbury, 2013), 185–198.
3 A Requiem for Schrödinger’s Cat
Here the music and text work largely unironically, unless the player chooses
to consider the irony of Comstock claiming to smite the wicked when he
himself was (by proxy) the murderer.
Similarly, in the room labeled “The Murder of Our Lady,” we hear the
Rex tremendae movement—a text pleading for mercy set to a loud and
oddly accusatory bit of music from Mozart:
1
On the scholarly attraction to the BioShock series, see, for example, Ryan Lizardi, “Bioshock:
Complex and Alternate Histories,” Games Studies 14, no. 1 (August 2014), available online at
[Link]
2
Scholars have begun to consider Infinite’s rich soundscape from a variety of fruitful perspectives
—and there is indeed much to say on the topic. The music of BioShock Infinite has been a
prominent topic at music conferences since its release—the only game to receive such individual
attention. See Enoch Jacobus, “Lighter Than Air: A Return to Columbia” (paper presented at the
North American Conference on Video Game Music, Texas Christian University, January 17–18,
2015); Enoch Jacobus, “There’s Always a Lighthouse: Commentary and Foreshadowing in the
Diegetic Music of BioShock: Infinite” (paper presented at the North American Conference on
Video Game Music, Youngstown State University, January 18–19, 2014); Matt Thomas, “Give
Me That Old-Time Religion: American Folk Music in the Video Game BioShock: Infinite” (paper
presented at the annual meeting of the Society for American Music, Sacramento, CA, March 4–8,
2015); and Sarah Pozderac-Chenevey, “Breaking the Circle: Analyzing the Narrative Function of
Music Manipulation in BioShock Infinite” (paper presented at the North American Conference on
Video Game Music, Youngstown State University, January 18–19, 2014). Both of Jacobus’s
presentations are available online at the author’s personal website:
[Link] Pozderac-Chenevey’s presentation is
available online at
[Link]
_Music_Manipulation_in_Bioshock_Infinite.
3
John Gribbin, In Search of Schrödinger’s Cat: Quantum Physics and Reality (New York: Bantam,
1984), 2–3.
4
On the uses of music for setting in the Grand Theft Auto games (particularly San Andreas), see
Kiri Miller, Playing Along: Digital Games, YouTube, and Virtual Performance (Oxford: Oxford
University Press, 2012), chaps. 1 and 2.
5
William Gibbons, “‘Wrap Your Troubles in Dreams’: Popular Music, Narrative, and Dystopia in
BioShock,” Game Studies 11, no. 3 (2011), available online at
[Link]
6
John Mix Meyer, “Q&A: Ken Levine’s Brave New World of BioShock Infinite,” Wired (April 26,
2012), available online at [Link] (accessed
November 11, 2014).
7
These arrangements were created by Scott Bradlee, founder of the music ensemble Postmodern
Jukebox, which specializes in these kinds of antihistorical arrangements. On the arrangements
and their narrative significance, see also Pozderac-Chenevey, “Breaking the Circle,” who
discusses the commentary functions of several of the anachronistic songs found in the game.
8
On popular music in Stagecoach, see Kathryn Kalinak, How the West Was Sung: Music in the
Westerns of John Ford (Berkeley: University of California Press, 2007), chap. 3.
9
Fallout conveniently justifies these musical selections by suggesting that the atomic blasts
destroyed all post-vinyl recording technology, but that tortured logic seems both unconvincing
and unnecessary.
10
Moreover, because players are likely to know at least some of this music in its form, identifying
the arrangements can even become a kind of metagame, existing outside the narrative framework.
Andra Ivănescu astutely notes that “the player becomes the tourist through time and space,
noticing anachronisms that the characters in the game, even the playable character, would not be
able to identify. The game and its music show the player the cracks forming in the fourth wall,
reminding them that they are just a player.” Andra Ivănescu, “The Music of Tomorrow,
Yesterday! Music, Time and Technology in BioShock Infinite,” Networking Knowledge 7, no. 2
(2014). Available online at [Link]
11
Tim Summers also points out some uses of Wagner’s music in video games to indicate similar
ideas, as in the use of the “Bridal Chorus” during a wedding in King’s Quest VI: Heir Today,
Gone Tomorrow (1992). Tim Summers, “From Parsifal to the PlayStation: Wagner and Video
Game Music,” in Music in Video Games: Studying Play, ed. K. J. Donnelly, William Gibbons,
and Neil Lerner (New York: Routledge, 2014), 199–216.
12
Pozderac-Chenevey suggests a similar aspect of race conflict in her reading of the use of Frédéric
Chopin’s Nocturne in E-flat Major, Op. 9, No. 2. Pozderac-Chenevey, “Breaking the Circle.”
13
The texts and poetic translations for the Requiem are taken from Simon P. Keefe, Mozart’s
Requiem: Reception, Work, Completion (Cambridge: Cambridge University Press, 2012), which
also provides valuable historical and cultural background on Mozart’s work.
4 Allusions of Grandeur
Compiling Codes
Compilation scores have been part of cinema from its earliest days and have
persisted into the present in a variety of forms.7 On an aesthetic level, using
familiar music allowed early film musicians to quickly and effectively
communicate essential information to the audience. Practically speaking,
compilation soundtracks were necessary when time and finances precluded
other options. For instance, films were often produced quite rapidly, and
composers had insufficient time (or financial incentive) to create hours of
original music. Using classical music skirted these issues while lending an
“artistic” element to the cinema experience; by the 1920s, many theaters
featured full orchestras, and showings often began with classical overtures.8
The musicologist Neil Lerner has convincingly demonstrated connections
between early cinema practices and early video games with compilation
scores—in this case soundtracks composed of snippets drawn from a
variety of sources, including classical music and folk songs. This technique
was common in the late 1970s and early 1980s, with compilation scores
found in arcade games like Crazy Climber (1980), Kangaroo (1982), and
Crystal Castles (1983).9 From an economic standpoint, this choice makes
perfect sense. Using music from the public domain allowed game designers
to avoid either paying composers to create new works or paying the hefty
fees required to license contemporary popular music.10
Maniac Miner (1983), initially released on the ZX Spectrum (a UK-based
home computer), offers an early example of this classical compilation
approach on a home computer. Or rather, it does so if the incessant
repetition of the eight-measure melody of Edvard Grieg’s “In the Hall of the
Mountain King” (1876) counts as a compilation. As mind-numbing as it
might be to hear the tune stuck on replay, the choice makes sense given the
game’s setting in an underground cavern, evoking the cavern-dwelling trolls
depicted in the music.11 In Jet Set Willy (1984), Maniac Miner’s sequel,
players explore Willy’s new mansion, purchased with the proceeds of the
previous game’s mining adventures. I’m aware of two version of the game:
the original release on the ZX Spectrum and a later release for the
Commodore 64. In both cases Jet Set Willy follows Maniac Miner’s model
in using classical music, though mercifully the game includes more than
one piece. Both versions feature the opening measures of Beethoven’s
“Moonlight” piano sonata on the title screen, but they differ significantly
once the game begins. The Spectrum release features both “In the Hall of
the Mountain King” and the song “If I Were a Rich Man,” from the
Broadway musical Fiddler on the Roof (1964)—an obvious allusion to
Willy’s newfound wealth. Perhaps fearing copyright issues with “If I Were
a Rich Man,” the Commodore 64 version instead features J. S. Bach’s
Invention in C Major, BWV 772 (1720–1723), likely a last-minute
substitution, given that the piece has no apparent relevance.
This lack of connection between music and images occurs in several low-
budget games of the late 1980s and early 1990s. The NES version of the
action game Captain Comic (1989, original released in 1988) is a case in
point. Its soundtrack consists entirely of classical tunes, shortened into
thirty-second loops and repeated over each level, with seemingly little
consideration of aligning music to image.12 (One possible exception would
be the use of Johann Strauss Jr.’s Blue Danube Waltz in an outer-space
level, which suggests the film 2001: A Space Odyssey (1968)—more on
which in the next chapter.) The music in Captain Comic runs the gamut
from well-known works like Mozart’s “Ronda alla Turca” (ca. 1783) or
Nikolai Rimsky-Korsakov’s “Flight of the Bumblebee” (1900) to obscure
keyboard works by Handel or W. F. Bach (which, it turns out, were
probably chosen by virtue of being in the same collection of easy piano
music).13 Even worse than the seeming randomness, however, are the
wrong notes. In multiple cases the programmer made errors or misread the
music, with occasionally cringe-worthy results. Here the soundtrack
indicates a familiarity with the concept of the compilation score as a way of
saving time and money but not with its cinematic functions as signifier of
emotion or narrative reference point.14
Though less common after the 1980s, entirely classical compilation
scores continue to appear in games for a variety of reasons (see Table 4.1
for a partial list). Recall, for example, the extensive use of French baroque
music in Versailles 1685 and its sequel (see chapter 2) to create a sense of
time and place. In other circumstances, recent games have turned to
classical compilation scores for intriguing artistic reasons. Allow me to
offer two fairly contrasting examples. The 2009 Wii game Little King’s
Story is a cartoonish strategy game aimed mostly at younger players. As
with many strategy games, which lend themselves to repeated playthroughs,
the amount of music in the game is extensive, consisting of more than sixty
(!) lighthearted arrangements of classical works.15 Some pieces suggest
their role in the game by their titles: the Dies Irae from Mozart’s Requiem
(1791) triggers at the king’s death; Chopin’s “Military” Polonaise, Op. 40,
No. 1, as an enemy in the game plots world domination; and the drinking
song from Verdi’s opera La Traviata during a festival, to name three
examples. More often, however, the tracks seem to be chosen for their
musical qualities, tapping into shared musical codes developed in the
concert hall, opera house, and, later, the movie theater—much the same way
that silent-film musicians learned to do.
TABLE 4.1 Selected classical compilation scores in games, 1983–2011
(asterisks indicate that the game also includes a small number of original
cues)
Classical Mouse-terworks
Few films are more closely associated with classical music than Disney’s
Fantasia (1940). As Daniel Goldmark suggests in his book Tunes for
Toons: Music and the Hollywood Cartoon, Fantasia remains both
“probably the most ambitious attempt in the history of film (animated or
otherwise) to integrate classical music into the medium” and an example of
“how one studio used animation to glorify classical music, instead of
seeking to tear it down.”17 Each of the film’s scenes merged a classical
orchestral work—recorded in new performances by conductor Leopold
Stokowski, a household name at the time—with new animated
interpretations. Aside from its pure entertainment value, the film had two
goals: educating young audiences about classical music, and using these
works’ cultural cachet to elevate animation to a loftier artistic level.
Disney’s experiment in blending symphonic music with animation initially
met with a mixed reception. Many critics of the time found it simply
inappropriate to cheapen great classical music by association with lowly
cartoons. To quote Goldmark again, Disney’s “aim proved difficult to
achieve, as animation, no matter how lofty its high-art aesthetic aspirations,
was never seen by the public as anything but pop culture.”18 It fared little
better with fans of cartoons, many of whom were put off by Fantasia’s
length and overtly artistic tone. Yet somehow, in the decades since its
theatrical release, Disney’s experiment in music appreciation has become a
cultural touchstone, a source of enduring enjoyment and education for
generations.
Video games based on Disney films have been common since the early
1980s, but considering its unique format, Fantasia seems an unlikely choice
for that kind of multimedia collaboration. Thanks to its cultural ubiquity,
however, some or all of it has been recreated in at least eight games since
1983—possibly more than any other Disney film (Table 4.2). To a greater
or lesser extent, each of those games depends on players’ existing
knowledge of Fantasia. And since the visual and musical aspects of the
film are virtually inseparable, effectively incorporating classical music
usually becomes an essential part of the games. In most video games
featuring classical music, the designers had at least some choice as to which
works to include. In the case of Fantasia games, however, many of those
decisions are made already, meaning that designers’ choices instead become
more about how to include the music. Most of the more recent games in this
list—those in the Kingdom Hearts and Epic Mickey franchises—treat
Fantasia as one of a number of Disney worlds to which the player travels.
In those cases, the classical music serves as a sonic reminder of the film, the
same way the games include music from other Disney properties (Snow
White, Sleeping Beauty, etc.). More interesting for my purposes are two
relatively early games that attempted to adapt Fantasia into a traditional
narrative game: the Atari 2600 title Sorcerer’s Apprentice (1983) and the
Sega Genesis platformer Fantasia (1991).
TABLE 4.2 Disney’s Fantasia in video games, 1983–present
1
For a representative, if unusually well-thought-out, example of the “Citizen Kane trope,” see
Mikel Reparaz, “The Citizen Kanes of Videogames,” GamesRadar (July 24, 2009), available
online at [Link] (accessed August 1,
2016). As of my writing, there is a very amusing Tumblr account entitled “The Citizen Kane of
Video Games,” which aggregates the many times game critics (and similar authors) fall back on
the cliché. Available online at [Link] (accessed August
1, 2016).
2
On the relationship between films and licensed game spin-offs, see, for example, Robert Alan
Brookey’s study Hollywood Gamers: Digital Convergence in the Film and Video Game
Industries (Bloomington: Indiana University Press, 2010).
3 FMV games have made something of a recent resurgence, with the most notable example being
the critically lauded independent title Her Story (2015).
4
Melanie Lowe, “Claiming Amadeus: Classical Feedback in American Media,” American Music
20 (2002): 104.
5
Ironically, of course, classical music has been a way of imbuing film with cultural value at a time
when that genre was generally regarded in a less exalted light. I am not the first to identify the
combination of the “low art” of media with classical music as a point of tension. In his discussion
of the uses of pre-existing classical music in Stanley Kubrick’s classic horror film The Shining
(1980), film music scholar K. J. Donnelly notes the contrast between the perceived cultural
values of the music and the film. Donnelly explains that some might understand its musical
choices as “subordinating what some may see as ‘great art’ to the leviathan of popular culture.”
Furthermore, he continues, “There is an apparent contradiction between the low status that
traditionally has been accorded to film music and the status of sublime high art, as the apogee of
western culture.” K. J. Donnelly, The Spectre of Sound: Music in Film and Television (London:
BFI, 2005), 41, 42.
6
Apocalypse Now is of course not the only film to employ “Ride of the Valkyries.” As Lowe
points out, for example, this music also features prominently in sources as diverse as D. W.
Griffith’s Birth of a Nation (1915) and the Bugs Bunny animated short What’s Opera, Doc?
(1957). Lowe, “Claiming Amadeus,” 103–104.
7
On compilation practices in early film, see, for example, Rick Altman, Silent Film Sound (New
York: Columbia University Press, 2004); Martin Miller Marks, Music in Silent Film: Contexts
and Case Studies, 1895–1924 (Oxford: Oxford University Press, 1997); and Michael Slowik,
After the Silents: Hollywood Film Music in the Early Sound Era, 1926–1934 (New York:
Columbia University Press, 2014).
8
For an enlightening contemporary description of these practices, see, for example, Erno Rapée’s
Encyclopedia of Music for Pictures (1925), the relevant portions of which are reproduced with
helpful contextual information in Julie Hubbert, ed., Celluloid Symphonies: Texts and Contexts in
Film Music History (Berkeley: University of California Press, 2011), 84–96.
9
See Neil Lerner, “The Origins of Musical Style in Video Games, 1977–1983,” in The Oxford
Handbook of Film Music Studies, ed. David Neumeyer (Oxford: Oxford University Press, 2014),
319–347; and Lerner, “Mario’s Dynamic Leaps: Musical Innovations (and the Specter of Early
Cinema) in Donkey Kong and Super Mario Bros.,” in Music in Video Games: Studying Play, ed.
K. J. Donnelly, William Gibbons, and Neil Lerner (New York: Routledge, 2014), 1–29.
10
On the other hand, a number of early games simply ignored copyright rules and recreated popular
music anyway, likely assuming (for the most part correctly) that the music industry would remain
unaware.
11
Interestingly, Grieg’s Peer Gynt music—in this case multiple movements—also provides the
soundtrack for the game Mountain King (1983), another straightforward allusion to the title. It
seems unlikely that the similarity of Mountain King and Maniac Miner is totally coincidental, but
may be an intertextual reference or attempt to copy a successful model.
12
On music in Captain Comic, see my article “Blip, Bloop, Bach? Some Uses of Classical Music
on the Nintendo Entertainment System,” Music and the Moving Image 2, no. 1 (2009): 40–52.
13
See Gibbons, “Blip, Bloop, Bach?”
14
The 1993 MS-DOS platformer Heroes: The Sanguine Seven, created entirely by Jeffrey Fullerton,
employed a compilation score in much the same way, though with perhaps a bit more finesse in
the execution (fewer wrong notes, for example). More interestingly, Fullerton lists the composers
in the game’s opening credits—a choice that was at the time unusual.
15
A more-or-less complete listing of the works arranged in Little King’s Story is available online at
[Link] (accessed July 29, 2016).
16
William Ayers has explored this aspect of Stacking in his “Recomposition of Chopin and
Narrative Design in Double Fine’s Stacking” (paper presented at the North American Conference
on Video Game Music, Youngstown State University, January 17–18, 2014). I am grateful to
Ayers for sharing this unpublished research with me.
17
Daniel Goldmark, Tunes for Toons: Music and the Hollywood Cartoon (Berkeley: University of
California Press, 2005), 127–128.
18
Goldmark, Tunes for Toons, 130.
19
Jessica Aldred, “A Question of Character: Transmediation, Abstraction, and Identification in
Early Games Licensed from Movies,” in Before the Crash: Early Video Game History, ed. Mark
J. P. Wolf (Detroit: Wayne State University Press, 2012), 94. This effect was not, of course,
limited to early games. See, for example, Mark Rowell Wallin, “Myths, Monsters and Markets:
Ethos, Identification, and the Video Game Adaptations of The Lord of the Rings,” Game Studies
7, no. 1 (2007), available online at [Link]
20
The game manual even includes a “Sound Guide” to make sure players know the meanings of the
various sounds, including what it labels the “Sorcerer’s Apprentice tune.”
21
On this kind of visual abstraction in early transmedia games, see Aldred, “A Question of
Character.”
22
In chapter 6, I make a similar argument regarding the use of Bach’s Toccata and Fugue in D
Minor in the 1980s arcade shooter Gyruss, which similarly featured advanced hardware for the
time.
23
The four “hub worlds” are based (in order) on The Sorcerer’s Apprentice, Igor Stravinsky’s Rite
of Spring (1913), Beethoven’s “Pastoral” Symphony (1808), and Mussorgsky’s Night on Bald
Mountain (1867).
24
To my knowledge, the Genesis Fantasia game does, in fact, contain more music from the original
film than any other game to date, despite the vastly increased capabilities of more recent consoles
and computers.
25
Notably, the most recent Fantasia-based game, the Xbox 360 Kinect game Fantasia: Music
Evolved (2014), eschews narrative almost entirely—save for setting up the premise that the player
is the sorcerer’s new apprentice.
26
Koyaanisqatsi is the first of the co-called Qatsi trilogy, which also includes Powaqqatsi (1988)
and the much later Naqoyqatsi (2002).
27
Mitchell Morris, “Sight, Sound, and the Temporality of Myth Making in Koyaanisqatsi,” in
Beyond the Soundtrack: Representing Music in Cinema, ed. Daniel Goldmark, Lawrence Kramer,
and Richard Leppert (Berkeley: University of California Press, 2007), 121.
28
Morris, “Sight, Sound and the Temporality of Myth Making in Koyaanisqatsi,” 125.
29
Rebecca M. Doran Eaton, “Marking Minimalism: Minimal Music as a Sign of Machines and
Mathematics in Multimedia,” Music and the Moving Image 7 (2014): 7.
30
On the similarities, including comparative images, see Eaton, “Marking Minimalism,” 10–12.
Eaton includes a useful table of Glass’s and similar music in media on p. 13. See also Pwyll ap
Siôn and Tristan Evans, “Parallel Symmetries? Exploring Relationships between Minimalist
Music and Multimedia Forms,” in Sound and Music in Film and Visual Media, ed. Graeme
Harper, Ruth Doughty, and Jochen Eisentraut (New York: Continuum, 2009), 671–691.
31
Eaton, “Marking Minimalism,” 18.
32
Seth Schiesel, “Grand Theft Auto Takes On New York,” New York Times (April 28, 2008),
available online at [Link] (accessed July 28,
2016).
33
Kiri Miller, Playing Along: Digital Games, YouTube, and Virtual Performance (Oxford: Oxford
University Press, 2012).
34
Schiesel, “Grand Theft Auto Takes On New York.”
35
A full listing of all the radio stations in GTA IV is available online at
[Link] (accessed July 24, 2016).
36
In fact, DJ Pooh, who wrote the screenplay for Friday, was a co-writer for GTA: San Andreas.
See Soraya Murray, “High Art/Low Life: The Art of Playing Grand Theft Auto,” PAJ: A Journal
of Performance and Art 27 (2005): 92.
5 A Clockwork Homage
Elite Company
If the opening credits are the best-known part of 2001, the space station
docking sequence is a close second. Near the beginning of the film, a
spacefaring plane arrives at a space station, famously accompanied by the
sounds of Johann Strauss Jr.’s An der schönen blauen Donau, Op. 314
(1866)—commonly known as the Blue Danube Waltz (Figure 5.1). The
striking ambiguity of Kubrick’s musical selection has led to a wide range of
critical and scholarly interpretations. Some recurring themes are the
perceived irony of the music, and, relatedly, how familiarity renders even
the most wondrous technologies banal. Others suggest the scene’s use of
music is sincere rather than ironic. These interpretations note the balletic
quality of the scene’s choreography, and the music’s lightness (perhaps
weightlessness) as reflective of the environment and on-screen action.6 For
my part, I take an all-of-the-above approach; the brilliance of Kubrick’s
musical selection is that it works on multiple levels simultaneously.
FIGURE 5.1 The arrival at the space station in 2001: A Space Odyssey (1968).
Like many BBC Micro games of the early 1980s, Elite originally had no
music—the technology and memory restrictions simply wouldn’t allow for
it. Subsequent versions, however, began to include more and more sound.
The 1985 Commodore 64 version of the game was, to my knowledge, the
first to include a significant amount of music. There was an apparently
original composition for the title sequence, and a piece reserved for the
docking sequences: the Blue Danube Waltz. If the homage to 2001 wasn’t
clear enough previously, the music leaves no doubt whatsoever. Just as in
Kubrick’s film, the Blue Danube begins when players approach a space
station and accompanies their efforts to safely dock the ship. Later versions
of the game follow the Commodore 64’s lead, though sometimes in slightly
different ways. The only music in the 1987 IBM-compatible PC version, for
example, is the melody of the Blue Danube, accompanying a three-
dimensional model of a starship during the title screen—an image evoking
the rotating station and ship in 2001. The 1991 PC remake, Elite Plus,
employs exactly the same technique, albeit with far enhanced sound
quality.9
The Nintendo Entertainment System version of Elite was released in
1991, quite late in the console’s life span. Unique among the versions I’ve
encountered, the NES Elite includes a large amount of newly composed
music, looped to create the wall-to-wall placement common on consoles of
the time. This fast-paced, drum-heavy music differs sharply from its
predecessors—yet even here, during docking sequences the music shifts to
the Strauss waltz. And the length of that loop suggests its importance.
Typically, on the NES cues longer than about thirty seconds were looped to
conserve resources, but the Blue Danube lasts almost two minutes.
Evidently, the developers found its presence important enough to merit
taking up a fairly large chunk of valuable memory.
There are many other versions of Elite, but I hope these examples suffice
to illustrate the game’s fundamentally allusive quality. Over and over,
designers and programmers devoted time and processing power to
musically recreating Kubrick’s famous scene. But why? What’s the purpose
of this allusion, aside from a sly nod to a sci-fi classic? A number of
possible explanations present themselves. Admittedly, it makes sense from
a musical and technological perspective. The melody and accompaniment
texture of the Blue Danube are well-suited for the limited audio capabilities
of 1980s gaming, and the waltz’s repetitious structure makes for easy
looping. In fact, Kubrick himself repeats a portion of the waltz in the film,
presumably for timing purposes, without creating any significant issues.10
Yet any number of musical works could do that job just as easily, including
with newly composed music.
A much grander reason for evoking 2001 was to tap into players’
memories of experiencing Kubrick’s film. For instance, recalling the
technical accomplishments of 2001’s special effects might be a subtle way
of drawing attention to Elite’s own impressive graphics. Just as Kubrick’s
film created a startling level of realism for viewers, Elite gave players what
was at the time an extraordinarily lifelike spacefaring experience. The game
hardly compares to the visual splendor of 2001, but by triggering players’
memories, it encourages them to imagine the cinematic splendor of
Kubrick’s scene. The musicologist Peter Kupfer has noted how Strauss’s
waltz works in a slightly similar way in a 2011 Apple iPhone commercial,
building on the advanced technology on display in the space station docking
sequence to make the smartphone seem even more technologically
impressive.11 In other words, Elite enhances players’ gaming experience by
building on their prior knowledge.
While intertextual homages and parodies are by no means unique to
games, certain types of allusion are particularly salient to the interactive
nature of games as a medium. Players who project their knowledge of 2001
onto their gameplay may experience Elite in dramatically different ways
from those who do not, and that distinction might affect how the game
proceeds. Players might choose to re-enact 2001’s docking sequence, for
example, or they might simply understand their avatar’s position in the
universe differently—either way could radically alter how they choose to
play the game. Because their actions may affect how the game unfolds,
players themselves become part of the intertextuality. My next two
examples both pay homage to Kubrick’s A Clockwork Orange, a
controversial film that addresses the coexistence of sublime artistry and
unfathomable violence. One of the reasons Kubrick’s film is both so
effective and so alienating lies in how it subtly implicates viewers in the
horrible acts of violence. In games, however, implication becomes action—
players are both affecting and affected by the events occurring on-screen.
Evoking Kubrick’s film becomes a form of self-critique, encouraging
players to reflect on their own actions, and perhaps on the nature and
content of games as a whole.
FIGURE 5.4 Screenshot from the opening cutscene of Conker’s Bad Fur Day (2001).
On one level, this parody is just another of many in-jokes scattered
throughout the game, a wink at players familiar with Kubrick’s film. And as
a joke, it works. Conker’s impossibly large eyes and cartoonish voice (think
Alvin and the Chipmunks) contrast hilariously with the steely gaze and
British accent of Malcolm McDowell’s Alex. Digging a little deeper, there’s
also another joke in the choice of music—although maybe not a very good
one. The opening scene of Conker’s Bad Fur Day reveals that Conker has
become the king, and the game unfolds as a flashback explaining how this
remarkable turn of events occurred. Just before his ascendancy to the
throne, however, his girlfriend and would-be queen, Berri, is murdered.
Thus the music is, in effect, Funeral Music for Queen Berri, rather than
Queen Mary—a bit of foreshadowing, and one among many groan-worthy
puns scattered throughout the game.
Beyond those fairly straightforward associations, this opening scene also
reveals the (relatively) serious undertones that lurk beneath the game’s
superficially comic surface. Conker’s Bad Fur Day challenged games’
reputation as kids’ stuff. Despite its colorful, cartoonish appearance, it
earned—and indeed reveled in—one of the few “M for Mature” ratings
issued for Nintendo 64 games, which it received for “animated violence,”
“mature sexual themes,” and “strong language.”13 Game designers and
marketers knew the game would be controversial. Nintendo declined to
advertise the game in its Nintendo Power magazine, and some toy retailers
even refused to carry it, preventing children (or parents) from accidentally
purchasing a copy. Conker’s ad campaign did, however, involve a
nationwide tour of college campuses with Playboy magazine, and it was
featured in adult- and male-focused publications like Maxim magazine.14
Everything about how Conker’s Bad Fur Day was presented to potential
players, in short, emphasized its adults-only character. The Clockwork
Orange reference works in the same way, reinforcing right off the bat that
this was a game created with adult players in mind.
At the same time, however, Conker’s Bad Fur Day was a big risk for its
developers. Games were (and remain) under intense scrutiny, constantly
battling spurious claims that they contribute to moral decline in the younger
generation. But games are certainly not the first media to endure such
accusations. Upon its release, in fact, A Clockwork Orange was widely
condemned for its extreme violence and the amorality of its central
character, among other complaints.15 Perhaps the developers hoped that by
invoking A Clockwork Orange, they could remind players and critics of
other controversial but ultimately successful media products. If A
Clockwork Orange could do it, why not a video game? Using Purcell’s
Funeral March for Queen Mary played a part in that effort. It not only
helped call to mind Kubrick’s film but did so with classical music—a
double dose of sophisticated, high-art allusions. At the same time, there’s
also an absurdity to juxtaposing cultural touchstones like art film and
classical music with the immature antics of a deviant squirrel. In that sense,
the allusion to A Clockwork Orange in Conker’s Bad Fur Day is
simultaneously both a parody of Kubrick’s film and an homage to his clever
uses of classical music.
As we’ve seen many times already in this book, classical music is often
perceived as a force of cultural and moral uplift.16 In A Clockwork Orange,
however, Alex’s amorality and love of classical music present the audience
with a seemingly irresolvable contradiction. Kubrick subverts our
understanding and appreciation of art, just as in the film Alex’s affinity for
Beethoven becomes a source of physical and psychological torment.
Conker’s Bad Fur Day defies these same assumptions. By parodying an art
film in a video game, and by subjecting supposedly serious art music to use
in a video game (and for a joke!), it challenges perceptions of who plays
video games, just like A Clockwork Orange questions the sophistication of
classical music audiences. In other words, the Kubrick reference in
Conker’s Bad Fur Day tells us something about the game, but it tells us just
as much about our relationship to the game—and particularly about our
expectations for what video games can and should be.
Conker addresses these philosophical concerns in an oblique and
playfully transgressive way. My final example, however, uses classical
music to deal with these concerns more directly, aiming less at humorous
parody than at invoking the seriousness and aesthetic aspirations of
Kubrick’s film. The overture to Gioachino Rossini’s opera La gazza ladra
(The Thieving Magpie; 1817) makes two significant appearances in A
Clockwork Orange. In both cases, the lighthearted standard is ironically
combined with scenes of extreme violence: once when Alex and his gang
engage in a brutal showdown with a rival gang in a derelict theater, and
slightly later when Alex lashes out after his leadership of his gang is
challenged (Figure 5.5). The violence in these scenes assumes a surreal,
choreographed quality. In the first scene, the fight feels obviously staged,
befitting its theatrical setting, while the slow-motion cinematography of the
second scene lends it an uncannily balletic quality.17 The resulting
aestheticization of violence—a transformation of violence into a kind of
pleasurable visual experience—is a device found in centuries of visual arts,
and more recently in media products like the hyperviolent films of Quentin
Tarantino.
1
“Hardcore” gamers, the top 10 percent of the core group, skew even younger and more male-
dominated. Data are somewhat difficult to come by—and definitions for terms like “core gamers”
are often nebulous—but a 2015 study from the Pew Research Center is instructive in this regard.
See Maeve Duggan, “Gaming and Gamers,” Pew Research Center: Internet, Science & Tech
(December 15, 2015), available online at [Link]
gamers/.
2
Kate McQuiston, We’ll Meet Again: Musical Design in the Films of Stanley Kubrick (Oxford:
Oxford University Press, 2013), 1. For an overview of Kubrick’s musical uses, see also Christine
Lee Gengaro, Listening to Stanley Kubrick: The Music in His Films (London: Rowman and
Littlefield, 2014).
3
Claudia Gorbman, “Auteur Music,” in Beyond the Soundtrack: Representing Music in Cinema,
ed. Daniel Goldmark, Lawrence Kramer, and Richard Leppert (Berkeley: University of California
Press, 2007), 149.
4
Claudia Gorbman, “Ears Wide Open: Kubrick’s Music,” in Changing Tunes: The Use of Pre-
existing Music in Film, ed. Phil Powrie and Robynn Stilwell (Burlington, VT: Ashgate, 2006), 4.
5
Robert Philip Kolker, “Oranges, Dogs, and Ultra-violence,” Journal of Popular Film 1 (1972):
167, 169.
6
See, for example, McQuiston, We’ll Meet Again, chap. 6; as well as David W. Patterson, “Music,
Structure and Metaphor in Stanley Kubrick’s 2001: A Space Odyssey,” American Music 22
(2004): 444–471.
7
Piers Bizony, 2001: Filming the Future (London: Aurum, 1994), 8. McQuiston discusses this
passage with relation to the docking sequence in We’ll Meet Again, chap. 6.
8
Tristan Donovan, Replay: The History of Video Games (East Sussex, UK: Yellow Ant, 2010),
118.
9
This placement on the title screen of Elite rather than during the docking itself may seem a bit
surprising, but the game’s processors likely couldn’t handle the complex graphics, sound, and
music simultaneously in actual gameplay. Additionally, although the Blue Danube is most
associated with the space station docking scene of 2001, we may recall that it also accompanies
the film’s ending credits, so the idea of using the piece as a framing device as we see in the PC
version of Elite is actually in keeping with Kubrick’s own usage.
10
For an in-depth analysis of the waltz in 2001, see McQuiston, We’ll Meet Again, chap. 6.
11
Peter Kupfer, “Classical Music in Television Commercials: A Social-Psychological Perspective,”
Music and the Moving Image 10 (2017): 24.
12
The game was rereleased in 2005 as Conker: Live and Reloaded for the Microsoft Xbox.
Throughout I am specifically referring to the original 2001 version, as I have not personally
investigated any possible difference in music or content between the two versions.
13
ESRB rating information for Conker’s Bad Fur Day is available online at
[Link]
Certificate=5327&Title=Conker%27s%20Bad%20Fur%20Day (accessed June 3, 2016).
14
See, for example, “KB Skips Conker,” IGN (March 6, 2001), available online at
[Link] (accessed September 1, 2016); and
“Conker Goes on Tour with Playboy,” IGN (March 28, 2001), available online at
[Link] (accessed September
1, 2016).
15
McQuiston, We’ll Meet Again, 163. See also David J. Code, “Don Juan in Nadsat: Kubrick’s
Music for A Clockwork Orange,” Journal of the Royal Musical Association 139 (2014): 339–340.
16
Code, for example, notes that this aspect of Alex’s personality is central even in the Anthony
Burgess novel on which Kubrick’s film is based. “In addition to his enthusiasm for sex and
violence, Alex maintains a passionate love of classical music, which features prominently at all
three stages of his story: violence, cure and retribution.” Code, “Don Juan in Nadsat,” 341.
17
On the balletic choreography of violence (and other elements) in Kubrick’s films, see, for
example, Elisa Pezzotta, “The Metaphor of Dance in Stanley Kubrick’s 2001: A Space Odyssey,
A Clockwork Orange, and Full Metal Jacket,” Journal of Adaptation in Film and Performance 5
(2012): 51–64.
18
Arkham Origins was released on the Xbox 360, PlayStation 3, and Wii U consoles. Several pieces
of downloadable content were released after its initial release. Although I do not believe the
expanded material altered the musical examples discussed in this chapter in any way, for clarity’s
sake, note that I refer throughout this section to the base game (i.e., without DLC).
19
Since Arkham Origins, the series has returned to its original timeline, wrapping up the story with
Batman: Arkham Knight (2015).
20
See, for example, Thomas Fahy, “Killer Culture: Classical Music and the Art of Killing in Silence
of the Lambs and Se7en,” Journal of Popular Culture 37 (2003): 28–42.
21
McQuiston, We’ll Meet Again, 163.
22
Quoted in Alexander Walker, Ulrich Ruchti, and Sybil Taylor, Stanley Kubrick, Director: A
Visual Analysis, rev. ed. (New York: Norton, 2000), 38. As McQuiston points out, “For Kubrick,
a good film leaves blanks for the audience to fill in, and leaves them free to discover the films for
themselves.” Kate McQuiston, “The Stanley Kubrick Experience: Music, Nuclear Bombs,
Disorientation, and You,” in Music, Sound and Filmmakers, ed. James Wierzbicki (London:
Routledge, 2012), 141.
23
Mike Cormack, for example, goes so far as to suggest that this ambiguity as a central aspect of
pre-classical music in film. See Mike Cormack, “The Pleasures of Ambiguity: Using Classical
Music in Film,” in Changing Tunes: The Use of Pre-existing Music in Film, ed. Phil Powrie and
Robynn Stilwell (Burlington, VT: Ashgate, 2006), 19–30.
6 Remixed Metaphors
ASIDE FROM POLITE nods, there’s one response I get most often when I tell
people I’m writing a book on classical music and video games: “Oh, you
mean like Gyruss!”1 For players who fondly remember 1980s arcades, it
seems the notion of classical music in video games is inextricably tied to
Konami’s 1983 shoot-’em-up. And for good reason. To quote from the
Gyruss review on the gaming website HardcoreGaming101: “Gyruss, one
of Konami’s more popular games in the early 80s, [is] an impressive bit of
technology for 1983. . . . It’s also notable for its fast paced arrangement of
Bach’s Toccata and Fugue in D minor, one of the first—and best—uses of
music in an arcade game.”2 The Toccata and Fugue, originally a work for
solo organ, occupies a prominent position in Gyruss.3 Its opening notes
accompany the game’s first stage, initially suggesting that the music will be
a straightforward transcription (Figure 6.1). About five seconds in,
however, the music quickly skips to the ending chords of the opening slow
section, followed by a jarring drum fill. When the piece picks back up, it’s
in a much freer—and decidedly popular—form. It’s a remix.
FIGURE 6.1 Gameplay screenshot of Gyruss (NES version, 1988).
By and large, game designers of the late 1970s and 1980s tried to keep
classical music as close to its original form as possible, but before the
middle to late 1990s all classical music in games was in some way remixed.
Game technology of that time couldn’t replicate the sounds of acoustic
instruments or accommodate the number of simultaneous pitches required
for most classical music. Though not exactly remixes, these adaptations
nevertheless create a similar effect, bringing classical music into closer
contact with popular culture. A few early games like Gyruss, however,
directly and obviously experimented with juxtaposing classical and popular
musical styles, a strategy that has persisted into the present day in a variety
of forms. Previous chapters have explored some ways in which tension
between art and entertainment comes into play in games. In this chapter, I
turn to games that engage this perceived conflict directly, in the form of
musical remixes. To be clear, by remixes I mean classical music that is
significantly altered in style from its original form, usually by incorporating
elements of popular music styles—and thus becoming a work of hybrid
authorship.
In Remix Theory: The Aesthetics of Sampling, cultural critic Eduardo
Navas outlines three basic forms of musical remix, all of which apply to
some extent in video games: (1) the “extended” remix, in which the length
of the work is expanded; (2) the “selective” remix, in which portions of the
original are omitted and/or new material is added; and (3) the “reflexive”
remix, which “allegorizes and extends the aesthetic of sampling.”4 It’s fairly
clear how the first two types work in video games: most game remixes of
classical music, for example, are designed to be looped infinitely, in effect
creating the ultimate “extended” remixes. Likewise, nearly all the examples
I’ve found take only a few elements of the piece being remixed. In most
cases, that means only limited melodic and harmonic material, typically
fragmented into short, immediately understandable sections—a hook, in
other words. I don’t know any game remix, for example, that contains an
entire movement of a symphony. That would simply be too long—and not
nearly repetitive enough—to combine effectively with the pop-remix
medium. At the same time, remixes add new musical elements to the
original works, most often in the form of drumbeats, but frequently also
added harmonies and melodic lines.
Most interesting for my purposes, however, is the reflexive aspect of
remixes. There the remix takes on an allegorical meaning, adding new
layers of meaning to both the original work and to the added elements.5 In
other words, the work becomes both old and new; it’s the original work and
something entirely different. The works chosen for game remixes tend to be
the same few well-known pieces, a practice that we might assume stems
from a lack of music-historical knowledge on the part of game designers,
composers, and audio directors. That argument does have some merit,
especially when considering early games, but it also sells short these often
highly educated and knowledgeable professionals. Recognizing the
classical music as classical is critical to the function of a remix. As Navas
tells us, these types of hybrid works “will always rely on the authority of
the original composition, whether in forms of actual samples, or in form of
reference. . . . The remix is in the end a re-mix—that is, a rearrangement of
something already recognizable.”6 In other words, a remix with an
unidentified original source ceases to function as a remix at all—and, more
important, it loses its ability to harness the cultural value attached to that
original. Yet as the musicologist Mark Katz notes regarding digital
sampling, “Any sound, placed into a new musical context, will take on
some of the character of its new sonic environment,” and through this type
of manipulation music can be “decontextualized and recontextualized, . . .
giving it new sounds, functions, and meanings.”7 To become something
new, it must first be recognizable as something old.
This reflexive remixing process has appeared in other media for decades,
including with regard to classical music. Popular musicians have long taken
advantage of classical tunes, as Michael Broyles and Matthew Brown have
recently explored with the music of Beethoven and Debussy, respectively.8
Consider, for example, Walter Murphy and the Big Apple Band’s novelty
disco remix “A Fifth of Beethoven” (1976), which takes its inspiration and
musical material from the Fifth Symphony (1808).9 Or the extensive
reworking of classical music common in progressive rock of the 1970s, as
in the music of the bands Renaissance and Emerson, Lake, and Palmer. On
the other hand, although classical music is a common feature in traditional
narrative media like film and television, with a few notable exceptions
(such as Kubrick’s A Clockwork Orange), the music usually appears in
something like its original form. Remixed classical music in games is thus a
melding of these two traditions: popular reinterpretations of classical music,
on the one hand, and narrative cinematic uses of classical, on the other.
Given these traditions, why might Masahiro Inoue have chosen Bach’s
Toccata and Fugue as Gyruss’s main theme? Part of the answer may lie with
perceptions of Bach’s music as the apex of musical complexity—classical
music at its most classical. In the early 1980s, arcade cabinets in particular
were in a state of constant technological development. Each game was
unique, and game developers and programmers were always looking for
new ways to attract players. And in the loud, crowded atmosphere of the
1980s arcade, it was often the sound above all that drew players to a
particular machine.10 Gyruss’s remixed Toccata and Fugue became a kind
of technological benchmark—a dramatic way to illustrate the game’s
advanced sound capabilities. In contrast with the sporadic musical outbursts
of Galaga (1981), for example, Gyruss simultaneously offered wall-to-wall
music and multiple sound effects, no mean task with 1983 game audio
technology.11 The choice of Bach added another dimension—not only could
Gyruss play music constantly, but it could play Bach, the composer of what
some regard as the most technically perfect music ever written. The
grandiose opening statement of Bach’s music echoes similarly bold
promises that Gyruss’s creators were making about the game’s technical
achievements.
