![]() ![]() We've been making records and touring for a long time, and we're not bored of either of those two things, but we've been trying to scratch this itch, this feeling that there are a lot of new forms to music – or there ought to be – that's not necessarily crazily experimental but still fairly accessible. It would be great to do a second round of the material I don't know how they're going to take it.Ĭreatively, has was working on No Man's Sky differed to working on your previous albums?īrilliant, just brilliant. That's how computer games exist these days, they're always being re-energised. They could bring in other bands, they could do whatever they want with this system once it's up and running because there's a back-end which could be updated. It's a really exciting project and the nature of it means we could keep working on it forever. We wrote 'proper' songs, if you like, not tie-in songs. We absolutely want the record to be worthwhile in its own right, not just a soundtrack that doesn't make sense when self-contained. We always knew this was going to be the next 65 record and we recorded linear stand-alone compositions for that. We want people to be playing the game for a long time, so the music shouldn't just be a handful of loops that become repetitive. We really wanted to try and make something that was memorable, with all those moments that you get in big sci-fi soundtracks, but also infinitely long because the game is essentially infinite. Having a soft, ambient soundtrack that can react very quickly tends to work best, but obviously the further you go in that direction the less memorable, the less melodic it becomes. It could be anything because the player's got agency. So it's not like it's an un-thought of concept.īut the way it tends to play out is that most generated stuff tends towards ambient and quite granular, soft, synth-y stuff because the nature of a computer game as opposed to scoring a film means that the music's never quite sure what action it's about to be soundtracking. In computer games going back as far as LucasArt adventure games in the '90s, Manic Mansion and that kind of stuff, there was basic music generation. Procedural generation, generated music is something we've been interested in for a while. The game generates its 18 quintillion worlds algorithmically, and 65dos has been described as 'math-rock'. ![]() But he was coming to the meeting with exactly the same intention! He was a long-time 65 fan and it was the easiest meeting in the world. We've been wanting to do an exciting soundtrack project for a long time and pitching that we were the perfect band for this, it was trying to impress him and impress upon him that we should absolutely do the soundtrack. I remember being quite nervous because I really wanted to pitch this. It turned out we both went to the meeting with the same idea. We were on tour when all this happened and a month or so later we were back in the country and went for a meeting with Sean Murray. So you broached the subject of scoring No Man's Sky first? ![]() Do you have anyone to do the soundtrack to the game yet? Because if not, we should probably talk!" So we wrote back and said "Yep, cool, you can use that music. It was immediately apparent to us that it was going to be amazing they already had that whole aesthetic of the world. It was called 'Project Skyscraper' at the time. They sent us back some more info with screenshots. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |