Archive for the ‘soundtrack’ Category
Recording the Gran Turismo 5 Soundtrack
Posted by Lang Lang in gran turismo 5, PlayStation Games, polyphony digital, PS3, soundtrack on December 14th, 2010
Gran Turismo is my absolute favorite racing game – the speed, combined with the realism of the graphics and the sound, really gets my heart pumping. My schedule gets really crazy, and it feels great to just be able to relax and enter this thrilling world of car racing.
I was so excited to be asked to perform music for the soundtrack. Combining music and technology has always been something I’m passionate about, and this was the perfect opportunity. It might seem incongruous at first – classical music and video games – but the more we delved into what we could do with the music, the more excited I got. Classical music reflects the same passion and intensity as racing, and hearing these musical pieces that have stood the test of time for centuries brings a whole new element to sensation of racing.
When I recorded the music for GT5 in the studio, I felt like I was racing on the track – it was really thrilling. I’m sure this music will bring more passion and excitement to the game when you play too.
About the soundtrack:
World-renowned pianist Lang Lang is known for his passion for new technologies and his constant endeavors to bring classical music to new audiences. Recently, Lang Lang recorded the classical music that appears throughout Gran Turismo 5. The official soundtrack features famous piano works by Chopin, J.S. Bach, Tchaikovsky, Prokofiev, Joplin, Holst and Beethoven – all works being used in the various parts of the game. Prokofiev’s “Precipitato” appears prominently in its entirety in the first half of the opening sequence. Sony Classical will release the soundtrack digitally via all major service providers on December 14th and physically the week of December 20th.
Lang Lang says, “Gran Turismo is the most exciting racing game in the world and I have been a fan of it for many years. I feel honored to have this opportunity to connect with people who have never been in a concert hall before and show them that classical music is not just a part of history, but is actually very present and relevant today.”
Reason #2 to Pre-Order God of War: Ghost of Sparta — Official Soundtrack Revealed
Posted by Ken Chan in god of war ghost of sparta, music, PlayStation Games, psp, ready at dawn studios, soundtrack on September 23rd, 2010
Spartan Army! Still haven’t pre-ordered God of War: Ghost of Sparta? The exclusive Kratos PSN Avatar not enough for you? Perhaps this will change your mind — introducing the God of War: Ghost of Sparta Original Soundtrack, one of six reasons to pre-order the game.
- Kratos PSN Avatar (More here)
- Original Soundtrack
- Legionnaire Skin
- PSP Theme
- God of War Live (Creative Directors Documentary)
- PS3 Dynamic Theme
Joel Yarger, the Music Supervisor of God of War: Ghost of Sparta leads the charge this week with a behind-the-scenes look (and audio samples) for the Original Soundtrack.
I’m Joel Yarger, Music Supervisor on God of War: Ghost of Sparta, and I bring the sound of music to the PlayStation.Blog today. As you probably already know, God of War: Ghost of Sparta is the second God of War game from Ready At Dawn Studios and I think it outdoes their previous effort, Chains of Olympus, in pretty much every way! I’ve personally been involved with the music for the God of War franchise since God of War 2 and it’s always fun to see where we can go with it.
The original music for Ghost of Sparta was written by Gerard Marino and Mike Reagan, both of whom have worked on the previous God of War games. They really had the hard jobs of creating something new yet keeping it all within the God of War musical universe. That’s no small task as there are four other games worth of music written, so kudos to Gerard and Mike for nailing it! Dana Jan, the game director for Ghost of Sparta, really wanted the new music to contribute to the game’s identity: You know you’re playing a God of War game, but it still feels fresh. Some quick factoids: There were roughly 13 minutes of new music composed for Chains of Olympus (all Gerard writing) and then we re-worked music from the other titles. Ghost of Sparta features roughly 37 minutes of new music and uses significantly less cues from the previous games.
There were many new elements in this game to draw inspiration from, everything from the new story and main characters to the new environments and cities. We had plenty of concept art, good screenshots, some gameplay videos, and of course both the script and game director (Dana) to help us along the way. Here are four samples from the game that I think help showcase some of the inspired work both Mike and Gerard contributed.
