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R P G A M E R . C O M   -   E D I T O R I A L S

The Sounds of Silence
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Gabriel Ang
FAN EDITORIALIST




SPOILERS FOR: Final Fantasy VIII

At the top of the castle, above the mists and the noise of the populace, you stare of into the distance. The view distance must be a few hundred miles, you say to yourself. You can see the sun slowly falling to the west horizon as the moon peeks out from the east. The birds fly above in a V-formation as they glide through the southern breeze. Here it's almost nothing but you and the sky, as you try to make sense of this adventure you're in. You acknowledge the immediacy and the importance of your mission to take down the malevolent one, but for a few minutes you just wish to savor the sounds of silence.....

*KABOOM*

Seconds after entering the castle balcony, a blairing orchestral piece begins to play, catching you and your TV speakers off guard. Visibly pissed off, you tune down your speakers and decide to forget the balcony, choosing to go down to buy items and level up on some hapless fool on the world map.

********

Since the evolution of sound-recording technology, music in video games have undoubtedly become one the "make or break" aspects for a game. Music has evolved from mere bleeps to sweeping five minutes scores in just twenty years, and the effort put into making them has evolved as well. Most games now have composers that work full time on a single game to create masterful work of art. In the past they used to work on a single synthesizer; now we game companies lincensing an entire orchestra. We can clearly see the gap time, talent and technology have helped breach when it came down to sweeping musical scores.

Of course not every darn scene in a game needs a musical score. Nowadays most of every scene in RPG's feature some sort of musical tract in the background, even during scenes where it would come out as.... rather out of place.

Recent games are seemingly following the trend of having a song playing somewhere at every scene in every part of the game. Whether it be some intergalactic space battle or a short chat down by the lake, you can be almost absolutely sure that a song's playing in the background. Whether the piece is appropriate or not is subject to opinion, but we can mostly agree that most of every scene in RPG's today have a corresponding theme.

So what about the scene's that *don't* need a theme? Music is a fine and dandy addition to improve the enjoyment of the player, but there are those cases that music serves nothing less than to distract the player from the atmosphere and meaning of the scene. In rare cases, utterly destroy it. That is not to say that music is nothing more than a game wrecker, rather that there are moments where music, or at least too much of it, becomes more of a annoyance than a blessing.

Sony's ICO stood in stark contrast to games of our age. Suffice to say, this game practically had only two or three tracks including the ending theme. As you play through the game you'll be playing almost without any music, but in my last fifiteen years of gaming I've yet to see a game set such an involving and moving setting as this, almost without any music at all. If there is any true sound that exists here, it would only be found in the environment and the character's own untranslatable language. Yet somehow ICO pulls it off, combining little dialogue and even less music to pull off a game unlike any other, yet for all it's silence it manages to pull you in for an emotional ride.

In the end, for me, a scene does not depend on its music; rather the music depends on the scene. You can't just tack on any piece of music you make into every scene you make. It has got to "fit" in some shape or form. If it doesn't, then perhaps the scene doesn't need a song; let the silence speak for itself. There are simply scenes that don't need a song, or any sound for that matter. In it's core the emotion and the meaning pours out without the assistance of sound. Silence is enough to convey to the reader its intention.

FVIII shows how the sound of silence shines. In the scene where Rinoa frees the witch in space, she ends up floating through space, alone, with her oxygen running out. She has a few thoughts of despair as she realizes that she's going to die. And then.... her oxygen runs out. She floats across the screen, in her space suit, through the blackness of space, in utter silence.

That, my friend, speaks in volumes a langauge no amoung of music of text will ever be able to express.




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