Told you there’d be more updates soon!
Now that YouTube recently modified its policies to allow videos up to fifteen minutes in length as opposed to ten, I can finally put up what was easily one of my favourite little personal projects to work on this past year.
In 2009, I watched Yann Arthus-Bertrand’s magnificent documentary film, Home. I was moved by the strength of the narrative, by the staggeringly beautiful footage, and by the organic and appropriate musical score.
In 2010, as a composer seeking to respond to this creation, I decided to re-write the music as I might have done it. In the interest of brevity, I first re-edited the film into a briefer ten-minute version to keep it reasonably sized. Once that was done, I set out to write a new musical score for the cut — one that was wholly my own, yet influenced by Armand Amar’s original and by other stellar documentary composers like George Fenton.
I’ve left only the opening narration intact from the original to introduce the story — all other audio, including sound effects, is all produced by yours truly, and it is my pleasure to finally present you with the results!
So remember how I made a few of my tracks available for purchase via BandCamp not too long ago? Well it was a good test of the service and I’m quite happy with it, so I’ve decided to expand my catalogue a bit…
As of today, not only is my entire Demo Reel updated with some new tracks, but the whole thing is available for purchase on BandCamp — as an album or individually, whatever suits your fancy. Oh, and I lowered the prices. $0.70 per track or all twelve for $7.99.
Why the hell would you want to buy the music when you can listen to it for free on SoundCloud? Well, because you can take it with you wherever you go, you can support my work, and most importantly: you can get the tracks in whatever audio format you prefer — including fully lossless WAV if you want maximum fidelity.
Check it out if you like, and stay tuned for some more updates very soon!
For the past week and a bit, I’ve been happily working on an absolutely beautiful new iPad/iPhone/Web title called Shadow Era. You can find more information about the game itself on the website, but I wanted to share the music that’s been written for the game so far since I’m very proud of it.
The player below will be updated to include all new tracks as I complete them. A Cry For War and Battle!, formerly orphaned tracks, have now found themselves a home on this score, which means more people get to enjoy them!
It’s been a while since I’ve done a music post, and even though folks who keep tabs on my SoundCloud page will notice that I add things pretty consistently, I figured I’d share this one here too.
A Cry For War was written yesterday evening on a whim, and features some evocative vocal and percussion work. I’m extremely pleased with how it turned out and hope you all enjoy it too!
Best of all, if you like it you’re welcome to download the Mp3 and enjoy it on the go!
Okay, sorry about that little outage back there. This is what I get for not having my domain registered and hosted in the same place. Must fix that.
Anyhow, with the site running again I thought I’d let everyone know that two short films I recently worked on are preparing to embark on the festival circuit, and I’m very proud to have been a part of both productions — they deserve all the attention and acclaim they can get. I hope to be able to share some more details of when and where you can see them soon.
Meanwhile, I’m happily writing demos, experimenting, and keeping an eye out for gigs down the road as well as working on some neat side-projects so I hope everyone’s summer is going as nicely as mine so far.
After Dante’s Inferno, my gaming life was briefly taken up by Final Fantasy XIII. I say briefly in lieu of the game’s enormous length because I did not survive the full ride. Expect details in my review. Thankfully, I’ve since moved on to something that’s much more fun: Lost Planet 2. Nothing quite like killing massive aliens to keep one’s mind fresh.
Happy Canada Day, everyone!
Important note to everyone: my main domain is temporarily down while I resolve some registration issues. I apologize for the spontaneous downtime and just as frustrated by it, but it is what it is.
Everything should be up and running again within three or five days. My apologies!

When last we spoke of gaming, it was Nier that had my attention and I was just picking up Dante’s Inferno, a relatively fresh title from EA developed by the aptly-named Visceral Games.
I expressed my interest in the game quite a while ago, largely because I am a fan of the original literature that inspired it, but also because notable game audio wonderman Garry Schyman (of Bioshock fame) was composing the score for the project. So when the packaging suggested I go to hell, it was difficult to resist. Now that I’ve had some time to reflect upon the experience, I wanted to share my thoughts.
My descent into the Stygian depths of this imagined realm was a patient one. Having been raised on a diet of Zelda and Mario, I am well accustomed to keeping a sharp eye out for collectible items, side-missions, mini-games, and other distractions from the main quest. Were I to ever find myself in a real situation wherein the world (princess, etc) needed saving and I was The Only Hope (Chosen One, etc), I am fairly certain that I would be the most useless hero ever. Admiral ADD to the rescue.
Anyone need help with their groceries? Need a package delivered to a friend in a distant town? There’s probably time for some fishing before I get on with saving things…after all, it’s the journey that counts, not the destination, right?
Besides, it was Hell I was heading into. One typically isn’t in a great hurry to get there.
Dante’s Inferno opens with one of the most visually impressive cutscenes I’ve ever seen. And it’s not just because of the liberal display of breasts. Everything from the cloth animations to the faces to the environment is expertly rendered, and the weird blend of 3D and graphic-novel-style 2D is both unexpected and strangely effective. Whether it was the plan all along or came about as a result of time or budgetary constraints is worth wondering about.