Atlantis and The Caldera are both pieces written by Mike Reagan. Mike did some really interesting things given our tight budget on the project. Since we weren’t able to record most of the music with live musicians, Mike took it upon himself to record some of his own live elements. He bought a double bass, a cello, a didgeridoo, and even modified a hammer dulcimer to have a curved bridge so you can reach individual strings with a bow. The sounds he achieved were just awesome and worked very well for establishing that “fresh feeling”, but sounded much older, even ancient. The hammer dulcimer especially lends itself to Atlantis, an ancient, mysterious city that has hints of splendor and regality. In The Caldera you can hear the cello and bass as they carry both the melody and rhythm that are very much inspired by the ebb and flow of lava.
For Gerard’s contribution we should mention the story for a second (don’t worry, it’s all vague and spoiler free!). The story in Ghost of Sparta has some very strong emotional moments and we felt that the music needed to pay appropriate attention to them. Kratos goes through what amounts to an emotional roller coaster and that was yet another opportunity to introduce something musically new for this title. We leaned heavily on Gerard to turn on the emotion for the 2 pieces highlighted here. Both cues are based on the same theme but they each showcase very different emotions, and different character’s perspectives, which was essential for this score in order to have a good balance. One more factoid: If you listen even more closely you can hear that these themes are based on non-other-than the original Gof of War melody — one part of it, anyway. Because much of the actual story in the game is for you to discover when you play it, I won’t say any more than I already have.
Be sure to pre-order the game to get the full soundtrack directly through PSN starting November 2nd, 2010.
Scott Pilgrim vs The World Soundtrack Goes Old School
Posted by Michael Micholic in PlayStation Games, PS3, PSN, scott pilgrim vs the world, soundtrack, ubisoft on July 28th, 2010
Once we decided to go for the old school, side scrolling, beat ‘em up style with Scott Pilgrim vs. The World: The Video Game, we wanted to go all in! We brought in pixel artist extraordinaire Paul Robertson.
The next step was creating an amazing soundtrack. We immediately thought of Brooklyn chiptune rockers, Anamanaguchi. They wowed us (and 5,000 others) at PAX and really captured the sound we wanted for the game. Here, the guys share their favorite songs from the game.
Ary Warnaar
“Twin Dragons”
I really enjoyed how the Twin Dragons cue came into existence. It was very unexpected. A couple months ago we were playing a show here in Brooklyn with Ok, Go. I was hanging out backstage with one of my good friends Damon who also happens to be one of the most talented chip artists I know (he goes by Starscream with his drummer George). We were kinda bored and decided to start a collaboration italo-disco song on Game Boy. He started with an awesome bass line and beat, and I started writing some melody stuff. We didn’t get past the loop that night, but the next day I couldn’t get it out of my head, and kept working on it. I don’t remember at what point I realized it would work perfectly for the game… it sort of just transformed into that cue naturally. So yeah, it’s my favorite because it really started as a song for myself that ended up being for Scott Pilgrim. That natural transition is a great example of what made the project so fun. It never really felt like writing for a video game, it felt more like composing music for life stuff we’ve all experienced – stuff that Scott Pilgrim happened to have experienced as well…
Luke Silas
“Suburban Tram”I’m especially proud of the track we wrote for the train level – Suburban Tram. When we were working on it, Pete had brought up giving it a sort of Hot Water Music-type sound, and it actually came very naturally after that. I really love positive, uplifting punk and post-hardcore music, and it was a lot of fun to try and translate it into our distinct style. Something about the final version of this track evokes real motion, as in makes you want to move, both from the heart and on the road.. at least that’s how i hear it!
James DeVito
“This is the End”It was really interesting to hear ‘This is the End’ (yes, it’s for the perfect ending only!) go through many different phases as it was being written. At first it was just a straight ballad, but it needed something more… more epic and triumphant. Obviously it’s gotta be the best song ever if you have to be perfect to get there. That’s when Ary mentioned to Pete to think of it more as an epic Queen ballad, and it all came together after that. Pete absolutely nailed it. Not only will this song be extremely gratifying to the player as they perfect the game, but it also ended up being one of the last songs we wrote, and the last song we mixed, so us too were even treated to the ‘perfect’ ending of an incredibly amazing project.