The Gryuss Bach remix has enjoyed a long afterlife well into the twenty-
first century and has itself been remixed on several occasions. The original
arcade version was updated and altered for the Nintendo Famicom and NES
ports (1987 and 1988, respectively), the DJ/composer JT. 1Up’s electronic
remix “Gyruss—Full Tilt” appeared in the game Dance Dance Revolution
Ultramix 2 (2004), and the Xbox Live Arcade re-release of Gyruss (2007)
featured yet another meta-remix. At what point, then, is Bach’s music less
the subject of the remix than Inoue’s Gyruss music? Clearly, it’s nostalgia
for Gyruss rather than for the original organ work that motivates these new
versions. This distinction highlights another, and I think beneficial,
consequence of removing a classical work from its privileged status: music
becomes inherently more fluid as outmoded concepts of faithfulness to the
work give way to a sense of musical play.12 As Vanessa Chang points out in
a study of musical sampling, “Rather than clinging to the myth of the
composer savant, sampling maintains an ethics of inclusion that is social as
well as musical, creating a tradition that involves the past without
submitting to its structures and limitations.”13 Gyruss illustrates how
remixing allows for kinds of artistic freedom and play that are usually off
limits with classical music.
In more recent years, remixed classical music has become the domain of
independent games rather than major studio releases. Perhaps that change
results from the perceived intellectual rigor of classical music, but it could
also be nostalgia for the 1980s, when classical music was more prominent
in games. The indie game FEZ (2012), a product of game designer Phil
Fish, illustrates both categories. An homage to platformer games of the 8-
bit era, FEZ features deliberately crude graphics designed to appear as two-
dimensional pixels, despite actually being three-dimensional polygons
(Figure 6.2). As Chris Suellentrop writes in the New York Times:
Carnival Games
Boom Boom Rocket (2007) is simplistic by design. Players rhythmically
push buttons on their controllers in response to on-screen indicators—like
Dance Dance Revolution, say, without the dance mat—and that’s all. The
reward for doing well, aside from earning points, is visual. Correctly timed
button presses trigger colorful fireworks displays against the backdrop of a
nighttime cityscape (Figure 6.3). The required inputs correspond to
elements of the music, but Boom Boom Rocket is less a music game than a
music visualizer game. That is, players add a visual accompaniment rather
than contributing to the music itself, as they would in a game like Guitar
Hero. In fact, Boom Boom Rocket even contains a music visualizer mode,
which creates a noninteractive fireworks display based on any music files
players stored on their Xbox 360 hard drives.
FIGURE 6.3 Gameplay screenshot of Boom Boom Rocket (2007).
The connection between music visualizers and video games can be traced
back as far as the Atari Video Music (AVM) system (1976), which
connected to a stereo system and provided an abstract graphical
accompaniment.17 Though the AVM system was not a game per se—there
were no rules, or ways to score points—its knobs and buttons nonetheless
created a kind of interactivity. As game scholar Ian Bogost suggests, “While
primitive, Atari Video Music offers a sign of what would become the
unique contribution videogames offer to music. Instead of listening,
watching, dancing, or otherwise taking in music, videogames offer a way to
perform it.”18 Bogost’s observation that there is a kinship between the AVM
system and games is an astute one, but I disagree that it allowed players to
perform music in any meaningful way. I would argue instead that it afforded
listeners an opportunity to visually interpret music—an important
distinction. Boom Boom Rocket is thus in some respects closer in design to
the AVM system than it is to most music games. Players are not active
participants in music making; the audio track is coldly indifferent to all their
frantic button mashing. Not surprisingly, the game also lacks what Jesper
Juul would call a “mimetic interface”—some kind of object-shaped
controller that “allows players to play from the perspective of their physical
presence in the real world.”19 As Kiri Miller, Karen Collins, and others
have illustrated, in music games this type of mimetic interface—the plastic
instruments of Rock Band, for example—allows players to assume some
agency in the music’s creation.20
Like the AVM system, Boom Boom Rocket is a visual interpretation of
music—albeit in a gamified and altogether less abstract fashion. Although
the self-directed play of the AVM system’s buttons and knobs gives way to
the structure of preassigned button presses, Boom Boom Rocket is as close
to a pure listening experience as one could expect to find in a video game.
It’s essentially a gamified AVM system, with fireworks as an updating of
the original abstract light show. And as with Atari’s early experiment, the
music remains the focus of the player’s attention. Boom Boom Rocket’s
soundtrack is heavily influenced by electronic music styles, perhaps not a
surprising choice, given the long-standing relationship between electronica
and the technological visualization of music. The AVM system, for
example, was featured prominently as the backdrop of the synth-pop band
Devo’s video for “The Day My Baby Gave Me a Surprise” (1979), as well
as the background of the video for electronica duo Daft Punk’s “Robot
Rock” (2005). In video games, the same kinds of connections between
electronic music and music visualization crop up in titles like Rez (2001),
Child of Eden (2011), or iS: Internal Section (1999).21 What’s surprising
about Boom Boom Rocket’s music is that each track in its soundtrack is also
a remixed classical work (Table 6.1). When the game was released, its
soundtrack consisted of ten classical works remixed by composer Ian
Livingstone, each piece retitled with a clever pun. These remixes largely
focus on electronic dance music but they also include the ska-influenced
“Rave New World” and the disco-funk “Carmen Electric.” A downloadable
“Rock Pack” enhanced this stylistic range by adding five songs remixed by
Chris Chudley in a variety of rock styles.
TABLE 6.1 Remixed classical music in Boom Boom Rocket (2007)
More than in either Gyruss or FEZ, these remixes are obviously supposed
to be funny, or at least lighthearted. But there’s also a bit of a subversive
edge, evident both in the new titles and in the music itself. “Game Over
Beethoven” recalls Chuck Berry’s song “Roll Over Beethoven” (1956), a
call for classical music to make way for popular styles. In one way or
another, most of the rest of the titles suggest replacing boring classical
elements with exciting modern ones. For example, two remixes update the
generic title “overture,” once with “overdrive” and once with “overload.”
Some titles even hint at a violent break with tradition, particularly in the
“Rock Pack”: Pachelbel’s infamous Canon in D becomes a “cannon,”
Beethoven’s Ode “explodes,” and Rimsky-Korsakov’s bumble bee “stings.”
The end result is both a celebration and a carnivalesque mockery of the
remixed classical works. Players aren’t forced to choose one interpretation
or the other, of course; as Katz notes, a newly created hybrid work “can be
understood as derivative and novel, exploitative and respectful, awkward
and subtle.”22
The remixes revel in this liminal space. To my mind, it’s a bit similar to
the pleasure 1970s DJs took in introducing contradictory elements; Joseph
Schloss points out that “many deejays are known to have taken a special
delight in getting audiences to dance to breaks that were taken from genres
that they professed to hate.”23 Certainly, some of Boom Boom Rocket’s
players recognize this playfulness. As one user-contributed review to the
website GameFAQs notes:
The songs—what I have played—are great and fun to listen to. And
this is coming from a person who listens to rap and nothing else. Most
of the music in this game is remixed Classical, and Classical bores me
. . . but not the music in this game. Why? I honestly don’t know. . . .
Another thing that makes this game fun for a person like me that
enjoys Rap, RnB, and music of that nature is that the songs actually
have somewhat of a beat (for the most part) and the fireworks flow
with that.24
More than any other game I explore in this chapter, Boom Boom Rocket
illustrates the pleasure derived from combining supposedly incompatible
musical styles.
And yet its message was a bit muddled. In this sort of remix, audiences
eventually have to be in on the joke. Critics and players alike, however,
were for the most part unsure what to make of Boom Boom Rocket. Its few
media reviews reveal a profound ambivalence toward its score in particular.
Some found the music and gameplay repetitive, its initial ten-song
soundtrack insufficient to hold their attention for long. (For comparison’s
sake, Rock Band—also released in 2007—included fifty-eight songs on the
disc and regularly introduced new downloadable content up to a total of
more than two thousand songs.) The response to the music itself is even
more revealing; oddly, most reviewers made almost no mention of the
classical-based soundtrack. What little attention critics did pay to the
remixes was fairly dismissive. The critic Douglass C. Perry, writing for the
prominent gaming website IGN, offers a lukewarm assessment, noting that
the game was “good but not great, likeable but not loveable, somewhat but
not terribly addictive, and doesn’t drive home that memorable soundtrack to
keep you around for weeks.” Perry goes on isolate the score as a major
cause of the game’s mediocrity: “Part of the problem . . . is the lack of great
songs and the simplicity of the song design. These tunes are decent takes on
familiar songs, but they don’t grab you the way songs in Guitar Hero do.
The addictive quality inherent in BBR quickly rubs off, then, because as a
music game it’s short on the quality and quantity of songs.”25
Perry’s review is worth a bit of unpacking. A few themes emerge: a lack
of interest in the specifics of the music, an uncertainty even in how to
describe it, and yet—most interestingly—a reluctance to directly deride it.
Of course, game journalists aren’t usually music experts, and they rarely
have the time or inclination to explore it beyond a cursory appraisal. It is
nonetheless remarkable, however, that I have yet to find even one review of
Boom Boom Rocket that mentions a single composer’s name (aside from
Livingstone, who was identified on occasion). Critics mostly just describe
the works as familiar, or well known. Tom Bramwell of [Link]
comes the closest to discussing the classical works, identifying some of the
pieces but not their composers: “Each level is built around one piece of
music, and while they’re all new, composed by a Mr. Livingstone . . . ,
they’re all derived from well-known classical tunes. There’s William Tell,
the 1812 Overture, Ride of the Valkyries, and seven others.”26 Like other
reviewers, Bramwell puts more emphasis on the remixes than on the
original classical works.
Then again, maybe critics ignoring the classical works and their
composers isn’t that surprising. Thanks to their constant appearances in
media and generic orchestral pops concerts—the kind that often accompany
fireworks displays in the United States—these works become part of our
collective musical unconscious. One user-contributed review on the website
GameFAQs, for example, intriguingly notes that the soundtrack “consists of
10 remixed classical songs, [that] everyone knows (even if you don’t want
to admit it).”27 In other words, they’re not as much individual works as they
are representations of classical music in general.
As put off as critics and players were by Boom Boom Rocket’s
soundtrack, however, few openly questioned the music’s quality or
appropriateness. Bramwell, for example, equivocates—writing that “aurally
it’s novel, but you won’t be rushing out to buy the songs.”28 Perry, too,
hoped that the game’s “new downloadable stuff equates to more and
preferably licensed tracks.”29 In other words, he thought licensed pop music
would vastly improve Boom Boom Rocket, but he hesitated a bit to say so
directly. Game critics aren’t known for pulling punches when a key
gameplay element is lacking. So why were critics of Boom Boom Rocket so
confused by the game’s soundtrack, and why were they so timid about
lambasting it? The answer to both questions, I think, is tied to classical
music’s cultural position. Nobody wants to seem uncultured, so critics may
have been reluctant to suggest that these classical tracks just weren’t that
enjoyable to listen to. At the same time, players are faced with the cognitive
dissonance of so-called masterpieces being playfully combined with
popular styles, and all for a simple game about fireworks. How could critics
and players make sense of this conflicting information—and how, for that
matter, can we? Jeff Gerstmann of GameSpot suggests that “these updated
takes on classical music are pretty cheesy, though they’re exactly the sort of
tracks you’d expect to hear at a fireworks show. . . . The soundtrack isn’t
bad, but it’s all a little goofy.”30 “Cheesy” and “goofy” are hardly high
praise. But those words do tell us something about the game: Boom Boom
Rocket pulls high art off its pedestal. But why?
In search of some answers about a game based on fireworks displays, it
feels appropriate to turn to the cultural theorist Mikhail Bakhtin’s concept
of “carnival.” Named for the raucous period of pre-Lenten celebration in
Western Christian traditions, Bakhtin’s carnival describes any time when
traditional values are suspended or inverted, creating a safe place to laugh at
even the most serious topics. By viewing issues through a lens of humor,
Bakhtin tells us, “the world is seen anew, no less (and perhaps more)
profoundly than when seen from the serious standpoint. Therefore, laughter
is just as admissible in great literature, posing universal problems, as
seriousness.”31 By learning to laugh at these classical works in their goofy
new setting, we can see them in a different light, visualizing the music (as
the carnivalesque fireworks do) in a unique way. Through laughter, carnival
breaks down the walls between the high and low arts through laughter. As
literary scholar Renate Lachmann has pointed out:
The inventory of carnival acts, symbols, and signs derives its meaning
from this parodistic and profane inversion of canonized values, but
also from the utopian dimension of the myth. . . . The provocative,
mirthful inversion of prevailing institutions and their hierarchy as
staged in the carnival offers a permanent alternative to official culture
—even if it ultimately leaves everything as it was before.32
1
Since its initial arcade release, Gyruss has enjoyed a long life on a variety of home consoles,
ranging from the Atari 2600 and Nintendo Entertainment System to a rerelease on Xbox Live
Arcade in 2007. A full list of ports is available at the Arcade History website, available online at
[Link] (accessed July
15, 2014).
2
“Gyruss,” [Link], available online at
[Link] (accessed July 15,
2014).
3
The Toccata and Fugue, BWV 565, appeared in a number of games during (and after) the 8-bit
era. Dana Plank examined a number of instances of its appearance (including in Gyruss) in “From
the Concert Hall to the Console: The 8-Bit Translation of BWV 565” (paper presented at the
North American Conference on Video Game Music, Youngstown State University, January 18,
2014). I am grateful to Plank for providing me with a copy of her research.
4
Eduardo Navas, Remix Theory: The Aesthetics of Sampling (Vienna: Springer, 2012), 65–66.
5
Here Navas draws heavily on the work of Craig Owens, in particular his two-part article “The
Allegorical Impulse: Toward a Theory of Postmodernism,” October 12 (1980): 67–86; and “The
Allegorical Impulse: Toward a Theory of Postmodernism, Part 2,” October 13 (1980): 58–80.
6
Navas, Remix Theory, 67.
7
Mark Katz, Capturing Sound: How Technology Has Changed Music, rev. ed. (Berkeley:
University of California Press, 2010), 174, 154.
8
Michael Broyles, Beethoven in America (Bloomington: Indiana University Press, 2011), chap. 11;
Matthew Brown, Debussy Redux: The Impact of His Music on Popular Culture (Bloomington:
Indiana University Press, 2012).
9
On the cultural importance of Walter Murphy’s transgressive disco reworking, see also Ken
McLeod, “‘A Fifth of Beethoven’: Disco, Classical Music, and the Politics of Inclusion,”
American Music 24 (2006): 347–363.
10
See, for example, Karen Collins, Game Sound: An Introduction to the History, Theory, and
Practice of Video Game Music and Sound Design (Cambridge, MA: MIT Press, 2008), 9.
11
Collins has noted the abnormal amount of sound hardware that went into the making of Gyruss,
which included “as many as five synthesis chips and a DAC [digital-to-analog converter].” The
game seems, she notes, “to use at least two chips for sound effects, one for percussion, and at
least one chip to create a rendition of Bach’s Toccata and Fugue in D minor.” Collins, Game
Sound, 19.
12
For an insightful study of musical play versus fidelity to a work concept, see Roger Moseley,
Keys to Play: Music as a Ludic Medium from Apollo to Nintendo (Berkeley: University of
California Press, 2016), Key 4, 178–235.
13
Vanessa Chang, “Records That Play: The Present Past in Sampling Practice,” Popular Music 28
(2009): 156.
14
Chris Suellentrop, “A New Game Delights in Difficulty,” New York Times (May 16, 2012),
available online at [Link]
[Link] (accessed July 17, 2014).
15
Matt Miller, “Fez: Change Your Perspective,” [Link] (April 11, 2012), available
online at [Link]
[Link] (accessed July 18, 2014).
16
“Fez Review,” Edge Online (April 11, 2012), available online at [Link]
[Link]/review/fez-review/ (accessed July 18, 2014).
17
In more recent years, electronic music visualizers like the AVM have given way to software
versions, most commonly on personal computers. Many media player programs (iTunes and
Windows Media Player, for example) include built-in visualization modes, and there are a
number of freestanding programs devoted to music-generated visual displays. Some game
consoles have also included built-in (or downloadable) music visualizer programs, including the
Atari Jaguar’s Virtual Light Machine and the Xbox 360’s Neon, both built into the consoles’
media player functions.
18 Ian Bogost, How to Do Things with Videogames (Minneapolis: University of Minnesota Press,
2011), 32.
19
Alternative inputs were allowed in Boom Boom Rocket, though that was not the default method of
play. It was possible, for example, to play Boom Boom Rocket with Rock Band or Guitar Hero
instruments, or with the dance mat from Dance Dance Revolution games. Jesper Juul, A Casual
Revolution: Reinventing Video Games and Their Players (Cambridge, MA: MIT Press, 2010),
107.
20
On the player-participant aspect of mimetic interface music games, see Kiri Miller, Playing
Along: Digital Games, YouTube, and Virtual Performance (Oxford: Oxford University Press,
2012), chaps. 3 and 4; and Karen Collins, Playing with Sound: A Theory of Interacting with
Sound and Music in Video Games (Cambridge, MA: MIT Press, 2013), chap. 3.
21
On soundtrack-based level design in games, see Steven Beverburg Reale, “Transcribing Musical
Worlds; or, Is L.A. Noire a Music Game?,” in Music and Video Games: Studying Play, ed. K. J.
Donnelly, William Gibbons, and Neil Lerner (New York: Routledge, 2014), 77–103.
22
Katz, Capturing Sound, 160.
23
Joseph G. Schloss, Making Beats: The Art of Sample-Based Hip-Hop (Middletown, CT:
Wesleyan University Press, 2004), 32.
24
Cuzit, “Boom Boom Fun!,” GameFAQs (April 17, 2007), available online at
[Link]
(accessed July 18, 2014).
25
Douglass C. Perry, “Boom Boom Rocket Review,” IGN (April 12, 2007), available online at
[Link] (accessed July 12, 2014).
26
Tom Bramwell, “Boom Boom Rocket,” [Link] (April 12, 2007), available online at
[Link] (accessed July 12, 2014).
27
ULTSF [username], “Enough Boom for Your Buck?,” GameFAQs (April 16, 2007), available
online at [Link]
(accessed July 13, 2014).
28
Bramwell, “Boom Boom Rocket.”
29
Perry, “Boom Boom Rocket Review.”
30
Jeff Gerstmann, “Boom Boom Rocket Review,” GameSpot (April 11, 2007), available online at
[Link] (accessed July 13,
2014).
31
Mikhail Bakhtin, Rabelais and His World, trans. Hélène Iswolsky (Bloomington: Indiana
University Press, 1984), 66.
32
Renate Lachmann, “Bakhtin and Carnival: Culture as Counter-culture,” Cultural Critique 11
(1988–1989): 125.
33
Jeremy Parish, “An Interview with Konami’s Hidenori Maezawa, Pt 3,” [Link] (January 15,
2009), available online at [Link]
bId=8978659&publicUserId=5379721 (accessed June 23, 2016.).
34
For a complete listing of the music in the Parodius series, see “Parodius music,” Wikipedia,
[Link] (accessed June
23, 2016).
7 Love in Thousand Monstrous Forms
Here’s where the demonic element comes into play: after he starts seeing
Catherine, whenever Vincent goes to sleep he’s transported to a nightmare
world. In this bizarre dreamscape, “cheating” men have to solve puzzles to
survive the night. Late in the game, players learn that demons are to blame,
and that Catherine is a succubus tasked with luring Vincent away from
Katherine. Based on the player’s choices, there are ten potential endings to
Catherine, covering a range of possibilities. Vincent might atone for his
philandering and marry Katherine, for instance—or he might decide to rule
the underworld together with Catherine instead. Or, maybe he rejects both
women and becomes the first space tourist. For all its tongue-in-cheek
moments, though, Catherine also addresses a number of serious issues
regarding the transition into adulthood: marriage, parenthood, and
disappointment, to name a few. I argue that the chief way Catherine
engages with these topics is through the grotesque—what Philip Thomson
succinctly describes as “the unresolved clash of incompatibles.”2
It’s by exploring that “clash of incompatibles” that Catherine’s unusual
structure starts to make sense. In implicit and explicit ways, Catherine deals
in dualities—diametric opposites that yield grotesque results when forced
into interaction. This construction is evident even in basic gameplay, which
is divided into two starkly contrasting parts. In the day and early evening,
players guide Vincent through his everyday life, which unfolds in
conversations, text messages, and so on. In the evenings, players wind up at
the Stray Sheep, Vincent’s regular bar, where he can, for example, order
drinks, play a minigame, or engage in conversations. This part of the game
is essentially a “dating simulation,” a (typically Japanese) genre focused on
using clever tactics to win over potential partners.3 Catherine shares a
number of features with dating sims, in fact—a focus on binary choices, the
existence of multiple endings, and the obvious influence of Japanese anime.
In this portion of the game there is no need to hurry, and there are no right
or wrong choices. The only goal is advancing the narrative.
The dreamworld sequences, however, are an entirely different story—
almost literally. Instead of a dating sim, players instead experience yet
another generic hybridization: a blend of horror and puzzle games.4 Players
ascend towers by pulling blocks to create stairs, a timed puzzle mechanic
that provides the most obviously “gamey” experience in Catherine,
complete with points, level names (3-1, 3-2, etc.), and so on (Figure 7.2).
The pace is frenetic. In place of the slow-paced feel of Catherine’s daytime,
here a few small mistakes could end in a gruesome death, followed by the
game-over screen (which ominously reads “Love Is Over”). As if that
weren’t nerve-racking enough, at the end of each level players face a
macabre version of one of Vincent’s waking preoccupations. The final boss
of the fourth stage, for instance, is “The Child,” a repulsive symbol of
Vincent’s fear of fatherhood (Figure 7.3). Hopefully at this point it’s
becoming clear how playing Catherine feels like an exercise in trying to
synthesize—or at least survive—seemingly irreconcilable gameplay
elements. Not only is each night’s combination of puzzle and horror
mechanics unusual, but that combination gets combined with the daytime
dating sim elements, and so on. This fundamental duality manifests
throughout the game with almost fractal repetition: dating simulation versus
puzzle/horror; day versus night; the effervescent, blond Catherine (dressed
in white) versus the older, serious, brunette Katherine (dressed in black);
and more, stretching into infinity.
FIGURE 7.2 Vincent climbing in Catherine.
FIGURE 7.3 “The Child,” the culminating boss of the Fourth Night in Catherine.
Catherine/Katherine
In the previous chapter, I explored how Mikhail Bakhtin’s theory of
carnival might apply to the playful remixes of classical music in games like
Boom Boom Rocket and Parodius. The musical selections in Catherine echo
some of the same issues. Yet in this new context, juxtapositions that seemed
humorous in other games instead contribute to an atmosphere of horror,
revulsion, and disgust. The musical results often feel like a collection of
disparate elements that are uncomfortably, perhaps violently, fused. For
example, composer Shoji Meguro seems to have been drawn to classical
works that contain some type of internal dichotomy. His remix of Rossini’s
overture to William Tell, for example, contains the most dramatic and most
serene moments of the original work: “The Storm” and the “Ranz des
Vaches” (a kind of pastoral Swiss folk tune). In the same way, the remix of
Holst’s orchestral suite The Planets incorporates elements of two radically
different sections of the larger work: “Jupiter” (“The Bringer of Jollity”)
and “Mars” (“The Bringer of War”). In the Rossini and Holst examples,
there are extreme contrasts in both musical and extramusical content—the
notes themselves, in other words, as well as the larger story being told. The
act of remixing thus creates a nested duality. Two contrasting portions of
the original classical work are combined, but then what results gets remixed
with popular styles, creating a second level of juxtaposition. This kind of
multilayered musical design resonates strongly with the game’s visual and
narrative construction—dualities within dualities within dualities.
The history of classical music offers a number of instances of high and
low arts brought grotesquely into dialogue. Claude Debussy’s piano prelude
Golliwog’s Cakewalk (1913), for instances, distorted the central musical
theme of Richard Wagner’s opera Tristan and Isolde (1865) into ragtime,
evoking the the grotesquely racist doll for which the piece is named. The
effect is remarkable, rendering one of the most influential musical moments
of the nineteenth century into a comic parody (and, intentionally or not, one
suggestive of Wagner’s own racism). The music theorist Yayoi Uno Everett
has located a similar use of the grotesque in the Hungarian composer
György Ligeti’s opera Le grand macabre (1977, rev. 1996), which borrows
and distorts supposedly highbrow and lowbrow musical styles.7 In one
scene, Ligeti twists a theme from Beethoven’s “Eroica” Symphony, Op. 55
(1804) into an almost unrecognizable form, then combines it with elements
of ragtime, Brazilian samba, and Greek Orthodox chant. Everett’s
description of the final scenes of Le grand macabre, in fact, resonates
strongly with Catherine:
By combining music drawn from high and low styles into a massive
collage, this passage turns into an ultimate macabre dance, . . . in
which the ludicrous and horrifying states co-mingle. As a musical
corollary to Bakhtin’s grotesque body . . . [as] the procession of
incongruous tunes unfolds, chaos reigns on stage as people fight, eat,
drink, copulate, and so forth, in coping with the final moments of life.8
This focus on the female grotesque also manifests musically. Only one of
Catherine’s remixes appears more than once: “The Hut on Fowl’s Legs,”
also known as “Baba Yaga,” from Russian composer Modest Mussorgsky’s
Pictures at an Exhibition (1874). What about “Baba Yaga” singles it out
this way? Although Mussorgsky’s ominous music certainly fits the game’s
macabre tone, I think the answer once again lies in the score’s extramusical
meanings. Baba Yaga is a recurring figure in Russian folklore, whose
identity and motivations always remain cloaked in mystery. She appears as
a beautiful young woman in some tales and as an old hag in others.
Sometimes she helps lost travelers or murders them, seemingly with no
rhyme or reason.10 Already Baba Yaga’s grotesqueness is apparent in her
dualities: youth and old age, kindness and malice. But Baba Yaga is also
significant for her role as a manifestation of femininity. The Russian
folklorist Joanna Hubbs, for example, identifies Baba Yaga as an
embodiment of “feminine power”: “the expression of realized potential
fulfillment of the cycle of life associated with woman. . . . In her the cycles
of feminine life are brought to completion, and yet she contains them all.”11
Like Bakhtin’s terra cotta figurines, Baba Yaga is pregnancy and decay—
life and death, and life from death. But although she may seemingly
embody the “cycles of feminine life,” upon closer inspection Baba Yaga is,
like Vincent’s nightmares, a grotesque perversion of the feminine and the
maternal.
Vincent’s nightmare monsters illustrate the same concerns—and,
tellingly, it is there that players encounter Mussorgsky’s music. For
instance, “Baba Yaga” plays when Vincent faces the “Immoral Beast.” An
amalgamation of female body parts, the Beast is disturbing. Catherine’s
eyes are relocated to what Bakhtin would call the “lower bodily stratum,”
associated with “degradation, filth, death, and rebirth.”12 The Beast conveys
Vincent’s animalistic lust for Catherine, combined with his conflicting
shame and excitement. The depiction of the Beast itself is also strikingly
reminiscent of Baba Yaga’s home—“The Hut on Fowl’s Legs”—which is
often represented in stories and artworks as “composed of parts of the
human body, with legs for doorposts, hands for bolts, and a mouth with
sharp teeth as a lock.”13 Likewise, The Beast’s fanged mouth is placed in
such a way as to suggest a vagina dentata, recalling the lock on Baba Yaga’s
door. “The Child” which Vincent faces in the next level, functions in much
the same way. The new life promised by Katherine’s pregnancy instead
heralds to Vincent a kind of death of the self. Again, the presence of
Mussorgsky’s music suggests a connection to Baba Yaga, who combines
birth with death: “Yaga is a mother, but a cannibal mother. She whose
children are many . . . is also the hungry one who devours them.”14 Finally,
Mussorgsky’s music reappears near the end of the game, when Vincent
squares off against a giant, demonic incarnation of Catherine. As Vincent
flees, she tries to consume him with her razor-sharp teeth, echoing both the
Immoral Beast and Baba Yaga’s propensity for eating unwary travelers.
Remixed into its new form, Mussorgsky’s music sonically reflects the
grotesque dualities that recur in so many ways throughout Catherine. Yet
through its evocation of Baba Yaga, it also contextualizes Vincent’s fears as
something akin to fairy tales—which is to say, manifestations of lingering,
if often subconscious, cultural obsessions.15 Embedded in these grotesque
musical remixes is a set of cultural values that goes far beyond the confines
of Catherine, and beyond even video games as a whole, revealing
underlying beliefs about the nature of classical music.
Classical/Klassical
In The Female Grotesque, literary theorist Mary Russo succinctly
summarizes the differences between artistic depictions of the idealized
human body and its grotesque counterpart:
Substituting a word here and there, these descriptions are in many ways
similar to the stark contrasts between the social position of high art and
popular culture. In Catherine, that contrast is made clear through
juxtaposing classical music with popular music—but the same concepts
apply throughout this book in the relationship between classical music and
video games as a whole. Classical music, like Russo’s “classical body,” is
“transcendental and monumental,” associated with the upper classes and
with intelligence. That’s why classical music in media frequently signifies
that a product or character is “adult oriented,” “serious,” “refined,” or
“complex.” Or, in a less positive light, classical music also frequently
indicates something out of touch, a product that has outlived its usefulness
(assuming it had any to begin with). Popular music, on the other hand, often
indicates that someone or something is “youth oriented,” “fun,”
“unpretentious,” “exciting,” or—more cynically—“superficial.” Like the
grotesque body, it pushes constantly for transformation, discarding the
cultural shackles of the old guard.
This constantly reinforced dichotomous relationship between classical
music and popular culture is something most players will have encountered
long before picking up a controller to play Catherine. In this setting,
however, these old meanings assume new significance. The game’s central
duality, around which all the others seem to revolve, is the contrast between
Katherine and Catherine. Even the game’s title seems to place more focus
on the love interest(s) rather than on the protagonist. It’s fitting, then, that
the same ingrained meanings so frequently ascribed to classical and popular
music styles map neatly onto Katherine and Catherine, who—like the music
itself—become jumbled in Vincent’s dreaming mind. Katherine embodies
Vincent’s anxiety at the onrushing responsibilities of adulthood: his
concerns over settling down, finding financial stability, and becoming a
boring middle-class adult. The vibrant and significantly younger Catherine,
however, provides an antidote to these fears, offering Vincent a fun, if
superficial, relationship that reinforces his youthful irresponsibility.17 The
music thus offers us another window into Vincent’s troubled psyche,
revealing—sometimes on multiple levels—his internal conflicts between
adulthood and youth, or responsibility and freedom. Players may view the
contrasting musical styles in any way they choose: the game gives no
indication of whether the original classical piece or its newly found popular
style is more desirable. Catherine’s remixed music presents a challenge:
like many aspects of the game, the music forces players to create their own
meaning.
I conclude this chapter by suggesting one final meaning of the grotesque
dualities that occur in Catherine—and, indeed, in many of the more
artistically oriented games in this book. Whatever we might think of its
aesthetic merits, Catherine is an unlikely fusion of high-minded artistic
aspirations and social commentary with low-art sensationalism and basic
puzzle-style gameplay mechanics. It is Aristotle meets Angry Birds,
Tennyson meets Tetris. It strives, in short, to be simultaneously art and
entertainment. Its soundtrack of uncomfortably juxtaposed classical and
popular styles thus becomes a symbol of this larger conflict—a mirror of
the precarious and arguably impossible space many video games inhabit.
This music, like the game, blends art with entertainment. Yet its narrative
effect ultimately relies on that combination remaining unconvincing; the
grotesque must always be repulsive. The music only makes sense if the
player still perceives classical music and popular music as one of the
game’s dualities, like day and night, adulthood and youth, stability and
freedom, or Catherine and Katherine. Tellingly, players can’t have
everything at once: there is no synthesis to the dialectic Catherine presents,
no perfect ending. Eventually, players have to stop juggling and choose one
(or neither) of the options before them. What does that ultimate choice
mean for players? Can Catherine and its remixed music exist at once as art
and entertainment—or must they, like Vincent, choose one path or the
other? These are questions with no easy answers, yet exploring them
illustrates in unique ways the complex nexus of meanings inherent in any
combination of classical music and video games.
1
Quoted in Philip Thomson, The Grotesque (London: Methuen, 1972), 18.
2
Thomson, The Grotesque, 27.
3
On dating sims, see, for example, Emily Taylor, “Dating-Simulation Games: Leisure and Gaming
of Japanese Youth Culture,” Southeast Review of Asian Studies 29 (2007): 192–208; and Patrick
W. Galbraith, “Bishōjo Games: ‘Techno-Intimacy’ and the Virtually Human in Japan,” Game
Studies 11, no. 2 (May 2011), available online at [Link]
(accessed July 19, 2014).
4
The blending of horror and puzzle genres in Catherine isn’t entirely without precedent. The PC
title The 7th Guest (1993), its sequel The 11th Hour (1995), and titles such as Phantasmagoria
(1995) and its sequel Phantasmagoria: A Puzzle of Flesh (1996) each combined a horror
narrative with puzzles that would advance the plot. In a more humorous and not strictly “puzzle”
vein, in 1999 Sega remade its popular arcade shooter/horror game House of the Dead 2 into The
Typing of the Dead, an edutainment game in which players defeated zombies by quickly typing
words on a keyboard. It has thus far spawned two improbable sequels: The Typing of the Dead 2
(2007) and Typing of the Dead: Overkill (2013).
5
The Zigeunerweisen is, like the “Hallelujah Chorus,” not stylistically remixed in Catherine, but
its resonance with the game’s narrative merits some mention here.
6
Rachel Dinitto, “Translating Prewar Culture into Film: The Double Vision of Suzuki Seijun’s
Zigeunerweisen,” Journal of Japanese Studies 30 (2004): 46.
7
Yayoi Uno Everett, “Signification of Parody and the Grotesque in György Ligeti’s Le Grand
Macabre,” Music Theory Spectrum 31 (2009): 26–56. On how the grotesque figures into classical
music, see also Esti Sheinberg, Irony, Satire, Parody, and the Grotesque in the Music of
Shostakovich: A Theory of Musical Incongruities (Aldershot, UK: Ashgate, 2000); and Julie
Brown, Bartók and the Grotesque: Studies in Modernity, the Body and Contradiction in Music
(Aldershot, UK: Ashgate, 2007).
8
Everett, “Signification of Parody and the Grotesque,” 43.
9
Mikhail Bakhtin, Rabelais and His World, trans. Hélène Iswolsky (Bloomington: Indiana
University Press, 1984), 25. For a discussion of this passage in the context of the female
grotesque, see Mary Russo, The Female Grotesque: Risk, Excess, and Modernity (New York:
Routledge, 1994), chap. 2.
10
For an overview of Baba Yaga’s history and interpretations, see Andreas Johns, Baba Yaga: The
Ambiguous Mother and Witch of the Russian Folktale (New York: Peter Lang, 2004).
11
Joanna Hubbs, Mother Russia: The Feminine Myth in Russian Culture (Bloomington: Indiana
University Press, 1988), 39, 37.
12
Bakhtin, Rabelais and His World, 20; Russo, The Female Grotesque, 8.
13
Hubbs, Mother Russia, 38.
14
Hubbs, Mother Russia, 39.
15
The literature on fairy tales as reflections of social pressures and/or fears is vast. Best known,
perhaps, is Bruno Bettelheim’s controversial book The Uses of Enchantment: The Meaning and
Importance of Fairy Tales (New York: Knopf, 1976). See the several monographs on the topic by
Jack Zipes, most recently The Irresistible Fairy Tale: The Cultural and Social History of a Genre
(Princeton, NJ: Princeton University Press, 2012). See in particular chapter 4, on Baba Yaga.
16
Russo, The Female Grotesque, 8.
17
We may think here of Matthew Brown’s suggestion (building on several studies) that adolescents
turn to popular music “as a means of controlling their moods. It does so in several ways: by
relieving them of tension or boredom, by distracting them from their troubles, and even by
pumping them up for important social events.” Matthew Brown, Debussy Redux: The Impact of
His Music on Popular Culture (Bloomington: Indiana University Press, 2012), 97.
8 Violent Offenders and Violin Defenders
Agatha’s music calls attention to its own existence as art, and to her
status as its protector. As in The Pianist, through a solitary practitioner,
classical music somehow survives amid the desolation of war-torn ruins.
Yet here that survival is entirely up to the player. While in a film viewers
watch helplessly as events unfold on-screen, in Fallout 3 the music’s
existence depends on the player’s willing participation. Perhaps that act
even in some way helps players atone for the many acts of violence they
commit in the game. Because even if its violence is often tongue-in-cheek,
Fallout 3 is a gory game. As Tom Bissel points out in Extra Lives: Why
Video Games Matter, “When Bethesda [Studios] posted a video showcasing
Fallout 3’s in-game combat . . . many could not believe the audacity of its
cartoon-Peckinpah violence. Much of it was rendered in slo-mo as
disgusting as it was beautiful: skulls exploding into the distinct flotsam of
eyeballs, gray matter, and upper vertebrae; limbs liquefying into
constellations of red pearls; torsos somersaulting through the air.”3 Agatha
and her music offer us a brief respite from this hyperviolent world—an
island of sanity in a sea of blood.4
In his study of music and morality in Fallout 3, musicologist William
Cheng considers some possible meanings of Agatha’s music.5 He recalls a
moment when, while recording some game footage for academic
presentations, he inadvertently had an artistic experience:
1
On Chopin’s music in The Pianist, see Lawrence Kramer, “Melodic Trains: Music in Polanski’s
The Pianist,” in Beyond the Soundtrack: Representing Music in Cinema, ed. Daniel Goldmark,
Lawrence Kramer, and Richard D. Leppert (Berkeley: University of California Press, 2007), 66–
85.
2
Kramer, “Melodic Trains,” 68.
3
Tom Bissell, Extra Lives: Why Video Games Matter (New York: Vintage Books, 2011), 6. The
descriptor “Peckinpah” here refers to Sam Peckinpah, a director notorious for his Westerns
(particularly The Wild Bunch [1969]) and their unflinching and unromanticized depictions of
violence.
4
Interestingly, Fallout 4 (2015) features (without explanation) a classical radio station available to
the player from the beginning of the game. It turns out, however, that the radio station is a tool of
The Institute, an “enlightened” and scientifically advanced organization that views most dwellers
of the post-apocalyptic world as savages. In a way, then, the use of classical music here is both
similar to and divergent from its appearance in Fallout 3; it is a “civilizing” force, but of a
patriarchal and arguably nefarious kind rather than Agatha’s benevolent influence.
5
William Cheng, Sound Play: Video Games and the Musical Imagination (Oxford: Oxford
University Press, 2014), chap. 1.
6
Cheng, Sound Play, 52.
7
Philip Auslander, Liveness: Performance in a Mediatized Culture (London: Routledge, 1999),
chap. 2.
8
Walter Benjamin, “The Work of Art in the Age of Mechanical Reproduction,” in Illuminations,
trans. and ed. Hannah Arendt (New York: Harcourt, Brace, and World, 1968), 217–252. “Even
the most perfect reproduction of a work of art is lacking in one element: its presence in time and
space, its unique existence at the place where it happens to be” (220).
9
Emanuele Senici, “Porn Style? Space and Time in Live Opera Videos,” Opera Quarterly 26
(2010): 66.
10
On the prevalence of the organ in horror film, see Julie Brown, “Carnival of Souls and the Organs
of Horror,” in Music in the Horror Film: Listening to Fear, ed. Neil Lerner (New York:
Routledge, 2010), 1–20; and Isabella van Elferen, “The Gothic Bach,” Bach Perspectives 7
(2012): 7–20. My reference to Inspector Morse is drawn from van Elferen’s article.
11
William Gibbons, “‘Wrap Your Troubles in Dreams’: Popular Music, Narrative, and Dystopia in
BioShock,” Game Studies 11, no. 3 (2011), available online at
[Link]
12
Leigh Alexander, “The Aberrant Gamer: An Evening with Sander Cohen,” GameSetWatch
(September 6, 2007), available online at
[Link] (accessed July
26, 2014).
13
We might find parallels here with the use of Tchaikovsky’s music in Darren Aronofsky’s film
Black Swan (2010). in which the gracefulness of the ballet Swan Lake is frequently juxtaposed
with violence and psychosis.
14
Xavier Morales, “Kill Bill: Beauty and Violence,” Harvard Law Record (October 16, 2003),
available online at [Link]
15
Lisa Coulthard, “Torture Tunes: Tarantino, Popular Music, and New Hollywood Ultraviolence,”
Music and the Moving Image 2, no. 2 (2009): 1.
16
Though discussions of BioShock as “art” peaked in the months after its initial release, they
continue even a decade later, as a recent article in Vox illustrates. Peter Suderman, “BioShock
Proved That Video Games Could Be Art,” Vox (October 3, 2016), available online at
[Link] (accessed
October 3, 2016).
17
Harold Goldberg, All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered
Pop Culture (New York: Three Rivers Press, 2011), 287.
18
See, for example, Michael Broyles, Beethoven in America (Bloomington: Indiana University
Press, 2011).
19
On the adaptation of Dante for the game, the game’s producer, Jonathan Knight, summarized the
approach, nothing that “whenever we could do something that was more in line with what
happens in the poem or had to make a choice about this character or that or this environment or
that, we always tried to do what was in the poem first. But sometimes you have to change things
for gameplay reasons.” The most notable departure from the source material, of course, was the
transformation of the main character into a warrior archetype as opposed to a poet; presumably
the same attitude would carry over to representations of composers, as well. Quoted in David
Wildgoose, “From Poetry to Playability: How Visceral Games Reimagined Dante’s Inferno,”
Kotaku (February 2, 2010), available online at [Link]
to-playability-how-visceral-games-reimagined-dantes-inferno/ (accessed July 20, 2014).
20
On the commercial synergy between the popular music and gaming industries, see, for example,
Holly Tessler, “The New MTV? Electronic Arts and ‘Playing’ Music,” in From Pac-Man to Pop
Music: Interactive Audio in Games and New Media, ed. Karen Collins (Aldershot, UK: Ashgate,
2008): 13–25; and Antti-Ville Kärjä, “Marketing Music through Computer Games: The Case of
Poets of the Fall and Max Payne 2,” in From Pac-Man to Pop Music: Interactive Audio in Games
and New Media, ed. Karen Collins (Aldershot, UK: Ashgate, 2008), 26–44.
21
Karen Collins briefly outlines the appearance of these musician-themed games in her book Game
Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound
Design (Cambridge, MA: MIT Press, 2008), 111–112.
22
Literary theorists describe that kind of artwork as historiographic metafiction—a genre in which
historical truths are included in a fictional context. On historiographic metafiction in general, see
Linda Hutcheon, “Historiographic Metafiction: Parody and the Intertextuality of History,” in
Intertextuality and Contemporary American Fiction, ed. Patrick O’Donnell and Robert Con
Davis (Baltimore: Johns Hopkins University Press, 1989), 3–32.
23 On Michael Jackson in video games, see Melanie Fritsch, “Beat It!—Playing the ‘King of Pop’ in
Video Games,” in Music Video Games: Performance, Politics, and Play, ed. Michael Austin
(New York: Bloomsbury, 2016), 153–176.
24
Assassin’s Creed III is not the first game in the series to incorporate historical figures; Assassin’s
Creed II and its sequels Assassin’s Creed: Brotherhood and Assassin’s Creed: Revelations
featured characters from the Italian Renaissance, including several members of the Borgia family,
Leonardo da Vinci, Catarina Sforza, and so on.
25
Notably, however, Assassin’s Creed III’s multipart expansion pack The Tyranny of King
Washington explores a version of the 1780s in which Washington has become a brutal dictator.
This narrative deviates enough from history to be easily recognizable as an example of
“alternative history” fiction, and furthermore it is identifiable as “separate” from the main (more
historically oriented) game.
26
On Hollywood’s obsession with the past, see Robert Brent Toplin, Reel History: In Defense of
Hollywood (Lawrence: University Press of Kansas, 2002); and Toplin, History by Hollywood:
The Use and Abuse of America’s Past (Urbana: University of Illinois Press, 1996).
27
Broyles, Beethoven in America, 168.
28
Lewis Lockwood, “Film Biography as Travesty: Immortal Beloved and Beethoven,” Musical
Quarterly 81 (1997): 192.
29
See, for example, the meticulously prepared lists of Amadeus’s “inaccuracies” in Jane Perry-
Camp, “Amadeus and Authenticity,” Eighteenth-Century Life 9 (1983): 116–118. For more
judicious discussions of the film, see Robert Marshall, “Film as Musicology: Amadeus,” Musical
Quarterly 81 (1997): 173–179; and Jeongwon Joe, “Reconsidering Amadeus: Mozart as Film
Music,” in Changing Tunes: The Uses of Pre-existing Music in Film, ed. Phil Powrie and Robynn
Stilwell (Ashgate, UK: Ashgate, 2006), 57–73.
30
Broyles, Beethoven in America, 191.
9 Playing Chopin
FRÉDÉRIC CHOPIN makes an unlikely video game hero. Dubbed the “poet of
the piano,” the nineteenth-century composer seems a far cry from the
hypermasculine heroes that still populate many video games. Against all
odds, however, video games have offered players several chances to step
into Chopin’s shoes, first in the Japanese role-playing game Eternal Sonata
(2007), and a few years later in the mobile games Frederic: Resurrection of
Music (2011) and its sequel, Frederic 2: Evil Strikes Back (2014).1 This
chapter explores the first two of these titles, which raise intriguing
questions about the cultural value of classical music in the twenty-first
century. Both make an effort to update Chopin’s image for modern players,
introducing the composer and his music to a generation more familiar with
Mario than Mahler. In doing so, however, these games also grapple with the
complex and often contradictory cultural meanings of art.2 As is often the
case with well-known composers, a number of myths have coalesced
around Chopin’s life. In particular, the musicologist Jim Samson has
outlined three identities that have profoundly shaped how audiences have
understood Chopin’s life and music: the salon composer, the Romantic
composer, and the Slavonic composer.3 Each of these three mythic
identities plays a role in Eternal Sonata and Frederic, either aiding or
hindering Chopin’s transformation into a mainstream game character.
After Chopin left his politically troubled native Poland, he sought his
fortunes as a pianist and composer in Paris. He eschewed the public concert
life adopted by many piano virtuosos, such as his friend and rival Franz
Liszt, preferring instead the intimacy of salons—smaller musical gatherings
in the homes of wealthy Parisian patrons. These salons were predominantly
feminine social and musical spaces, and Chopin’s association with them
encouraged a view of him as “a composer ‘for the ladies,’ ” as Samson puts
it—a perception that was “reinforced not just in critical writing but in
portraits, drawings and pictorial representations on nineteenth-century
editions.”4
At the risk of understatement, the classical music world has long been
rife with gender bias, and women’s musical activities and contributions
were (and unfortunately still are) often met with derision. Thus, for many
years, Chopin’s association with the feminine drawing room raised
questions about his status as a serious composer.5 The historian Whitney
Walton, for example, has traced some of the challenges Chopin’s
feminization posed for his reception, a problem exacerbated by his
relationship with the writer George Sand, who provoked scandals with her
propensity for stereotypically masculine behavior.6 Walton succinctly
summarizes how Chopin and Sand flipped traditional gender roles: “Sand
did . . . dress in men’s clothes, smoke little cigars, live an independent life,
and succeed in literature—all practices that violated feminine norms of
behavior in her time. And Chopin was . . . usually in poor health, thin,
weak, and careful about his dress and interior decoration—all
characteristics associated with femininity rather than masculinity.”7 In
short, Chopin was effeminized though his musical and personal lives, as the
composer of trivial salon music and as the stereotypically feminine half of a
romantic relationship.
These gender issues are further complicated by Chopin’s reputation as a
somehow otherworldly figure—an angel or a fairy. As the musicologist
Jeffrey Kallberg notes, “These terms . . . engaged a complex of unstable
meanings having to do with sex and gender, and so ultimately helped forge
a changing image of Chopin as an androgynous, hermaphroditic, effeminate
and/or pathological being.”8 Kallberg suggests that Chopin’s critics may
have (perhaps subconsciously) found evidence of these qualities in his
physical frailty and disease—a corporeal manifestation of his deviation
from sexual and gender norms.
The question of his physical frailty brings up the second Chopin myth:
the Romantic suffering artist. Quoting Samson again:
From childhood his heath was delicate and at the end of his short life
consumption took a cruel toll on his creative energies. Yet the image of
Chopin the consumptive, with “the pallor of the grave,” came to take
on additional significance, interpreted almost as a philosophy of life
and even as an explanation of his creative output. Through music he
“discloses his suffering.”9
Chopin might have played in salons, the text implies—but that was a
repression of his true, masculine self, which he expressed later through his
“furious” playing. The nationalist tinge recurs in many of the real-world
slideshows. Five of the seven, in fact, make explicit reference to political
turmoil in Poland, with the final chapter (“Heroic”) being the most blatant:
On the other hand, although these passages fall prey to stereotypes that are
all too common in Chopin reception, Eternal Sonata’s designers also made
extensive efforts at historical realism. As a blog entry by one staff member
reveals, the game’s localization team was in close communication with the
Frederick Chopin Society for “double checking our facts related to Chopin,
as a historical figure, and his music.”17 The end result of this complex
navigation between reality, fiction, and metafiction is that Eternal Sonata
has its cake and eats it, too. Players get a suitably heroic metafictional
version of Chopin, while the real Chopin is left more or less intact.
One possible downside to that strategy, however, is that in practice the
multiple narrative levels might be confusing. That’s where the game’s
soundtrack becomes particularly important. Music helps keep this complex
structure understandable, providing players with sonic cues that
differentiate the narrative levels. The fictional Paris scenes take place in
musical silence, meaning players hear only the noises the characters hear:
voices, and an ominous ticking clock that reinforces the inexorable
approach of Chopin’s death. The metafictional world features newly created
music by Motoi Sakuraba, a veteran JRPG composer. Indeed, the score
could just as easily be from any other JRPG. Aside from the prominence of
piano—a frequent feature of Sakuraba’s music—nothing in Eternal
Sonata’s score hints at the game’s subject matter. The placement of the
music is equally typical, with most towns and dungeons in the game
associated with an endlessly looped musical cue unique to that location.18
Chopin’s compositions appear in Eternal Sonata only during the real-
world slideshows between game chapters. During each of these transitional
interludes, players hear one of the composer’s piano works in its entirety,
featuring new recordings made for the game by the Russian pianist
Stanislav Bunin (Table 9.1). The treatment of music in these sections differs
strikingly from the rest of the game. In the metafictional world, the game
music mostly stays in the background. The slideshow interludes, on the
other hand, treat the music reverentially. The flood of aural and visual
information players receive during most of the game is dramatically
reduced, muted photographs replace the usual cartoonishly colorful
graphics, and written text replaces recorded dialogue—all changes that
encourage players to give the music their full attention.
The split narrative levels also help explain why classical music plays no
part in the metafictional world. Unlike the newly composed music, players
recognize Chopin’s works as products of the real world—as such, they’re
reserved for that portion of the game. Yet this treatment of classical music
seems to make a larger statement: art shouldn’t be reduced to background
music. Eternal Sonata positions classical music as something special, to be
protected and isolated from the game around it. For most of the game, these
barriers remain impermeable—yet even the strongest walls eventually
develop cracks. Near the end of the game, once Chopin and his group
liberate his dreamworld, the composer muses at length on the unknowable
nature of reality. In a final bid to return to his version of reality, the
metafictional Chopin attempts to destroy the world his mind has created. As
this final struggle pits him against his former friends, the boundaries
between reality and fiction that have held Eternal Sonata’s narrative
together begin to collapse—Chopin the composer merges with Chopin the
video game hero.19
This breach manifests dramatically in the music. As the worlds collide,
Chopin forcibly imposes his reality onto the other narrative levels. As he
does so, his music, previously kept isolated from the game’s original score,
begins to bleed over into the metafictional world. The result is an
underscore that blends the “Revolutionary” Étude with Sakuraba’s musical
style just as the two Chopins intersect. This startling moment of rupture
draws connections between the dichotomies of reality/fiction and art/not-
art. As the narrative levels implode, the game calls attention to the
metafictional Chopin’s hierarchical constructions of reality. Ultimately, the
defeated composer rejects his simplistically dualistic perspective,
sacrificing his real life to save the lives of his imaginary (?) friends. In the
same way, juxtaposing Chopin’s music with Sakuraba’s video game score
raises questions about the nature of art, suggesting that perhaps the
privileging of classical music that the game previously encouraged might be
equally naive.
Chopin, Hero
The walls surrounding art come tumbling down only in the final moments
of Eternal Sonata, at the culmination of a forty-plus-hour journey. The
Polish-produced mobile title Frederic: Resurrection of Music, in contrast,
embraces that chaos from the outset, reveling in musical and narrative
juxtapositions. Frederic is a music-based game in which players perform
Chopin’s music by touching the correct part of an on-screen keyboard at the
right time (Figure 9.2).20 A series of cutscenes between stages hold together
a tongue-in-cheek plot: in a cartoonish version of modern-day Paris, a
mysterious hooded figure resurrects the long-dead Chopin and quickly
departs the scene.21 Befuddled, the composer receives some much-needed
guidance from the three Muses, who reveal the sorry state of today’s music.
Case in point: as the composer ponders his next move, a self-declared
master of electronic music challenges him to a musical duel. After a
decisive victory, Chopin sets off across the globe in search of answers. Who
brought him back, and why? And, even more important, what role does his
art play in this new world?
Classical music in video games often destabilizes the status quo, disrupting
players’ understandings of art and entertainment. Its presence erodes
cultural boundaries, subverting generic expectations of video games and
shaping new understandings of where, when, and how it is appropriate to
engage with classical music. It’s by playing as, and playing with Chopin
and composers like him that games can alter cultural perceptions of
classical music. Although Eternal Sonata and Frederic feature an unusual
protagonist, their treatment of classical music reflects many of the trends
explored throughout Unlimited Replays. Both games to a greater or lesser
extent embrace postmodern stylistic remixes, at once defamiliarizing
classical music and rendering the other genres more artistic. Each also
offers a reinterpretation of music history, combining Chopin’s music with
scenes of his heroism, rewriting his persona to suit the necessities of
gameplay. These games try to make classical music look cool, or at least
mitigate its profound lack of coolness—hence Frederic’s rock-star
Chopin.24 Reimagining Chopin is a way of rewriting music history,
transforming the foreign country of the past into a more familiar locale.
Importantly, this reinterpretation emerges from an educational impulse.
In an interview with the popular gaming website GameSpot, Eternal
Sonata’s director, Hiroya Hatsushiba, opined:
People who play games and people who love classical music are not
necessarily sharing [the] same type of interests. Most people in Japan
know the name of Chopin; however, most of the people who know of
Chopin think he is just some kind of a great music composer without
knowing any more about him. Most of them have heard Chopin’s
music but not a lot could put his name to it immediately. . . . I was
hoping that people would get into this game easily and also come to
know how great Chopin’s music is.25
1
Although throughout this chapter I will be referring to the original 2011 release, Frederic was
rereleased in a director’s cut in 2016, adding several new levels. The overall narrative, however,
remains unchanged.
2
For more on stylistic and chronological juxtapositions as aspects of musical postmodernity, see,
for example, Jonathan Kramer, “The Nature and Origins of Musical Postmodernism,” in
Postmodern Music/Postmodern Thoughts, ed. Judy Lochhead and Joseph Auner (New York:
Routledge, 2002), 13–26.
3
Jim Samson, “Myth and Reality: A Biographical Introduction,” in The Cambridge Companion to
Chopin, ed. Jim Samson (Cambridge: Cambridge University Press, 1992), 1–8.
4
Samson, “Myth and Reality,” 3. Samson expands on these ideas somewhat in his “Chopin
Reception: Theory, History, Analysis,” in Chopin Studies 2, ed. John Rink and Jim Samson
(Cambridge: Cambridge University Press, 1994), 1–17.
5
On the gendering of the salon (and Chopin), see, for example, Jeffrey Kallberg, “The Harmony of
the Tea Table: Gender and Ideology in the Piano Nocturne,” Representations 39 (1992): 102–133.
6
Whitney Walton, “Gender and Genius in Postrevolutionary France: Sand and Chopin,” in The
Age of Chopin: Interdisciplinary Inquiries, ed. Halina Goldberg (Bloomington: Indiana
University Press, 2004), 224–243.
7 Walton, “Gender and Genius in Postrevolutionary France,” 230–231. Walton argues compellingly
that these transgressions of gender norms complicated perceptions of Sand—and, to a lesser
degree, Chopin—as artistic geniuses.
8
Jeffrey Kallberg, “Small Fairy Voices: Sex, History, and Meaning in Chopin,” in Chopin Studies
2, ed. John Rink and Jim Samson (Cambridge: Cambridge University Press, 1994), 57.
9
Samson, “Myth and Reality,” 5.
10
Japanese role-playing games in particular have a disturbing history of characters whose
androgyny is an indicator of their villainy, as with, for example, Kefka in Final Fantasy VI
(1994), Flea in Chrono Trigger (1995), and Kuja in Final Fantasy IX (2000).
11
Jeffrey Kallberg, “Nocturnal Thoughts on Impromptu,” Musical Quarterly 81 (1997): 200.
12
Jolanta T. Pekacz, “Deconstructing a ‘National Composer’: Chopin and Polish Exiles in Paris,
1831–49,” 19th Century Music 24 (2000): 161.
13
The slideshow that opens Eternal Sonata’s chapter 2 (“Revolution”) contains the following text,
directly connecting the “Revolutionary” Étude to Polish independence and projecting profoundly
martial impulses onto Chopin: “On November 29th, 1830, an insurrection occurred in Warsaw,
the capital of Poland. It was the November Uprising. At the time, most of Poland was Russian
territory, and the desire for independence had been growing. About four weeks before the
insurgence, on November 2nd, Chopin left the increasingly dangerous Warsaw and headed for
Vienna. It is said that Chopin’s friends encouraged him to leave the country, because they knew
rebellion was certain. But Chopin was unaware of this, and his trip had been planned many
months in advance. Chopin was unusually talented, as well as physically weak, so his friends
wanted him to use the piano as a weapon to fight for Poland. On November 23rd, approximately
twenty days later, Chopin arrived in Vienna. And six days after that, the insurrection in Warsaw
started. It went on for almost a year. Then, on September 8th, 1831, Warsaw fell. Ten months of
fighting had ended in defeat. Chopin, then age twenty-one, learned of the insurrection’s failure
while in Stuttgart, Germany. The feelings with which he played the piano at this time took the
form of this composition, ‘The Revolutionary Étude.’ To Chopin, who genuinely loved his
homeland of Poland, the insurrection’s failure was difficult to bear. But perhaps he found it even
more difficult to bear the fact that he was safe in a foreign country. Chopin would never set foot
in his native land again.”
14
Patricia Waugh, Metafiction: The Theory and Practice of Self-Conscious Fiction (London:
Routledge, 1984), 3.
15
Interestingly, in the Japanese version of Eternal Sonata, the “real-world” slideshows take place
with a single static image throughout, perhaps to reduce distractions from the music and text.
16
Samson and others have observed the Romantic tendency to ascribe autobiographical meaning to
Chopin’s music, a desire to “seek out either a specific referential meaning in this musical work . .
. or a hidden emotional content.” Samson, “Myth and Reality,” 5.
17
The author notes: “Communicating with the Frederick Chopin Society provided us with a
resource for double checking our facts related to Chopin, as a historical figure, and his music. We
sent them a copy of all the text we were going to include in the game that related to Chopin. They
reviewed everything and pointed out any information that was erroneous or misleading. So, of
course, we made any changes they requested or suggested until all of our text met with their
approval. We wanted our facts to be as historically accurate as possible without diverting too
much from the text as it was originally written . . .. As you can imagine, we were very grateful to
get help like that from such a knowledgeable source!” Stephanie Fernandez, “Lost in
Translation,” IGN (September 12, 2007), available online at
[Link] (accessed September 15,
2015).
18
On typical music placement in JRPGs, see, for example, William Gibbons, “Music, Genre, and
Nationality in Postmillennial Fantasy Role-Playing Games,” in The Routledge Companion to
Screen Music and Sound, ed. Miguel Mera, Ron Sadoff, and Ben Winters (London: Routledge,
2017), 412–427.
19
There is, debatably, a smaller and quite subtle moment of rupture earlier in Eternal Sonata. After
one of the game’s interludes, players hear applause, and as the next chapter begins, the
metafictional Chopin has just performed a concert of his music. One plausible interpretation is
that these two scenes are connected, implying that Chopin diegetically performed the work
players just heard. Interpreting the scene this way means that the real and metafictional worlds
briefly overlap.
20
The game mechanics function similarly to the display for the keyboard in Rock Band 3, although
that game features an actual keyboard controller rather than a touchscreen. KeyboardMania
(Konami, 2000) was an earlier keyboard-based music game, which allowed players to use MIDI
keyboards connected to PCs for input.
21
Joseph Leray, reviewing the game for Touch Arcade, noted that Frederic “isn’t a game so much
as it is a rewriting of Chopin’s cultural identity . . .. Resurrection ultimately leads him back to a
culturally reinvigorated Warsaw, but only after he uses his musical gifts to destroy the
stereotyped, corporate shills that populate the rest of the world. Chopin is cast as the savior of
music, but it’s odd that he uses modern remixes, not his traditional compositions, to further his
cause.” Joseph Leray, “Frederic: Resurrection of Music Review,” Touch Arcade (February 1,
2012), available online at [Link]
review/ (accessed October 3, 2015).
22
The critic for Slide to Play, for example, writes: “What isn’t necessarily . . . respectful . . . is the
game’s illustrations of different kinds of people. Frederic doesn’t feel like an encyclopedia of
stereotypes, but it does have some questionable depictions in its narrative. For example, Ireland is
represented by a leprechaun-like man, and Jamaica’s avatar is a Rastafarian who’s way into
certain psychoactive plants. At some point these kinds of images can cross lines of decency, but
we’re not sure if Frederic is guilty of such an offense or not. It’s worth considering, but we’ll
leave it up to you to decide if Forever Entertainment was tactless or not in this regard.” Devin
Wilson, “Frederic—Resurrection of Music Complete Review,” Slide to Play (February 17, 2012),
available online at [Link]
review/ (accessed October 1, 2015).
23
Frederic 2: Evil Strikes Back returns to these issues. The gameplay is identical to that of the
original Frederic, but here Frederic challenges caricatures of well-known pop musicians around
the world (Michael Jackson and Lady Gaga, for example) who are supposedly destroying music
with their soulless, mass-produced hits. The game’s soundtrack, consequently, parodies popular
songs by these artists (“Bad” and “Poker Face,” respectively) rather than remixing Chopin’s
music.
24
Here again there are parallels with media dictions of Beethoven, who Broyles notes often appears
“somewhere between a Romantic god and a rock star.” Michael Broyles, Beethoven in America
(Bloomington: Indiana University Press, 2011), 195.
25
“Eternal Sonata Director Q&A,” GameSpot (August 7, 2007), available online at
[Link]
page=1&sid=6176358 (accessed January 15, 2016).
26
Erik Brudvig, “Eternal Sonata Review,” IGN (September 13, 2007), available online at
[Link] (accessed January 16, 2016).
27
Raising awareness of the subject is, of course, a major goal for any kind of biographical
cinematic project. As cinema historian Robert Brent Toplin writes (summarizing the views of
historical documentary producers), “A film can only introduce a subject . . .. If it is successful, it
will bring a subject to the attention of people who did not know much about it before, and it will
encourage them to ask questions and seek further information through reading.” Robert Brent
Toplin, “The Filmmaker as Historian,” American Historical Review 93 (1988): 1213.
28
MizuruTakagi, “An Ingenious Masterpiece Portrayed with Innovative Art and Beauty,”
GameFAQs (June 30, 2008), available online at
[Link] (accessed January 17, 2016).
29
ShadowAspect, “A Masterful Example of Artistry in Gaming.,” GameFAQs (September 28,
2007), available online at [Link]
(accessed January 17, 2016).
10 Gamifying Classical Music
I fully agree with this understanding of music games, and with the potential
of these games to improve music education. In this chapter, however, I’m
interested in instances where that “didactic function” assumes a different
role, enhancing players’ cultural education as much as or more than their
technical skills. In contrast to the overwhelming dominance of popular
music styles in music-based games, these types of edutainment products
often focus on classical music—which is itself frequently associated with
self-improvement. The musicologist Mark Katz, for example, has traced
how the widespread availability of recorded music in the early twentieth-
century United States led to a push for education in so-called good music, a
civilizing force many believed would lead to massive improvements in
American culture.7
Hopes for gamified classical music remain somewhat less lofty at
present. Nevertheless, the underlying—though usually unspoken—
assumption is that developing an appreciation for classical music is
inherently beneficial. In the two examples that follow—both mobile-based
apps from the 2010s—a classical work is transformed from being a piece of
concert music into being an interactive experience. In the first instance, the
iOS app Young Person’s Guide to the Orchestra by Benjamin Britten
(2013), we find gamelike elements applied to a classical work as a form of
music appreciation. In the second, Steve Reich’s Clapping Music—Improve
Your Rhythm (2015), performing a classical work becomes in itself a tool
for self-improvement.
Music App-reciation
Initially composed for the documentary film Instruments of the Orchestra
(1946), Benjamin Britten’s Young Person’s Guide to the Orchestra (1945)
has become much better known as a stand-alone concert piece for children.
Like many other classical works for youth audiences, the Young Person’s
Guide is explicitly educational.8 Through a set of variations on a theme by
the seventeenth-century composer Henry Purcell, it introduces listeners to
instrument groups (woodwinds, strings, and so on) and to musical forms,
such as the fugue. Britten’s piece is a guide in two senses. It’s a manual for
understanding the orchestra, similar to a guidebook to a foreign country that
contains helpful hints for new travelers. But it’s also a guide to the
orchestra, directing new audiences to the concert hall just as a guide dog
might lead its owner. By educating children about the orchestra, in other
words, the piece aims to create a new generation of people who not only
understand classical music but also actually want to hear it.
Britten’s Young Person’s Guide emerged at a time when the so-called
music appreciation movement was well underway in the United Kingdom,
the United States, and elsewhere, creating lasting effects that reverberate in
the educational system even today.9 After World War I, governments,
broadcasters, arts organizations, and publishers made concerted efforts to
drive audiences to classical music through the edification of the masses.
That effort was particularly concentrated on children. Secure in the belief
that classical music had a positive impact on the mind and character of its
devotees, they sought to develop children’s ears in ways that would ensure a
new generation of eager audience members. As the musicologist Kate
Guthrie points out, “The music appreciation movement was founded on the
belief that the ‘normal listener’ would appreciate ‘good’ music (that is,
Western art music) more if they approached it with a knowledge of the
rudiments of music theory and interpretation.”10
Britten’s music aimed to educate young people about classical music in
ways that were both meaningful and measurable. And, intentionally or not,
this mission reinforced distinctions between serious classical music, which
required education and study, and other implicitly lesser forms of music,
which did not. To again quote Guthrie:
FIGURE 10.1 The home screen of the Young Person’s Guide to the Orchestra app (2013).
FIGURE 10.2 The “Variation Game” in the Young Person’s Guide to the Orchestra app.
Tapping Music
In a brief article from 2015, one of Business Insider’s executive editors,
Matt Rosoff, called attention to a new smartphone app: “Last Friday, a
fellow music-nut friend of mine sent me a link to an iPhone app based on
composer Steve Reich’s Clapping Music. I’ve become totally obsessed with
beating it.”21 That may not seem like a particularly noteworthy attitude
toward a mobile game. Many of us, after all, have fallen prey to the
addictive charms of, say, Candy Crush (2012) or Flappy Bird (2013). What
makes Rosoff’s statement unusual is that, in this case, “beating the game”
essentially translates to “correctly performing twentieth-century avant-
garde classical music.” Another collaboration between game developers,
arts organizations, and higher education—in this case the London
Sinfonietta, Queen Mary University of London, and the developer
Touchpress (now Amphio)—Steve Reich’s Clapping Music aims to create
just the kind of obsession-inducing experience that Rosoff describes. And it
does. The New York Times critic Michael Cooper, for instance, found the
app “maddeningly addictive.”22 I have been a music educator in various
forms for most of my adult life, from teaching beginning piano to advising
doctoral students, and I feel comfortable asserting that I have never heard
anyone describe the often tedious process of learning a complex musical
work as “maddeningly addictive.” So how is this response possible?
Part of the answer lies with the nature of Reich’s piece. Clapping Music
(1972) is a deceptively simple minimalist work, requiring only two
performers, both of whom produce sound by clapping their hands. The end
result creates a rich and musically rewarding experience from a very small
amount of musical material, a feat it accomplishes through a process not
entirely unlike a video game. It starts with a basic premise and a simple set
of rules that players follow to create the piece. In this case, one performer
repeats the same pattern for the entire piece, while the other performer
slowly changes the pattern, displacing it by one beat every few repetitions.
Other aspects of Clapping Music also help make it uniquely suited to
gamification. Like a game, Reich’s piece begins with a tutorial—both
performers clapping the same rhythm—before ramping up the difficulty.
Because it consists only of clapping, Clapping Music is reduced to one
musical element, rhythm, which is the one aspect of music that video games
are best equipped to handle. The vast majority of music games are based
entirely on rhythm, from older titles such as PaRappa the Rapper (1996) to
Guitar Hero Live (2015)—you just push the right button at the right time.23
These types of games have also made their way to the iPad, as in Groove
Coaster (2011) and Tone Sphere (2012), adapting the popular genre to
touch-based controls.24 Yet while many rhythm games give players the
sense of performing more musical elements than they actually are, in Steve
Reich’s Clapping Music (hereafter SRCM) the player actually performs
every musical element of the work.25
Upon opening SRCM, an eye-catching Tap to Play graphic greets players,
with somewhat less enticing options underneath: About the Music, About
the App, and Research Project. After starting a game, players see a string of
dots that represent the rhythmic pattern, with filled-in dots representing
claps, and empty dots indicating rests (Figure 10.3). Each horizontal line is
one iteration of the pattern, and upon its completion the bottom line drops
off the screen, the other lines drop down one space, and the pattern
continues. Although this system differs from traditional music notation,
players are given all the information necessary for a complete performance
of the work—only the clapping sound is fake, generated each time the
player taps the screen (a necessary conceit, since tapping is nearly silent).
One of the advertisements for SRCM includes a brief interview with the
composer about both his work and the app. The voice-over in full:
1
Jane McGonigal, Reality Is Broken: Why Games Make Us Better and How They Can Change the
World (New York: Penguin, 2011); see also McGonigal’s follow-up, SuperBetter: The Power of
Living Gamefully (New York: Penguin, 2015). The latter book even pairs with an accompanying
app aimed at putting the author’s strategies for self-improvement through gamification into
practice.
2
McGonigal, Reality Is Broken, 354.
3
See, for example, Stephen A. Hedges, “Dice Music in the Eighteenth Century,” Music and Letters
59 (1978): 180–187; and Carmel Raz, “Anne Young’s ‘Musical Games’ (1801): Music Theory,
Gender, and Game Design” (paper presented at the annual meeting of the American
Musicological Society, Vancouver, British Columbia, November 3–6, 2016).
4
Notable explorations of the shared notion of playfulness between music and games include Ian
Bogost, How to Do Things with Video Games (Minneapolis: University of Minnesota Press,
2011), chap. 4; Anahid Kassabian and Freya Jarman, “Game and Play in Music Video Games,” in
Ludomusicology, ed. Michiel Kamp, Tim Summers, and Mark Sweeney (Sheffield, UK: Equinox,
2016), 116–132; and, most significantly, Roger Moseley, Keys to Play: Music as a Ludic Medium
from Apollo to Nintendo (Berkeley: University of California Press, 2016). For a general
introduction and helpful summary, see also Michael Austin, “Introduction—Taking Note of
Music Games,” in Music Video Games: Performance, Politics, and Play, ed. Michael Austin
(New York: Bloomsbury, 2016), 1–22. Many of the essays in this edited volume, in fact, deal in
one way or another with issues of play in music and games.
5
On SIMON as the forerunner of the current music game genre, see William Knoblauch, “SIMON:
The Prelude to Modern Music Video Games,” in Music Video Games: Performance, Politics, and
Play, ed. Michael Austin (New York: Bloomsbury, 2016), 25–42.
6
Kassabian and Jarman, “Game and Play in Music Video Games,” 123.
7
See Mark Katz, Capturing Sound: How Technology Has Changed Music, rev. ed. (Berkeley:
University of California Press, 2010), chap. 2.
8
Another example of a similarly didactic orchestral work would be Sergei Prokofiev’s Peter and
the Wolf (1936), with which Britten’s Young Person’s Guide is frequently paired, both in
recordings and in live performance.
9
On the impact of print and broadcast music appreciation efforts, see, for example, Joseph
Horowitz, Classical Music in America: A History of Its Rise and Fall (New York: Norton, 2005),
chap. 5.
10
Kate Guthrie, “Democratizing Art: Music Education in Postwar Britain,” Musical Quarterly 97
(2014): 595–596.
11
Guthrie, “Democratizing Art,” 603.
12
Horowitz, Classical Music in America, 404.
13
On the “gamelike” nature of Björk’s album, see Samantha Blickhan, “‘Listening’ through Digital
Interaction in Björk’s Biophilia,” in Ludomusicology, ed. Michiel Kamp, Tim Summers, and
Mark Sweeney (Sheffield, UK: Equinox, 2016), 133–151.
14
See, for example, the discussion of postmillennial classical music programming targeted at
children in Mina Yang, Planet Beethoven: Classical Music at the Turn of the Millennium
(Middletown, CT: Wesleyan University Press, 2014), 29–38.
15
The closest parallels might be the BBC’s 100 Jazz Legends (2012), which features background
history and photography of major figures in jazz.
16
Virgil Thomson, The State of Music and Other Writings, ed. Tim Page (New York: Library of
America, 2016), 87. The State of Music, from which my quotations emerge, was originally
written in 1939 and was reprinted in 1961.
17
Thomson, The State of Music, 85.
18
Thomson, The State of Music, 88.
19
Even that change, however, has been much to the chagrin of some traditionally minded music
appreciation instructors (and students), many of whom remain resolute in their beliefs that
classical music is more worthy of academic study than popular (or even non-Western) genres. In
outlining a more inclusive approach, Steven Cornelius and Mary Natvig, for example, have
suggested regarding the traditional classical-only model of music education that “too strong a
focus on Western art music does a disservice by ignoring most of the world’s music while
simultaneously devaluing students’ own musical experiences. Such an approach makes little
sense in a society as culturally pluralistic as ours.” Steven Cornelius and Mary Natvig, “Teaching
Music History: A Cultural Approach,” Journal of Music History Pedagogy 4 (2013): 141.
20
Thomson, The State of Music, 85.
21
Matt Rosoff, “I’m Obsessed with This Fiendishly Difficult App That Separates Real Musicians
from Wannabes,” Business Insider (July 16, 2015), available online at
[Link] (accessed November 11,
2016).
22
Michael Cooper, “Steve Reich, Game Designer,” New York Times (July 9, 2015), available online
at [Link] (accessed November
11, 2016).
23
I also find some meaningful parallels between SRCM and the Rhythm Heaven series of games
from Nintendo. Both involve the interaction of two musical parts and focus on the development
of the player’s rhythmic skills, for instance. See Peter Shultz, “Rhythm Sense: Modality and
Enactive Perception in Rhythm Heaven,” in Music Video Games: Performance, Politics, and
Play, ed. Michael Austin (New York: Bloomsbury, 2016), 251–273.
24
On tablet-based rhythm games, as well as other approaches to mobile music games, see Nathan
Fleshner, “Pitching the Rhythm: Music Games for the iPad,” in Music Video Games:
Performance, Politics, and Play, ed. Michael Austin (New York: Bloomsbury, 2016), 275–296.
25
Because Clapping Music’s unique structure and instrumentation make the piece so suited for this
type of gamification, we might question how many other works could be usefully gamified in this
way. Although SRCM is certainly the most gamified, it is worth noting that there are several other
apps dedicated to performing, or at least exploring, contemporary classical works. The most
notable of these include the 4'33"—John Cage app, produced by the John Cage Trust and his
publisher (C. F. Peters), which allows listeners to “perform” Cage’s famous work by recording
the ambient sounds around them, which can then be uploaded for the enjoyment of others. There
are also several apps from the ensemble Third Coast Percussion, allowing players to explore and
to some extent (re)compose works by Cage and Reich, as well as Augusta Read Thomas’s work
Resounding Earth (2012). Though not strictly a game, we may also think of the John Cage Piano
app (2012), which provides samples of the timbres of Cage’s experimental music for prepared
piano.
26
This video is available on the London Sinfonietta’s YouTube channel. LondonSinfonietta, “Steve
Reich’s Clapping Music,” published July 9, 2015, available online at
[Link] (accessed November 15, 2016).
27
Russell Hartenberger, “Clapping Music: A Performer’s Perspective,” in The Routledge Research
Companion to Minimalist and Postminimalist Music, ed. Keith Potter, Kyle Gann, and Pwyll ap
Siôn (Surrey, UK: Ashgate, 2013), 379.
28
“Research,” Steve Reich’s Clapping Music website. available online at
[Link] (accessed November 11,
2016). Though the app designers have yet to provide definitive answers to these questions, some
preliminary results are available in a research study available at [Link]
[Link]/papers/Steve_Reichs_Clapping_Music_App_RandD_report_QM.pdf
(accessed November 12, 2016).
29
See, for example, Fleshner, “Pitching the Rhythm.” The early 2010s saw a spate of articles on the
topic in music education publications, presumably as a result of the boom in popularity of Guitar
Hero, Rock Band, and similar games. See in particular Lily Gower and Janet McDowall,
“Interactive Music Video Games and Children’s Musical Development,” British Journal of Music
Education 29 (2012): 91–105; Patrick Richardson and Youngmoo E. Kim, “Beyond Fun and
Games: A Framework for Quantifying Music Skills Developments from Video Game Play,”
Journal of New Music Research 40 (2011): 277–291; and Evan S. Tobias, “Let’s Play! Learning
Music through Video Games and Virtual Worlds,” in The Oxford Handbook of Music Education,
vol. 2, ed. Gary McPherson and Graham Welch (Oxford: Oxford University Press, 2012), 531–
548.
30
Kiri Miller, Playing Along: Digital Games, YouTube, and Virtual Performance (Oxford: Oxford
University Press, 2012), chap. 3.
11 Classifying Game Music
I BEGAN THIS book with the suggestion that classical music and video games
are, by definition, fundamentally incompatible. The former is a nebulous
cultural construct that lumps together disparate musical styles on the basis
of shared artistic status; the latter are popular-culture products that exist to
provide entertainment to the masses. As I hope the previous chapters have
illustrated, the reality is substantially more complex. The frequent contact
between these two cultural forces reveals cracks in the conceptual facades,
exposing the art in the game, and the game in the art. Many of the examples
in earlier chapters have traced the ways in which classical music in games
subverts expectations of highbrow and lowbrow arts. This final chapter
considers whether that distinction has collapsed altogether. What if, as
many listeners are coming to believe, some video game music is classical?
Concert performances of works by game music composers like Koji Kondo,
Nobuo Uematsu, and Jeremy Soule reflect a fundamental shift in how some
audiences understand classical music. That change offers a fascinating
glimpse into how music becomes classical in the digital age and raises
substantial questions about musical legitimacy and authenticity. Although
concerts of video game music have taken a variety of forms—running the
gamut from marching band halftime shows, to solo piano concerts, to
chamber music—I’m particularly interested here in live symphonic
concerts. These not only are among the best attended of game music
concerts but also interact in complex ways with the symphony orchestra’s
traditional role as bastion of high art.
It’s no secret that many professional orchestras have struggled financially
in recent years. Dwindling audiences, insufficient charitable giving, and a
myriad of other complex issues have resulted in labor disputes and even
bankruptcies. Over the past decade or so, video game concerts have proved
popular with orchestras eager for new audiences and artistic identities.
Although the first orchestral game music concerts took place in Japan in the
1990s, in the decades since they have become equally prominent in Europe
and North America.1 Germany’s long-running Symphonic Game Music
Concerts (Symphonische Spielmusikkonzerte) series began in 2003, for
example, and since relocating to Cologne in 2008 has regularly resulted in
recordings and live concerts using the WDR Radio Orchestra.2 The
popularity of this series inspired similar programs, including both one-off
national tours such as Dear Friends: Music from Final Fantasy (North
America, 2004) and long-running and constantly updated programs like
Play! A Video Game Symphony (North America, 2006–2010) and Distant
Worlds: Music from Final Fantasy (worldwide, 2007–present).
Once dismissed as fringe events—gimmicks, really—orchestral game
music concerts have quickly become a staple of ensembles ranging from
local community orchestras to elite professional ensembles. In terms of
press coverage and critical awareness, the year 2015 seems to have been a
watershed. One widely circulated article in the Wall Street Journal, for
example, noted that game music is inspiring “a new generation of
symphony patron that is invigorating the bottom-line performance of
concert halls across the U.S.”3 The author, Sarah Needleman, offers
examples from orchestras and performance venues from across the country,
noting that tickets for game music concerts often sell for double the amount
as normal pops concerts, and audience members also purchase substantially
more merchandise. Aside from yielding this short-term burst of much-
needed income, however, the strategy seems to be using game music to lure
younger and more culturally diverse audiences—some of whom,
theoretically, go on to become regular patrons. As a classical-trained
musician suggested of game concerts in a different article from 2015, “It’s
impressive and intimidating for gamers to step into this [classical music]
world. But will they come back for a Beethoven or Mozart? That’s our goal.
We need to blur the lines a little more to expose the gamer to
Tchaikovsky.”4 Thomas Böcker, a German musician and impresario of
game music concerts, expressed much the same hope, albeit in more
tempered language:
It’s still too early to know if such a strategy will ultimately be successful,
but the immediate benefits to orchestras and audiences alike are obvious.
Two personal anecdotes: I’ve attended a number of game music concerts
over the past decade, and I’m always struck both by the demographic
differences from traditional classical concerts and by the level of audience
engagement. For instance, at my first video game concert—a 2009 outdoor
concert of Play! A Video Game Symphony in Cary, North Carolina—I
vividly recall watching a large audience of mostly teenagers and
twentysomethings stand enraptured in the pouring rain listening to the
North Carolina Symphony perform Martin O’Donnell’s music from Halo.
More recently, in the past few years I’ve had the delightful opportunity to
act as onstage emcee with the professional symphonic band the Dallas
Winds during two game concerts. In contrast with the relatively staid
responses from audience members when I give talks at traditional
symphony concerts, after the Dallas Winds event I was virtually mobbed by
enthusiastic audience members who had lingering questions or simply
wanted to talk about their favorite music. Statistics tend to bear out my
personal experiences. If the aim of these events is simply to attract and
engage younger and more diverse (paying) audiences, then game concerts
are a rousing success.
Yet not all musicians and concertgoers appreciate the incursion of video
games into the sacred concert hall space. Needleman’s article includes one
such naysayer, whose clearly stated position helpfully summarizes the
opposing view:
Game music’s rapid ascent in the Classic FM Hall of Fame during the
2010s represents a confluence of several factors. For one thing, there’s
simply a great deal more orchestral game music than has existed before—
ever-increasing game budgets and a frequent emphasis on emulating
cinematic models often encourage game composers to make use of
orchestral textures. Furthermore, game soundtracks are now available
through a dizzying variety of media. In the course of writing this book, I
have looked up literally hundreds of game soundtracks on YouTube, for
instance, ranging from major recent releases to obscure games of the 1980s.
There are excellent podcasts devoted to video game music, documentary
films on the topic, and a surprising number of playlists on streaming
services such as Spotify. Even so, it appears that game music didn’t make it
to the apex of Classic FM’s Hall of Fame without a little help from some
devoted fans with a clear agenda.
For several years there has been a concerted effort by game music fans to
inundate the online polls with as many votes as possible. As I write, for
example, there’s a Facebook group with about twenty-five hundred
followers called Keep Video Games Music in the Classical FM Hall of
Fame. Alongside regular updates on game music concerts, this group issues
regular reminders to vote in the Hall of Fame polls, and reports the results.