The opening cutscene is also notable for being the first and last time the game adheres with any accuracy to the content of the original verses. The opening voiceover is a recitation of the poem’s opening lines, and it seems that once they had established that little connection, Visceral figured they were good to go off and do their own thing. And they did, which I actually have no problem with. It can’t be said that their plot represents any milestone in video game narrative, but in a game about badassing your way into Satan’s pantry, a more sophisticated story just isn’t necessary. I mean the first thing you do when you gain control is kill Death, so they’re obviously not exploring subtlety in the game design.
The whole redemption and atonement for past sins angle is fine, but make no mistake about it: Dante’s Inferno is little more than a beat-shit-up simulator. It’s a very one-sided Mortal Kombat rampage to rescue Beatrice’s boobs. I mean soul. Rescue her soul.
What was I saying?
Oh right: combat rocks. For someone like me who mostly missed out on the Playstation craze, the endless nattering of critics that “it’s just like God of War!” did little to dissuade me. Okay, I thought, my only extended exposure to God of War was on the PSP, and it was a lot of fun, so what’s the problem here? I mean really, how many ways are there to make a game in this genre? The mechanics are obviously going to be similar.
Fighting unfolds like a manly ballet of death and improbable scythe physics. After you murder the Grim Reaper for doing his job, you steal his weapon of choice and immediately learn how to make it bend, stretch, and do other acrobatic things one doesn’t typically associate with farming tools. As far as main weapons go, it’s just plain awesome.
I could go into detail about how each of the nine circles of hell is crafted and what I encountered there, but I honestly don’t want to spoil it for those who haven’t played through the game yet. I have simply never seen such unashamedly gruesome, disgusting, and creative art design in a game before.
Way up in Limbo, before even descending into the depths, I was struck by a thought. I remember being scared to fight some of the enemies in Zelda: Ocarina of Time on my first playthrough because they were so freaky looking. As I walked into a room and watched an unbaptized baby crawl out of an oven to attack me with its bladed arms, I was thinking “my my, times have changed.”
Plunging deeper, more strange and horrible things emerged to munch on my face, and I dutifully collected all the items and souls necessary to power up Dante’s attacks to the point of unfairness. The game was rarely challenging on the normal difficulty level, with only some of the bosses posing a significant threat. In fact, if you were to examine the game coldly, it would be a very tedious and linear descent into hell. The only thing that keeps it from feeling that way too often is the strength of the art design, which is uniformly top-notch.
Sadly, It’s true that some of the creativity falters near the last few circles, with no new and interesting monsters being introduced, but by then you’ll have become quite adept at fighting anyway so the latter half of the game should go by pretty quickly.
Garry Schyman and his colleague Paul Gorman outdid themselves with the musical score, providing an exquisite and downright evil depiction of the circles, with creative instrumentation, dark choral chants, and loud orchestral terror of the finest calibre. It won’t lull you to sleep at night, but it’s a damn fine score. Voice acting was minimal but effective, with Lucifer’s deep voice managing to bridge the gap between dark and deceptively kind.
In the end, as I pulled myself back out of the inferno, I guess you could say I considered it time well spent. Dante’s Inferno is by no means a brilliant game; it is simply a formulaic shell over which Visceral has draped the most amazing visual design cloak imaginable. But it’s still just a veil, and if you peel it back you’ll realize the shallowness and blandness of the underlying structure.
Still, worth a rental for sure if only just to explore the twisted creations hiding in the nine circles of Dante’s Inferno.
Parting thoughts:
Just a quick note to my RSS subscribers: I’ve had to re-make the feed because it wasn’t working properly after the transfer from the old version of the Journal. Now it’s been refreshed, has a new address, and will contain all content from the very beginning as well as properly update all the new content that comes in.
I apologize for the delayed shuffle, but at least it works properly now. In any case, please find the RSS link at the bottom of this page and make sure that’s the feed you’re following as the old one is no longer valid.
And if you don’t already follow me, then by all means subscribe (or Follow, if you’re a Tumblr)!
By the way, what exactly does one call a user of Tumblr? A Tumblr-er? Seems to me like it’s almost built in. “Tumblr”. Hmm.
Back again!
This time with more music and some website news. But first the interesting stuff: this piece is called March of the Death Mage and I think you’ll see why when you hear it. Enjoy the presence of pure orchestral stuff while it lasts because over the next little while I’ll be working primarily with much more modern sounds and synths. But until then:
March of the Death Mage by Mathazzar
Meanwhile, on the website news side of things, I’ve decided that I’d like a place on the internet where I can put my photography and random writing work. Those who know me fairly well will be aware of my other hobbies and I figured that it’s about time I shared more than just my music work lest people start to think I’m a one-dimensional fellow. Besides, learning to prepare and customize your own site is fun!
Assuming I don’t break something, I’ll hopefully have it ready to show you in the near future!
After what seems like a long time with no rain, we finally had a good storm here last night, which worked out well since it gave me an excuse to stay huddled up inside and put together a new piece of music to lead the Demo Reel with.
It’s got my usual blend of orchestra and percussion, with the addition of a more prominent choir part and a cool groove. Very much enjoyed having the extra time to sit and polish this so I hope it pays off!
Discovering the Plateau by Mathazzar
In other news, I’ve been playing around with some other fun sound design experiments which I hope to translate into coherent pieces that I can show you in the nearish future.
Stay classy!