Peter Berkman
“Scott Pilgrim Theme”It’s really difficult for me to pick just one track to talk about, so I guess I’ll approach it in the big picture and discuss the theme. This was the first song we wrote for the game, I wanted the theme to be everything that epitomizes “Scott Pilgrim” to me. I wanted a melody that was both melancholy and triumphant, I wanted it to evoke a sort of nostalgic John Hughes world and the deluge of emotions and gut feelings that present themselves when you’re completely smitten, which Scott Pilgrim undoubtedly is. That’s what the second half of the song is about, the first half is about punching people, obviously.
Scott Pilgrim vs. The World debuts exclusively on the PlayStation Network on August 10th.
Don’t forget to pre-order for a free Sex Bomb-Omb tee for your PlayStation Home Avatar!
Burn your Dread: Persona 3 Portable Signed Soundtrack Drawing!
Posted by Aram Jabbari in atlus, contests, persona 3 portable, PlayStation Games, psp, soundtrack on June 30th, 2010
Allow us to get your week on track, PlayStation.Blog readers. SOUNDtrack, that is. SIGNED soundtrack, even. That’s right, we’ve got 10 soundtracks graced by the pen/magic marker/writing instrument of one Shoji Meguro, master composer of games like Persona 3 and Persona 4, and we’re giving them away. Here. Just to you folks.
“How do I enter?” you inquire, leaning forward in excitement. Easy! Just tell us what you’re most excited about regarding the upcoming P3P as a comment under this post. Maybe it’s the fact that you can take one of the highest rated RPGs of all time on the road now? Or the cast of memorable characters you just can’t get enough of? Or the dating sim elements? The fantastic music? The great art? The addicting gameplay? The original story?
10 lucky winners will be randomly (or as close to randomly as possible) chosen and sent a SIGNED soundtrack CD. Only North American residents are eligible to win, however. It’s not that we don’t love you rest-of-the-world’ers; we just want to focus this giveaway on the region in which the game is actually releasing.
Why are we doing this? Well, we’d love to use this opportunity to remind you that:
- a) Shin Megami Tensei: Persona 3 Portable, Atlus’s upcoming handheld RPG epic, is right around the corner, releasing in stores and via PlayStation Network on July 6th.
- b) It features one of the best soundtracks ever, and in order to further emphasize that point, we want to give a few of those soundtracks away. SIGNED.
In case you all are a bit unfamiliar with the P3P soundtrack, perhaps we should share a sample with you:
For more music samples, visit the official Persona 3 Portable website!
“The music seems awesome,” you say, pensively prodding your chin with your finger, “but I’m not guaranteed to win it. I just wish there was some cool bonus with Persona 3 Portable that I was guaranteed to receive.”
Funny you’d say that, because there’s still time to pre-order your copy of Persona 3 Portable at a participating retailer (GameStop and Amazon in the United States and Canada) and receive a collectible Junpei Baseball Cap. It’s modeled after the one he wears in the game!
“Wow, they’re sure giving us a lot of physical awesome to celebrate the release of the game, but what about the game itself?” you muse aloud to no one in particular, gently tapping your pointer fingers together in front of your mouth.
We’ve already told you in previous posts about how Persona 3 Portable puts you in the shoes of a team of gifted high schoolers forced to use their developing supernatural abilities to save the world from destruction, and how the game cleverly mixes addicting RPG dungeon crawling with social sim elements. And how the PSP system release introduces a new female protagonist who experiences the events of the game from a new perspective, not to mention the addition of one-button menu shortcuts, a streamlined user interface, and more.
We’d say more about the game, but really, why not let others speak for us? Early reviews are in, Blog readers, and they’re glowing:
Gaming Nexus – A
“Atlus added enough new content to make this the first must-own PSP RPG of the year!”Gamervision – 10 out of 10
“Persona 3 Portable is one of the strongest games in the PSP catalogue, and a shining example of a role-playing game done right.”GamerTell – 99 out of 100
“Simply said, Persona 3 Portable is a system seller. If you own a PSP and can purchase “Mature” games, you should own it. If you don’t own a PSP, Persona 3 Portable is easily a game to inspire you to pick one up.”PlayStation Illustrated – 95 out of 100
“It’s a fantastic RPG stuffed with things to do and interesting, yet unusual, ideas.”1UP.com – A-
“I’d actually recommend Persona 3 Portable as the best introduction to the series — even ahead of the console versions of Persona 3 or Persona 4. But I’d also highly recommend P3P for longtime fans of the franchise…”gamrReview by VGChartz – 9 out of 10
“PSP fans can rejoice that such a grand RPG has arrived on their system of choice…”GameZone 8.5 out of 10
“…a solid version of a great RPG.”