The “About” section for the group identifies it as “an ongoing campaign for
the recognition of video game scores as classical music. Fantastic music by
incredible composers that deserve to be praised!”16 Since 2015 the group
has had a related Twitter account (@WeLoveGameMusic), the biographical
statement of which notes, “We campaign for the recognition of orchestral
VGM [video game music].”17 Run by two UK-based advocates, the account
routinely tweets messages concerning upcoming game music concerts and
recordings, serving as a communication hub for fans. Similarly, for several
months in early 2016, supporters of the ambitious cult favorite Shenmue
series of games organized a grass-roots campaign on fan websites and
across social media to get the soundtracks into the Hall of Fame, including
detailing how to vote (and how to get around international restrictions on
voting). As one poster in a forum on the website [Link] put it,
“Let’s make this the year that Shenmue’s majestic score takes its rightful
place in the Hall of Fame!”18 The game ultimately made it to number 144
on the list—a much-celebrated triumph.
These groups’ central tenet, and that of others like them, is not simply the
promotion of video game music. Instead, the groups champion an
understanding of orchestral game music as classical, and therefore worthy
of serious artistic consideration.19 Such an idea is at once subversive and
traditionalist. On the one hand, it undermines the exclusivity of classical
music by arguing for the inclusion of popular-culture products under its
umbrella. On the other hand, however, it reinforces the fundamental
principle on which classical music as a concept is based: some music is art
and some music isn’t. Despite what their opponents might claim, it isn’t that
these fans want to eradicate musical hierarchies—it’s that they want to
ensure their preferred music makes the cut. The barbarians at the gate aren’t
tearing down the walls; they just want to come in for tea. Having game
music declared classical is thus a moral victory, a validation and vindication
of the tastes of its long-suffering (and oft-derided) fans. Even more,
understanding game music as art goes a long way toward arguing that the
games themselves must also be artworks. As a 2015 article in the tech
magazine Wired noted regarding game music’s “strongest showing ever” in
the Classic FM Hall of Fame, “For ‘new media’ such as games to get such
representation is a huge accomplishment, and shows the widespread and
growing impact of gaming as an art form.”20 But for whom, precisely, is
this change a “huge accomplishment”? Fans of game music? Composers?
The industry as a whole? Such an attitude encourages the perspective that
attaining classical status is an achievement to be unlocked, a necessary step
on the path toward legitimization.
Orchestrating Change
Dedicated fans aren’t the only ones encouraging listeners to perceive game
music as classical—that idea is deeply embedded in many of the orchestral
concert programs. Game music had been increasingly common in concert
halls for nearly a decade before it ever entered Classic FM’s Hall of Fame.
Yet while the elaborate pyrotechnics and audience interactivity of programs
like VGL remain popular, they’ve been joined in recent years by the
increasing prominence of more overtly classical video game concerts. In
2013, for example—the same year Final Fantasy hit number 3 on the
Classic FM Hall of Fame—the London Symphony Orchestra performed the
Final Symphony concert at the Barbican Centre. It was the first game
concert from that venerable orchestra, and the event led one games writer to
declare, “Video game music has pretty officially ‘made it.’ ”21 Removing
game music from its original context and positing it in such an illustrious
and classical venue has a profound impact on audience perceptions. To
quote James Parakilas again, “When classical music is performed at Avery
Fisher Hall [in New York’s Lincoln Center] or the Met [i.e., the
Metropolitan Opera] there is no more reason to label it ‘classical’ than there
is to label music at the Shubert Theatre ‘Broadway’ or music at a square
dance ‘folk.’ The place places it.”22 In other words, if a classical orchestra
is playing game music in a traditionally classical venue, then the music is
necessarily functioning as classical music. There’s some degree of truth to
that idea, but it’s not the end of the story. I would also suggest that game
music programs like Final Symphony are conceived, arranged, and
marketed in such a way as to emphasize their most classical aspects.
Final Symphony is the product of Thomas Böcker’s Merregnon Studios,
which produces the long-running, Germany-based Spielekonzerte (Game
Concerts) series. Since at least 2003, when Böcker produced the first
concert of game music outside Japan, the studio has emphasized its
classical-ness, contrasting its programming, venues, and imagery from
those of competitors like VGL. Its programs and albums have foregrounded
the orchestral aspects of the music, featuring titles like Symphonic Shades,
Symphonic Fantasies, Symphonic Legends, and Symphonic Odysseys. The
group’s marketing reinforces this connection. From its website: “For the
very first time, DECCA, a leading label for classical music, released a live
concert recording of video game music. And with this, again for the first
time, video game music reached the Top 15 in the German classical music
charts.”23 By noting these successes alongside images of formalwear-clad
musicians in lavish concert halls, the website reinforces the idea that this
music is an extension of the European classical tradition. This is
particularly the case with Final Symphony, the company’s most
internationally renowned venture do date. Quoting again from the website:
Another landmark first was set in 2013 as the celebrated London
Symphony orchestra performed its first game concert with Final
Symphony. A triumphant concert . . . , Final Symphony marks the tenth
and most successful production for Thomas Böcker to date. No other
concert has been performed as many times, with sell-out shows in
Germany, the United Kingdom, Japan, Denmark, Sweden, Finland, the
Netherlands and the USA.24
Even more intriguing, however, is the largest work on the program: Final
Fantasy VII—Symphony in Three Movements. Once again, several aspects
of this work strongly reinforce its classical aspirations—more, indeed, than
might initially be apparent. Calling a work a “symphony” is in itself a grand
claim. As scholars like the musicologist Mark Evan Bonds have pointed
out, by the early nineteenth century the symphony had acquired a cultural
cachet as “the most prestigious of all instrumental genres,” as well as the
“most serious.”27 Writing a symphony was a way of demonstrating to
listeners and critics that a composer could handle the complexities of a
lengthy work for a diverse musical ensemble. “It was not,” Bonds notes, “a
genre composers could take up lightly.”28 Nor is that the case now; if
anything, the intervening centuries have reinforced our assessment of the
symphony as the apex of classical music culture. Invoking the term raises
the specters of a musical pantheon: Mozart, Beethoven, Brahms, Mahler,
and so on. Arranging video game music into a symphony is thus a bold
statement—the compositional equivalent of Tommy Tallarico’s claim that
game composers are “just as relevant as Beethoven and Mozart and . . . just
as good.”29 Here, however, I think the comparison is more to another,
though hardly less revered, composer: Igor Stravinsky.
Classical symphonies most often have four movements, although by the
early nineteenth century other numbers of movements were becoming more
frequent, as in, for example, Beethoven’s “Pastoral” Symphony (1808) or
Hector Berlioz’s Symphonie Fantastique (1830). Specifically identifying
the work as a symphony in three movements, however, strikes me as a
reference to Stravinsky’s 1945 work of the same name. Stylistically the
Final Fantasy VII Symphony borrows from the modernist musical style of
much of Stravinsky’s music—as well as his Russian contemporary Sergei
Prokofiev’s—and so the title may be a kind of homage. The often dissonant
musical language of the Final Fantasy Symphony in Three Movements
may challenge listeners more accustomed to more straightforward
arrangements. Referencing Stravinsky’s music could both establish the
music’s historical pedigree and provide listeners with a musical framework
for understanding the work. Another more oblique connection: the second
movement of Stravinsky’s Symphony in Three Movements originated as
part of a score for a 1943 film adaptation of the novel The Song of
Bernadette (although the music was not ultimately used in the film).
Perhaps in invoking Stravinsky’s work, the arrangers of Final Symphony
sought a connection with another classical work that originated as a
multimedia underscore—proof that such a transition to art was possible.
The transformation of game music into art is a cornerstone of the Final
Symphony project. One of the promotional videos for the recording features
a revealing interview with composer Nobuo Uematsu, worth quoting at
some length:
The quality of [video game] music has definitely improved along with
the development of the game systems, but I think the bigger factor is
that, for the past 20 years or so, many kids who played games have
grown up wanting to create game music. And they’ve gone on to study
music properly, graduating from music schools to become game music
composers. Although there are many game music concerts nowadays,
they tend to be quite loyal to the game music style. It doesn’t deviate
too far, so it feels like game music, and it’s often arranged to be easy to
listen to. What makes Final Symphony so different is that it’s
interpreted more freely, in an artistic manner. There are even aspects
that are closer to contemporary classical music. I find it very
interesting that in Final Symphony, entertainment music is shifting
more toward contemporary music. And I think that’s very new.30
The musical values embedded in this passage are hard to miss. Despite his
own background in rock, Uematsu seems to privilege classical training—or,
as he calls it, studying music “properly” in a university setting. And he
separates music in a “game music style” from that composed “in an artistic
manner,” suggesting that there’s a fundamental incompatibility between
those concepts. That artistic manner, Uematsu implies, results from the
arrangements being closer to “contemporary classical music”—which I
interpret to mean music composed after about 1900 rather than specifically
music being composed today. Finally, to make things absolutely clear,
Uematsu points out that this incorporation of classical elements shifts the
music away from being entertainment, and presumably toward being art.
Certainly, Uematsu’s interview is a form of advertisement, and, self-
deprecation aside, Final Symphony’s success translates into his own cultural
and financial profit. Yet his tone reinforces the distinction between game
music and art music, even as he lauds the arrangers of Final Symphony for
transforming his music from the former to the latter. Repeatedly throughout
the interview, Uematsu emphasizes the superiority of classical training and
musical styles over earlier game styles—including, it seems, his own.
In every aspect of its design, Final Symphony is crafted to present game
music in a form that is appealing to devotees of both game music and
classical music. While I have focused here on this particularly fascinating
example, Final Symphony is hardly alone in that effort.31 Another of the
most popular touring game concerts, for instance, is The Legend of Zelda:
Symphony of the Goddesses, an ongoing concert program premiered in
2012, featuring a four-movement symphony of the same name.32 It’s
difficult to speculate what, if any, long-term effects these more classically
inspired adaptations of game music will have on the orchestral repertoire—
or whether they will come to be regarded as classical works, as many fans,
producers, and critics passionately maintain. In the meantime, however,
these programs—alongside efforts like the campaigns for game music in the
Classic FM Hall of Fame—raise complex questions about what classical
music means for twenty-first-century audiences. The coming years will
teach us all whether classical music can embrace this new type of music,
and the diverse new audience that comes along with it.
1
The Tokyo-based series “Orchestral Game Music Concerts” took place between 1991 and 1996
and set the tone of mixing the music of “classic” games with new releases. Concert programs for
these influential performances are available at
[Link]
2
“History,” Game Concerts, n.d., available online at
[Link] (accessed December 4, 2016).
3
Sarah E. Needleman, “How Videogames Are Saving the Symphony Orchestra,” Wall Street
Journal (October 12, 2015), available online at [Link]
are-saving-the-symphony-orchestra-1444696737 (accessed November 12, 2016).
4
Jeffrey Fleishman, “Video Game Music Comes to the Orchestra Concert Hall,” Los Angeles
Times (June 12, 2015), available online at [Link]
[Link] (accessed December 2, 2016).
5
Matthew Jarvis, “Play On: How Video Game Music Is Rocking the Classical World,” MCV
(September 28, 2015), available online at [Link]
video-game-music-is-rocking-the-classical-world (accessed November 18, 2017).
6
Needleman, “How Videogames Are Saving the Symphony Orchestra.”
7
Philip Kennicott, “America’s Orchestras Are in Crisis,” New Republic (August 25, 2013),
available online at [Link]
them (accessed November 13, 2016).
8
Scott Iwaskai, “Concert Review: Symphony Help Breathe Life into Video Games,” Deseret News
(March 29, 2008), available online at [Link]
[Link] (accessed December 2, 2016).
9
Mike Musgrove, “Mario’s New World: Symphonies,” Washington Post (August 3, 2006),
available online at [Link]
dyn/content/article/2006/08/02/AR2006080201889_pf.xhtml (accessed November 20, 2016).
10
On the Beethoven claim, see, for example, the profiles of Tallarico in Fleishman, “Video Game
Music Comes to the Concert Hall”; Sarah Thomas, “From Beethoven to Bleeps and Bloops: The
Symphony of Video Game Soundtracks,” Sydney Morning Herald (July 27, 2015), available
online at [Link]
[Link] (accessed December 2, 2016); or
Mark MacNamara, “The S.F. Symphony Gets Its Game On,” San Francisco Classical Voice (July
18, 2013), available online at [Link]
on (accessed December 3, 2016).
11
MacNamara, “The S.F. Symphony Gets Its Game On.”
12
James Parakilas, “Classical Music as Popular Music,” Journal of Musicology 3 (1984): 10–11.
13
Parakilas, “Classical Music as Popular Music,” 11.
14
Julian Johnson, Who Needs Classical Music? Cultural Choice and Musical Value (Oxford:
Oxford University Press, 2002), 75.
15
“The Hall of Fame—The Best Classical Music of All Time,” [Link], n.d. available
online at [Link] (accessed December 1, 2016). The long-
standing prominence of Scottish composer Grant Kirkhope on the list, particularly for games that
are less well known, may also be partially attributable to Classic FM’s UK bias.
16
“Keep Video Games Music in the Classical FM Hall of Fame,” Facebook page, available online
at [Link] (accessed December 3, 2016).
17
WeLoveGameMusic, Twitter bio, available online at [Link]
(accessed December 3, 2016).
18
Sonoshee, “Vote Shenmue Music into the ClassicFM Hall of Fame,” [Link] (January
16, 2016), available online at [Link]
(accessed December 6, 2016).
19
There are some clear parallels between the recent critical reception of film and game music. See,
for instance, the opposing perspectives on film music concerts in the United Kingdom presented
in Tristan Jakob-Hoff, “Can Film Music Ever Be Classical?,” The Guardian (April 7, 2008),
available online at
[Link]
(accessed December 3, 2016); and Hannah Furness, “Film Score Composers Should Be Treated
as ‘Seriously’ as Mozart and Tchaikovsky, Royal Albert Hall Director Says,” Telegraph (July 3,
2014), available online at
[Link]
[Link]
(accessed December 3, 2016).
20
Matt Kamen, “Video Games Storm Classic FM’s 2015 ‘Hall of Fame,’” Wired (April 7, 2015),
available online at [Link] (accessed December 5,
2016).
21
Connor Sheridan, “Final Fantasy Performance by London Symphony Orchestra in May,” Games
Radar (February 7, 2013) available online at [Link]
performance-london-symphony-orchestra-may/ (accessed December 3, 2016).
22
Parakilas, “Classical Music as Popular Music,” 1.
23
“History,” Game Concerts.
24
“History,” Game Concerts.
25
“Final Symphony,” Game Concerts, available online at
[Link] (accessed December 6, 2016).
26
My description of the order of works here refers to the 2015 studio recording; live performances
may have differed somewhat.
27
Mark Evan Bonds, Music as Thought: Listening to the Symphony in the Age of Beethoven
(Princeton, NJ: Princeton University Press, 2009), 1, 2.
28
Bonds, Music as Thought, 2.
29
MacNamara, “The S.F. Symphony Gets Its Game On.”
30
Merregnon Studios, “Final Symphony—Interview with Nobuo Uematsu,” YouTube (March 19,
2015), available online at [Link] (accessed December
8, 2016).
31
To be clear, however, although the novelty of symphonic game music has attracted a significant
amount of critical attention—and large audiences—in recent years, this approach is not limited to
games. The classical and film composer Howard Shore, for example, created The Lord of the
Rings Symphony: Six Movements for Orchestra and Chorus (2011), based on his music for the
popular Lord of the Rings film trilogy (2001–2003). Much as we have seen with Final Symphony,
Shore adapted his music into something somehow more “classical” than the original product; as
the composer’s website notes, he “mold[ed] them into a series of tone poems free of the specific
visual linkage with the films and adhering more to the traditions of the programmatic orchestral
works of [Richard] Strauss, [Franz] Liszt, [Bedřich] Smetana and [Jean] Sibelius.” “The Lord of
the Rings Symphony,” [Link], n.d., available online at
[Link] (accessed
December 8, 2016).
32
Subsequent years’ tours have tweaked the formula somewhat but have maintained the core
programming concept.
Conclusion
THE END IS NIGH
LIKE A GOOD video game, finishing the writing of this book has been
immensely rewarding and uniquely challenging—often at the same time.
One aspect that undoubtedly falls into both categories is the sheer speed
with which games and their culture are changing. Since I began writing in
2014, there have been remarkable shifts in how contemporary culture
understands and values games and their music. From concert halls to art
museums, including video games in spaces traditionally reserved for high
art has raised substantial questions about the relationship between
entertainment and artistry. The reverse is also true: the subtlety and nuance
with which games have appropriated art forms like classical music have
only increased in recent years. In fact, just as I was putting the finishing
touches on my manuscript, a new release stopped me in my tracks: The End
Is Nigh (2017), a new independent game from the much-lauded developer
of Super Meat Boy (2010) and The Binding of Isaac (2011–2017). The
game’s title seemed like a sign. Rather than going back and rewriting my
previous chapters (again), I decided this conclusion is a fitting place for one
final analysis, taking into account the lessons I’ve learned in writing
Unlimited Replays.
Although The End Is Nigh is a postapocalyptic game, its gaze is focused
squarely on the past. Its protagonist, Ash, sits alone in the ruins of
civilization, kept company only by his old-school 1980s game console.
Only when his favorite game malfunctions does Ash brave the dangers of
his destroyed world in search of human companionship (or at least some
new games). The End Is Nigh is self-consciously “meta.” Ash’s broken
game is also called The End Is Nigh, and the difficult platforming of this
nested minigame—essentially Mario for masochists—mirrors what players
experience. In other words, Ash re-enacts the retro game he’s been
obsessively playing, just as The End Is Nigh nostalgically builds on the
experience of those same types of games. Players can discover cartridges as
they play, opening twisted new versions of classic games: Blaster Massacre
instead of Blaster Master (1988), Dig Dead instead of Dig Dug (1982),
Catastrovania instead of Castlevania (1986), and so on.
The duo Ridiculon’s excellent soundtrack to The End Is Nigh—a
compilation score made up entirely of remixed classical music—echoes this
mélange of old and new. Given the game’s nostalgic tone, it’s not surprising
to find many of the same pieces of music that have cropped up in earlier
chapters. For example, Grieg’s “In the Hall of the Mountain King”
underscores the subterranean levels, just as it did in Maniac Miner (1983).
The remixes likewise evoke the present and the past. In fact, each classical
work is remixed twice: once in a quasi-popular styles, as in Boom Boom
Rocket (2007) and Catherine (2011), and once in retro, chiptune style,
evoking the remixes of older games like Gyruss (1983) or more recent retro
independent titles like FEZ (2012). The soundtrack, like The End Is Nigh as
a whole, evokes video games’ past as much as their present. Most of all,
though, the game and its music seem to comment on our present obsession
with the past—the nostalgic tendency to value things that are old, even at
the expense of the new. In music, narrative, and gameplay, the classic and
contemporary elements are blended together until it’s impossible to tell
them apart. The past shapes the present, which changes the construction of
the past—on and on, in an endless feedback loop.
Playing The End Is Nigh, I was reminded of the musicologist Susan
McClary’s description of musical postmodernity as “reveling in the
rubble.”1 Just as Ash (like the player) ventures through the crumbling
remnants of Western civilization, postmodern music often explores the
collapsed edifices of classical music and its ideologically driven narratives
of high and low art. Rather than lamenting that loss, however, McClary
paints a more optimistic picture, advocating an understanding of music that
embraces its “history of perpetual bricolage and fusions of hand-me-down
codes and conventions.” The End Is Nigh creates a new and compelling
experience by building on fragments of game history—player experiences
and expectations developed over decades. Its soundtrack does the same,
gluing together bits of popular and classical musics—half remembered from
cartoons, movies, earlier video games, concert experiences, and so on—and
building something new from the pieces. The music collapses historical and
stylistic divides in meaningful and intriguing ways. But much more
important, it works to bridge the cultural gap that separates classical music
and video games.
That’s a gap that already seems to be getting smaller. Games still by and
large lack classical music’s cultural cachet, but perhaps things are changing.
Games are increasingly recognized for their capability to tell meaningful
stories, produce insightful political and cultural commentary, and make
artistic statements. Less obviously—and at a positively glacial pace—the
classical music world is also evolving. In search of financial security and
social relevance, some ensembles have earnestly begun to explore ways to
reach new audiences, including through the allure of video game music. All
these signs point to a future where the artificial distinctions between
highbrow and lowbrow are erased, and where games and other
entertainment forms can stand alongside the art of classical music. But not
just yet. In fact, I remain confident that the interaction of games and
classical music will continue to create sites of friction and juxtaposition for
some time to come.
However problematic or arbitrary they may be, centuries-old conceptions
of art versus entertainment aren’t easy to eradicate—if we want to get rid of
them at all. Much of this book has been about the artistic aspirations of
games and their culture. From Elite (1984) to more recent releases like
Grand Theft Auto IV (2008) and BioShock Infinite (2013), ambitious games
have explored the medium’s unique possibilities as an expressive form.
Classical music often serves as a point of reference, a way of demonstrating
that quality by inviting comparison with unquestioned artworks. Games
have something to prove. I think the designers of Gyruss remixed Bach’s
Toccata and Fugue to prove that the sound hardware could do it. Eternal
Sonata (2007) and Versailles 1685 (1997) prove that music history can be
entertaining. Steve Reich’s Clapping Music (2015) proves that
contemporary classical music can be accessible. And symphonic programs
like Video Games Live and Final Symphony prove that game music is just as
good as Beethoven. Over and over in this book, games have depended on
players to know that classical music is high art; without that understanding,
the comparison loses its potency. Whether to give them either something to
aspire to, or something to position themselves against, video games often
need classical music to remain on its high-art pedestal.