Look for Persona 3 Portable on retail shelves and in PSN Store on July 6, 2010! For more info about P3P, visit the game’s official website.
Don’t forget: What about the upcoming Persona 3 Portable are you most looking forward to? Tell us below for a chance to win a SIGNED soundtrack CD! We’ll try and choose winners by the game’s release date (winners will be notified with a message sent to their PSN account).
ModNation Racers: Official Soundtrack Available Now
Posted by Andrew Bracken in modnation racers, PlayStation Games, PS3, PSN, psp, soundtrack, united front games on June 8th, 2010
The importance of music in a game can’t be understated. It can make all the difference, no matter what type of game you’re playing. Getting the right music was tricky for ModNation Racers since it needed to not only feel like racing, but also to capture the creative spirit and unique visual style of the ModNation Racers universe. Thankfully, United Front Games did a great job finding the right guys for the job.The end result is an upbeat mix of rock, hip-hop, and funk music composed by a handful of talented composers, including Peter Chapman, Marc Baril, and Melissa Reese, who are all featured on the soundtrack.
We are now happy to announce the release of the ModNation Racers soundtrack on PSN for only $7.99. The 16-track soundtrack, featuring 15 songs from the game as well as a bonus track, can also be found on iTunes.
Here are a few of my favorite tracks:
ModNation Theme
This bonus track is the official anthem for ModNation Racers and everybody who worked on the game is required to sing it to themselves once a day.
Here to Have Fun
This track always elevates my mood… probably has something to do with the vocals saying something about partying all day.
Put Your Headphones On
This track invariably gets me nodding my head when the chorus kicks in. It’s good driving music too, although I have to remind myself when I am in my car not to boost too much and that drifting is probably not a good idea.
We hope you enjoy the soundtrack as much as we are and, of course, if you haven’t already, pick up ModNation Racers out now on both PS3 and PSP!
Also, if you have any questions on how the music or soundtracks are put together — ask away and I’ll do my best to answer them.
SOCOM 4 Soundtrack Composed by Battlestar Galactica’s Bear McCreary
Posted by Chris Roper in PlayStation Games, PS3, socom 4, soundtrack, zipper on May 27th, 2010
While the SOCOM franchise may be best known for its top-notch online multiplayer aspects, we think you’ll be blown away with what’s in store for you in SOCOM 4’s single-player campaign. We’re pushing the franchise further than it’s ever gone in terms of visuals, storytelling, presentation and, of course, action sequences that will leave your jaw on the floor, all while maintaining SOCOM’s classic tactical focus.
With all that in mind, we wanted to round out the experience with a stellar soundtrack, one that would help define the franchise’s next big release. We’re very excited to announce that the score is being handled by none other than Bear McCreary, who is best known for his critically-acclaimed work on Battlestar Galactica.
No stranger to blending genres of music, Bear’s work on the soundtrack is largely influenced by Asian instrumentation, which corresponds to the Southeast Asia setting of SOCOM 4. Making use of ethnic soloists and gamelan ensembles, SOCOM 4’s score will perfectly fit the mood and atmosphere of OpsCom and company’s operation.
If you’d like to be one of the first people in the world to not only hear SOCOM 4’s soundtrack, but do it in person and even meet Bear McCreary, science fiction website io9.com is running a contest to send one lucky fan to a recording session for the game’s score. How can you pass on that chance?
Coming to PSN Store: echochrome Soundtrack with “Gallery Demo”
Posted by Kumi Yuasa in echochrome, PlayStation Games, PS3, PSN, psp, soundtrack on May 17th, 2010
Hello, PlayStation.Blog readers. We have a great news about echochrome today! Since its release, we have received a lot of feedback from fans who loved the music in the game and desperately wanted us to release it as a soundtrack. Today, I’m very excited to announce that the soundtrack will actually be available for download on May 18th from the PlayStation Store!
echochrome’s music soundtrack is a departure from traditional games, featuring string quartet compositions that combine classical music with modern musical sensibilities. The original score is composed by Hideki Sakamoto of noisycroak Inc.