The situation on the classical music side is remarkably similar. Whatever
lip service is paid to increasing accessibility and diversity, from a certain
perspective those goals are self-defeating. As the sociologist Pierre
Bourdieu might say, a taste for classical music is a self-conscious mark of
“distinction.”2 Since at least the nineteenth century, some performers and
audience members have relied on classical music’s aura of high-class
exclusivity as proof of their own intelligence, sophistication, and often
wealth.3 Unconsciously or not, that bias still lingers. As I write this
conclusion, for example, today’s issue of the Washington Post has an
opinion piece from critic Philip Kennicott, the very title of which—“The
Kennedy Center Honors Abandons the Arts for Pop Culture”—seems to
preclude the coexistence of art and popular entertainment like video
games.4 Consequently, efforts to broaden classical music’s appeal through
games—particularly by bringing their music into classical concert spaces—
seem bound to ruffle a few feathers.
The same is true of using classical music in games. Devotees who
ardently believe in the artistic value, or even cultural superiority, of Western
classical music are often dismayed to find it cheapened through association
with less elevated media. As the musicologist Claudia Bullerjahn points out
in a study of music in advertising, “When a television commercial for
ketchup employs a classical symphony as its background music, lovers of
the symphony call it an abomination.”5 Video games may rank higher in
cultural cachet than ketchup commercials, but only barely. Many would still
agree with film critic Roger Ebert’s 2005 assessment that “for most gamers,
video games represent a loss of those precious hours we have available to
make ourselves more cultured, civilized and empathetic.”6
My personal experiences as a musicologist have also reinforced my
belief in a persistent and willful divide between high and low art in
scholarship. There is a growing group of scholars researching game music
—many of whose works appear in my bibliography and have profoundly
shaped my own thinking—and many scholars in other fields have been
interested in and supportive of game music research. Yet in some academic
settings there remains a palpable sense that this research is somehow
frivolous, less important than the study of established classical music. I
once had a presentation scheduled for the final session of a long academic
conference because, as one of the organizers cheerfully told me, they
“wanted to end with something fun after people were burned out from the
serious topics.” This was not an isolated incident. A well-meaning
colleague from another university once earnestly told me that my
application for tenure at my current institution was in good shape “because
your legit research balances out the game stuff.” In that case, “legit”
implied the kind of research that involves painstakingly combing through
archives in distant countries in search of data that might eventually make a
contribution to a well-established topic. Playing video games as research
seems too easy, too entertaining, and too popular to fit comfortably into that
model of scholarship.
As long as we struggle to define what art is and what it means, these
debates over cultural values will play out over and over. My reaction to that
conclusion is equal parts chagrin and delight. Chagrin, because the
questions I set out to answer in Unlimited Replays are ultimately
unanswerable. In the digital age, dichotomies like art and entertainment,
and high art and low art mean precisely what they have always meant:
everything, and nothing. And delight, because just like my eight-year-old
self hearing the Toccata and Fugue in D minor in The Battle of Olympus for
the first time, I can’t wait to try puzzling out the next example of classical
music interacting with video games. Asking these questions of ourselves
and others is what ultimately gives meaning to the art of classical music in
video games.
Thanks a million. Push start to replay.
1
Susan McClary, Conventional Wisdom: The Content of Musical Form (Berkeley: University of
California Press, 2000), chap. 5, “Reveling in the Rubble: The Postmodern Condition.”
2
Pierre Bourdieu, Distinction: A Social Critique of the Judgement of Taste, trans. Richard Nice
(Cambridge, MA: Harvard University Press, 1984).
3
Ralph Locke, for instance, notes that in the later nineteenth-century United States, “the art
experience was . . . carefully stratified and ‘framed’ in ways that intimidated or even effectively
excluded members of the poor and working classes.” Ralph Locke, “Music Lovers, Patrons, and
the ‘Sacralization’ of Culture in America,” 19th Century Music 17 (1993): 149–173.
4
Philip Kennicott, “The Kennedy Center Honors Abandons the Arts for Pop Culture,” Washington
Post (August 3, 2017), available online at [Link]
kennedy-center-honors-abandon-the-arts-for-pop-culture/2017/08/02/0287e65c-77a0-11e7-8f39-
eeb7d3a2d304_story.xhtml?utm_term=.e50e1ff7917c.
5
Claudia Bullerjahn, “The Effectiveness of Music in Television Commercials: A Comparison of
Theoretical Approaches,” in Music and Manipulation: On the Social Uses and Social Control of
Music, ed. Steven Brown and Ulrik Volgsten (New York: Berghahn, 2007), 233. See also Peter
Kupfer, “Classical Music in Television Commercials: A Social-Psychological Perspective,”
Music and the Moving Image 10 (2017): 23–53.
6
Ebert’s pronouncement came in response to a letter in which a reader made the case for games as
art. Roger Ebert, “Why Did the Chicken Cross the Genders?,” [Link] (November 27,
2005), available online at [Link]
the-genders (accessed August 2, 2017).
Bibliography
Note: Titles of classical works are listed under the composer’s name, and
individual movements are identified by the larger work. For example, “In
the Hall of the Mountain King” is identified under “Grieg, Edvard, Peer
Gynt.” Games in a series are listed under the general title of that series.
Zelda II: The Adventure of Link, for instance, can be found under “The
Legend of Zelda (series).”
Adams, John, 30
aestheticization of violence. See violence, aestheticization of
Air Cavalry, 53
Aldred, Jessica, 60
Alexander, Leigh, 119
Amadeus (film), 124
Amphio, 146–147, 151
Anderson, Wes, 73
anime, 103
Apocalypse Now (film), 52–53
Arkham (series). See Batman: Arkham (series) Aronofsky, Darren, 120n13
Assassin’s Creed (series)
Assassin’s Creed II (trilogy), 21, 123n22
Assassin’s Creed III, 19–23, 32, 123–124
Atari (company), 59
Atari 2600, 59, 61
Atari Jaguar. See Jaguar (console) Atari Video Computer System (VCS). See Atari 2600
Atari Video Music System (VMS), 92–94
Auslander, Philip, 117
Daft Punk, 94
Dallas Winds, 159
Dance Dance Revolution (series), 92
Dance Dance Revolution Ultramix 2, 90
Dante’s Inferno (game), 122
dating simulations, 102–103
Daudet, Alphonse, 106
Davis, Miles, 149
“The Day My Baby Gave Me a Surprise,” 94
Dear Friends: Music from Final Fantasy, 158
Debussy, Claude, 89, 107
Golliwog’s Cakewalk, 107
Decca, 166
Délibes, Léo, 95
Lakmé, 95
Devo (band), 94
DeWitt, Bryce, 39
Die Hard (film series), 123
Dig Dug, 173
Dinitto, Rachel, 106
Disasterpiece. See Vreeland, Richard
Disney
Fantasia. See Fantasia (film)
partnership with Atari, 59–60
and video games, 58–59, 64
Disney Infinity, 59
Donnelly, K. J., 33, 52n4
Downton Abbey (TV), 29
Dragon’s Lair, 51
Dukas, Paul, 59, 61, 168
The Sorcerer’s Apprentice (L’apprenti sorcier), 59–64, 168
Duncan, Dean, 10
Duolingo, 141
Dust Bowl Ballads, 149
Dvořák, Antonín, 95, 99, 105, 117
Symphony No. 9 (“From the New World”), 95, 99, 105
dystopia, 42, 119
early film
relationship to games, 54–58
Eaton, Rebecca M. Doran, 67
Ebert, Roger, 15, 175
edutainment, 139–140
The Elder Scrolls (series), 51
The Elder Scrolls IV: Oblivion, 51
The 11thHour, 103n4
Elfman, Danny, 51
Elite, 75–78, 174
Elvira Madigan (film), 52
Emerson, Lake, and Palmer, 89
The End is Nigh, 172–174
Ende, Michael, 130
Epic Mickey (series), 59
Eternal Sonata, 6, 126–140, 174
Everett, Yayoi Uno, 108
“Everybody Wants to Rule the World,” 41
The Exorcist (film), 78
Eyes Wide Shut (film), 78
Galaga, 89
game music concerts, 157–171. See also specific concerts
gamification, 141–156
Gay, John
The Beggar’s Opera, 19–22
Gears of War 2, 51
Gee, James Paul, 16–17
Genesis (console), 59, 62. See also specific games
Gerstmann, Jeff, 97–98
“Girls Just Want to Have Fun,” 40–41, 42–44
Gladiator (film), 78
Glass, Philip, 65, 69
Koyaanisqatsi (film score), 65–71
“God Only Knows,” 36–37, 41, 42, 43
Goethe, Johann Wolfgang von, 59, 62
Goldberg, Harold, 15, 121
Goldman, William, 130
Goldmark, Daniel, 58
Goldsmith, Jerry, 159
Gorbman, Claudia, 73
Gradius, 99
Grand Theft Auto (series), 39, 64, 68
Grand Theft Auto: San Andreas, 39, 68, 70
Grand Theft Auto: Vice City, 39, 70
Grand Theft Auto IV, 64–71, 174
The Great Gatsby (film), 41
Greek Orthodox chant, 108
Green, Seth, 51
Gregson-Williams, Harry, 51
Gribbin, John, 38
Grieg, Edvard, 32–33, 54, 95, 99, 173
Peer Gynt (incl. “In the Hall of the Mountain King”), 32–33, 54, 61, 95, 99, 173
Groove Coaster, 152
grotesque (theoretical concept), 101, 106–113. See also carnival (theoretical concept) Guitar Hero
(series), 92, 96, 142
Guitar Hero Live, 152
Gunship, 53
Guthrie, Kate, 144–145
Guthrie, Woody, 149
Gyruss, 5, 86–90, 92, 94, 173, 174
Iggy Pop, 69
Immortal Beloved (film), 124
Impromptu (film), 128
Inoue, Masahiro, 89, 90
Inspector Morse (TV), 118
Instruments of the Orchestra (film), 144–145, 149
Interview with the Vampire (film), 119
iS: Internal Section, 94
iPad, 152
iTunes, 8, 92n17, 167
Ivănescu, Andra, 43n10
Lachmann, Renate, 98
Larsen, Peter, 22
Lauper, Cyndi, 40, 41
The Legend of Zelda (series), 2, 91
The Legend of Zelda, 2
Zelda II: The Adventure of Link, 1–3
The Legend of Zelda: Symphony of the Goddesses, 171
Lemoyne, Étienne, 27
Pièces de théorbe en sol major, 28
Lerner, Neil, 54
Levine, Ken, 40
Lewis, Juliette, 69
Ligeti, György, 108
Le grand macabre, 108
Liszt, Franz, 99, 127
Hungarian Rhapsody No. 2, 99
Little King’s Story, 56–57
liveness, 117–118
Livingstone, Ian, 94, 97
Locke, Ralph, 175n3
Lockwood, Lewis, 124
Lolita (film), 72
London Sinfonietta, 151, 155
London Symphony Orchestra, 166
The Lone Ranger (TV), 52
Louis XIV, 27–29
Lowe, Melanie, 52
Luhrmann, Baz, 41
Lully, Jean-Baptiste, 27–28
Dies Irae, LWV 64, 28
Miserere, LWV 25, 28
Plaude Laetare Gallia, LWV 37, 28
Te Deum, LWV 55, 28
Pachelbel, Johann, 94
Canon and Gigue for 3 violins and basso continuo (“Canon in D”), 94, 95
Paganini, Niccolò, 57
Palestrina, Giovanni Pierluigi da, 31
Parakilas, James, 18, 162, 166
PaRappa the Rapper, 143, 152
Parodius (series), 5, 99–100, 107
Parodius: The Octopus Saves the Earth, 5, 99
Sexy Parodius, 100
Paul, Jason Michael, 161
PC games, 27–33, 55n14, 76, 103n4, [Link] also specific games
Pekacz, Jolanta, 129
Perry, Douglass C., 96–97
Pet Sounds (The Beach Boys), 36. See also “God Only Knows”
Phantasmagoria (series)
Phantasmagoria, 103n4
Phantasmagoria: A Puzzle of Flesh, 103n4
The Pianist (film), 114–115
piano, 127, 132
Pirates!, 34
Pirates of the Caribbean (film series), 118
Play! A Video Game Symphony, 158, 159, 161
PlayStation, 13, 53. See also specific games
PlayStation 3, [Link] also specific games
Polanski, Roman, 114
popular music, in BioShock Infinite, 36–44
postmodernity, 114, 138, 173. See also juxtaposition, musical; remixes
The Princess Bride (novel), 130
Prokoviev, Sergei, 26, 159, 169
Romeo and Juliet, Op. 64, 26
Pulp Fiction (film), 41
Punch-Out!! (NES), 23–24, 26
Punch-Out!! (Wii), 26
Purcell, Henry, 26, 79–81, 144
Music for the Funeral of Queen Mary, 79–81
“Tainted Love,” 41
Tallarico, Tommy, 161–162, 169
Tapestry, 149
Tarantino, Quentin, 41, 73, 90, 91, 120–121
Taruskin, Richard, 9n3
Tavinor, Grant, 13–17
Tchaikovsky, Pyotr, 4, 23, 24–25, 57, 95, 99, 120, 159, 168
1812 Overture, 95, 97
The Nutcracker, 23, 24–25, 95, 120–121
Piano Concerto No. 1, 99
Romeo and Juliet, 168
Swan Lake, 99
Tears for Fears, 41
Tetris, 4, 24–25, 32, 90
Thomas, Augusta Read, 152n25
Resounding Earth, 152n25
Thomson, Philip, 102
Thomson, Virgil, 149–151
3DO, 53
tone poems. See symphonic poems
Tone Sphere, 152
Touchpress. See Amphio
Tous les matins du monde, 29
Twitter, 164
2001: A Space Odyssey (film), 5, 55, 72, 74–78, 168
The Typing of the Dead (series)
The Typing of the Dead, 103n4
The Typing of the Dead: Overkill, 103n4
The Typing of the Dead 2, 103n4
Zelda II: The Adventure of Link. See The Legend of Zelda (series) Zigeunerweisen (film), 106
Zimmer, Hans, 51
ZX Spectrum, 54–55. See also specific games
The integration of classical music in video games challenges traditional cultural boundaries and has several potential consequences on music appreciation. It creates opportunities for games to engage with classical music's cultural prestige, thereby encouraging players to reconsider its social significance and artistic value. Video games provide a unique platform where classical music is presented in new contexts, often leading to increased exposure and reinterpretation in ways that could enhance appreciation for classical music . Additionally, these intersections between classical music and video games encourage dialogue around the reevaluation of cultural hierarchies, promoting accessibility to classical music beyond elite or traditional settings . However, such integration can also provoke controversy among purists who perceive the association of classical music with video games as diminishing its cultural status . Nonetheless, this merging of cultural spheres presents a novel approach to promote broader appreciation and relevance of classical music in contemporary culture ."}
'Eternal Sonata' employs several narrative techniques to maintain engagement amid complex storylines, such as organizing the plot into multiple layers—real, fictional, and metafictional—which allows players to appreciate the narrative without requiring constant interaction. The game also integrates dynamic music themes associated with the narrative layers, enhancing immersion. These techniques enable players to follow an intricate plot while remaining engaged through audiovisual cues and structured storytelling .
Eternal Sonata's narrative structure enriches its interpretation of Chopin's life and art by interweaving reality with fiction and metafiction. The game isolates three versions of Chopin: the real, historical figure depicted through slideshows; a fictional Chopin on his deathbed; and a metafictional Chopin in a dreamworld, where he becomes a video game hero . This structure allows the game to creatively reinterpret Chopin's identity, sidestepping historical accuracy to highlight aspects like his nationalism, depicted through his participation in battles resembling Poland's political struggles . The narrative's complexity is supported by music, where Chopin's real compositions are reverently featured in interlude slideshows, contrasting with the JRPG-style soundtrack of the dreamworld . This blending of narrative levels encourages players to appreciate classical music while engaging with a transformed image of Chopin, thus serving both entertainment and educational purposes .
Historical fidelity in 'Eternal Sonata' plays a significant role in the narrative structure by maintaining separate narrative levels—real, fictional, and metafictional—that isolate historical facts from the video game adventure, thus preserving Frédéric Chopin's real-world biography while reinventing him as a game hero . This separation allows the game to explore the contrast between reality and fiction through its multilayered narrative, focusing on metafictional elements where Chopin's dreamworld becomes a space for adventurous storytelling, unbound by strict historical accuracy . While the game's plot involves historical elements of Chopin's life, such as his political affiliations and personal struggles, these are integrated within a fantastical setting that emphasizes themes of dualism in art and reality . Additionally, historical fidelity is intertwined with the game's educational intent, encouraging players to appreciate Chopin's life and music . The use of Chopin's compositions in real-world interludes suggests a reverence for historical authenticity, providing a stark contrast to the original game score used in the metafictional narrative, thus delineating between different narrative layers .
Classical music in video games often signifies a transgression or crossing of traditional cultural boundaries, creating a contrast between the perceived cultural prestige of classical music and the often underestimated art form of video games . This unexpected juxtaposition raises questions about the interaction between high and low art, with classical music bringing a sense of seriousness or artistic value to the gaming context, which is typically associated with entertainment . Additionally, classical music is sometimes remixed in games to challenge the distinction between high and low art, adding a layer of complexity to the gaming experience . Personal anecdotes illustrate moments where players are taken aback by the presence of classical music in games, prompting them to engage more deeply with both the music and the game, leading to an exploration of its significance . These intersections between classical music and video games highlight the fluid cultural perceptions of both and invite players to reevaluate their preconceived notions .
The combination of classical music and video games in media reflects a complex cultural dynamic. Classical music traditionally holds a high-art status, often associated with cultural prestige and historical significance, whereas video games have been perceived as lowbrow entertainment lacking the same cultural capital . This disparity can result in a cultural 'transgression' when the two are combined, as it crosses perceived boundaries between 'high' and 'low' art forms . However, there is a growing recognition of video games as an art form capable of storytelling and cultural commentary, which increasingly challenges these distinctions . The use of classical music in video games can both elevate the artistic perception of games and subvert traditional views of classical music by incorporating it into interactive contexts . These combinations also seek to bridge cultural gaps by blending elements from both worlds, creating new and meaningful experiences that potentially relax the tensions between these art forms over time . Despite these efforts, deeply entrenched cultural divisions and value judgments surrounding both classical music and video games persist, making their fusion in media still a topic of debate and exploration ."}
The use of classical music in video games challenges conventional perceptions by blending high culture with what many consider lowbrow entertainment, thus crossing cultural boundaries and provoking reinterpretation. Classical music is often seen as art from a past era, associated with cultural elite, while video games are frequently categorized as mainstream or adolescent entertainment. Combining these two elements prompts a reevaluation of video games, not just as entertainment but as potential art forms worthy of deeper cultural and artistic consideration . Efforts by fan campaigns to include video game music in platforms like Classic FM's Hall of Fame illustrate the push to recognize game music as legit classical works, which subverts the exclusivity traditionally associated with classical music . Moreover, certain games utilize classical music to evoke specific historical contexts or cultural references, which can complicate the player's understanding of time and place within a game, highlighting the intellectual and artistic potential of video games . This juxtaposition of classical music in a digital medium encourages players and audiences to question existing cultural hierarchies and may help bridge the gap between different forms of artistic expression ."}
Frederic: Resurrection of Music uses Chopin's historical background as a basis to explore themes of commercialization in art and cultural representation. The game resurrects Chopin and has him engage in musical duels against stereotyped modern musicians from various genres, using remixed versions of his compositions . Initially celebrated for classical music’s prestige, Chopin's character is used to critique the commodification of music by depicting his battles against caricatured pop culture figures, like corporate music executives, who represent commercialized music . Through these battles, the game satirizes the hierarchy between classical and popular music while transforming Chopin’s image into a more dynamic, modern figure—a hybrid between historical reverence and contemporary relevance .
Eternal Sonata suggests that the relationship between art and reality is complex and intertwined, with art both reflecting and shaping perceptions of reality. The game blurs the lines between Chopin's real life and fictional representations, melding his music with the game's original compositions to highlight the intersections between reality, fiction, and art. This blending questions the simplistic separation between classical music and video game music, implying that the cultural hierarchy that privileges classical music may be naive. Furthermore, through its narrative and musical strategies, Eternal Sonata posits that art reflects reality, but it also challenges and reconstructs it, allowing players to navigate between historical fact and imaginative fiction .
Combining classical music with interactive media has several implications. It broadens the reach and appeal of classical music through educational initiatives and enhances user engagement. Apps like the Young Person’s Guide to the Orchestra introduce users to classical music interactively, allowing exploration of musical themes, composer backgrounds, and historical contexts . This approach mirrors past televized music education efforts such as Leonard Bernstein’s Young People's Concerts, aiming to develop new audiences for classical music by making it more accessible . Furthermore, the use of classical music in video games capitalizes on its cultural prestige and complexity, sometimes leading to a fusion of high and low art perceptions. This combination can introduce classical music to audiences unaccustomed to it, thus crossing cultural boundaries and redefining its role within popular media . However, there are concerns that this might reinforce elitist narratives if classical music is portrayed as requiring more education and sophistication to appreciate compared to other music forms .