You can get a sampling of the music from the game’s trailer below:
Actually, we’re releasing two soundtracks on May 18th. Here are the details.
echochrome Original Soundtrack
Contains 12 original tracks from the game, plus one all-new bonus track.
echochrome Remix Soundtrack
Features five tracks from the original soundtrack re-done with special piano arrangements that add a completely new flavor to the mix. The remix soundtrack also features a mysterious bonus track.
Each of these soundtracks will be available on the PSN Store for $2.99. Or, you can pick them both up for $4.99 and save a buck. If you’re a fan of the franchise and are going to pick up the soundtracks anyway, we have a special deal for you. For a limited time only, when you buy the soundtrack bundle the “echochrome Gallery Demo” will be added to your download queue automatically.
What’s this “gallery demo” I speak of? Basically, we have created a special demo using 1,000 hand-selected user-created levels. There is no main menu. Instead, you see all 1000 stages on the screen, playing and rotating around. Use the analog sticks to zoom in and out and pan around. Zoom in far enough on a stage and you can jump right into it and start playing. This demo was actually featured at the Portland Art Museum “M.C. Escher Exhibit,” as well as a well-known art and cultural center in Tokyo, Japan! It’s a unique and fun way to interact with echochrome that I’m sure the fans will really enjoy.
So watch for all of this exciting new content hitting the PSN Store tomorrow. And watch for some cool new echochrome Avatars for your PSN ID that will hit PSN in the coming weeks. And if you still haven’t tried out the game yet, there’s no excuse. There’s a PSN demo, and you can pick up the PS3 and PSP versions for $9.99 each. And if you like echochrome’s unique puzzle elements and have a PSP, be sure to check out echoshift as well.
Coming to PSN this Week: Flower Soundtrack
Posted by Randall Lowe in flower, PlayStation Games, PSN, soundtrack, thatgamecompany on April 5th, 2010
Hey, everyone. I’m excited to be back to talk more about the Flower soundtrack originally teased on February 12, the one-year anniversary of the game’s release.
The soundtrack will be coming out this Thursday on PSN, and features eight tracks from the game and over an hour’s worth of music, all for $2.99. So be sure to pick it up when it comes out. I also have a very special treat for you. I spoke with Vincent Diamante, the award-winning music composer and audio designer behind Flower’s wonderful soundtrack, and he graciously agreed to putting together some thoughts on creating the soundtrack. Enjoy!
Looking back, a year-plus removed from working on Flower, it’s hard for me to remember anything but wonderful times with Sony and thatgamecompany. Then I think a bit harder and remember: the fights. Not fights amongst us developers, no. Besides, that comes part and parcel in the process of game development. Rather, the fights happened within the music. All-out brawls between themes, lines, instruments, harmonies as the music struggled to find identity when Flower was just this bud of a game.
Ostensibly, I was the one in control, penning each note in my music synthesizer as environment after environment demanded score. Not just any score, though; an ambitious score where the number of instruments present in the music ultimately dictated a different perspective on the game. From that simple directive, I codified a way of writing the music that would result in the interactive score I dreamt of.
In the beginning, however, there was nothing but fights. Instruments weren’t just masking or overshadowing their orchestral mates, they were outright demolishing them. French horns knocking bassoons to the floor, violins contorting cello lines, trumpets trampling over pianos. When I first started working on the music for Flower, I saw myself as being much like a conductor, gently urging sections of the orchestra into the space needed to fit the game. Instead, I felt like I had brought a conductor’s baton to a knife fight.
And then I started playing the game. And playing it. And playing it some more. I believe there were a few days in that year of working on Flower when I drove over to thatgamecompany and “worked” by playing the game for eight hours straight. Yes, I was having fun with the game, but I was also meditating, internalizing the rhythm, shape, and color of the world.
And somewhere in the process, I started writing Flower. There was no real struggle; just, suddenly, it didn’t feel like work to pen line after line of music. Each instrument in the score seemed to love each other, raising each other up even as they were added to the increasingly complex mix. Looking back on it, I can see exactly what changed in my approach to the music.
At the time, though, it all just felt magical.
It’s nice, now, playing Flower as just another player, reliving those bits of magic. That amazing exhale when you leave the canyon in the wind level. The drive that pushes you through a darkened city. The serenity of night that accompanies the post-game credits.
And while those magical parts were carefully composed and scripted for effect, the parts where the computer dictates the order of notes for a flower’s melody continue to floor me.
I remember one time, while playing the color level, a series of flowers set before the beginning of the third section of music played a melody so full of longing that I had to drop the controller to catch my breath.
When people speak of game development, they often describe it as a process of discovery. Though I’ve worked on video game scores before Flower, working closely with Sony and thatgamecompany was probably the best experience I ever had writing music. The music, ostensibly coming from me, seemed to keep on revealing itself to us from everywhere in the development. From level design, art, and mechanics to little things like the time needed to load a level and even the heft of the Dualshock 3; all of these had such an impact on the music composition that I couldn’t help but feel joy that the music was springing up from some space beyond myself.
And here I am, a little more than a year later thinking: I can’t wait to take part in that experience once again.
Watch for the Flower official soundtrack, coming this Thursday to the PlayStation Store for $2.99. And if you missed it, check out the Flower dynamic theme as well, also only $2.99.
PlayStation Eye Chat: Shatter Multiplayer
Posted by Chris Morell in Developer Corner, playstation eye, PlayStation Games, PS3, PSN, shatter, sidhe, soundtrack on March 30th, 2010
Shatter is easily one of my favorite PSN games from last year. So when we heard rumblings of multiplayer and other modes/features coming to the game, we went to go straight to the source for all the details.
So I’d like to welcome back Mario Wynands, Managing Director and Co-Founder of Sidhe, whom you originally met here. If you still haven’t downloaded Shatter on PSN/PS3, you’ll get a nice intro to the game in this video. But beyond that, Mario talks about some in-the-works stuff including Home integration, the inclusion of multiplayer modes and even the release of the game’s soundtrack. And if you make it to the end of the video, you’ll get a close-up of the physical CD version of the soundtrack, which you can snag by paying close attention to our Twitter feed today.
Flower Dynamic Theme Now Available, Original Soundtrack Announced
Posted by Randall Lowe in dlc, flower, PlayStation Games, PSN, soundtrack, thatgamecompany on February 12th, 2010
Hey Everyone.
Randall Lowe here with a lot of really exciting Flower news and announcements. It is my honor to be posting on behalf of Jenova Chen or Kellee Santiago, the creative geniuses at thatgamecompany behind Flower.
Today, February 12, we’re all very proud to be celebrating the one year anniversary of Flower’s release on the PSN! Before I get onto the news, perhaps I should recap for those of you who aren’t familiar with Flower.
Flower is a completely new experience in gaming that takes you on an emotional journey through vivid and beautiful landscapes. In it, you guide the wind to collect flower petals, float above grassy hills, and paint the world with color and light. Since its debut, it has won a ton of awards and recognitions, from critics and fans alike, as a truly unique experience and ground-breaking game. If you missed it, here’s Jenova and Kellee accepting the award for Best Indie Game at the Spike VGAs in December. If you haven’t tried the game out yet, now’s the perfect chance!
Even better than reading my words about how unique and beautiful Flower really is, please take a moment and watch this developer diary video featuring Kellee from TGC, and my boss here at Santa Monica, Eric Koch.
So, back to the anniversary. To celebrate Flower turning one year young, and all the success the game has enjoyed since its release, we’ve put together a beautiful and serene dynamic theme, complete with day and night cycles, for all the fans who want to bring the Flower experience to their XMB. This went live on the PlayStation Store yesterday for the low price of $2.99. Go check it out!
Want more than just the dynamic theme? Then you’re in luck! Coming soon, we’ll be releasing the original soundtrack for Flower composed by Vincent Diamante. This soundtrack has been remastered and mixed specifically for this release, and more details will be announced in the near future. So check back on the blog for a release date and pricing!
Speaking of fans, here’s a great fan-made trailer that the developers liked so much, they contacted the creators so we could release it officially on PSN!
Finally, I just wanted to take a moment on behalf of thatgamecompany and SCEA Santa Monica Studio to express the sincere gratitude and appreciation to all the fans of Flower; for the longevity of your support and your level of interest in this project that has meant so much to so many people.















