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I recently had the pleasure of working with a very talented director named Olaf Blomerus on his short film debut, a little dialogue sequence called Q & A. The film recently went live on the internet, and I’m proud to show it to you now! I may post the music alone later on, but for now here is the video itself where you can hear it in context! It’s in HD, so feel free to full-screen it for maximum effect.

5/21/10, 2:11pm FILED UNDER: #Music  #Video 
NIER, Far, Wherever You Are…

NieR

I finished playing NIER the other day.

What, you ask? The game. The one no one has really heard about because it’s been marketed by— or actually, it hasn’t really been marketed very much at all. That’s probably because it was the product of some small-time new developer, right?

Wrong. It’s made by Square Enix.

I don’t get it either, but I did get the game and I played it and I finished it, so here are my impressions:

It’s fun. Everything else aside, the vast majority of the game is very entertaining to play. Combat is engaging, not too difficult, and you battle some big enemies. If you’ve played any of the console Zelda games, you’ll feel right at home. NIER basically plays like a kind of Ocarina of Time, only drenched in blood. Now I’m a huge fan of the Zelda series, so for me it was almost nostalgic, but for those who didn’t enjoy the Zelda games, you may find that NIER borrows just a bit too much from them.

For example, remember all those cool incidental things you could do in the Zelda games? Like fishing? Well you can fish in NIER too. You can also farm.

I have to go back to the fishing for a minute though just to express how utterly awful it is. Note to developers: if you’re going to implement a feature that will only add value to the game for perhaps 5-10% of your audience, you damn well better make sure it works so well and is so seamlessly integrated that the rest of your audience doesn’t get bothered by it.

NIER’s fishing mechanic operates on one of two levels: WTF and JFCIAPITODSGMBACITTCF (Jesus-Fucking-Christ-I-Am-Pulling-In-The-Opposite-Direction-Stop-Giving-Me-Buckets-And-Cans-I’m-Trying-To-Catch-Fish). Oh and by the way, Square Enix, I don’t know about where you live, but around here cans and buckets don’t swim away when you snag them in a fishing line.

It is the worst virtual fishing experience I have ever been subjected to in my life.

Moving past that (after an hour trying to catch a goddamn shaman fish. What the shit is a shaman fish anyhow?), I have to mention that the game has this thing about twisting perspectives on you. While the majority of the gameplay occurs in the standard third-person action RPG fashion, when you go indoors, or when you climb certain structures, you will find your world suddenly flattened into a Castlevania-esque platform hopping paradigm for no particular reason except because it seemed like a good idea at the time. Then, just as you’re getting comfortable with those two views, certain dungeon rooms will suddenly punt the camera to the ceiling where it will capture the action below as if it was some sort of strange Diablo world. This didn’t bother me though because, although they’re weird and arguably unnecessary, the perspective switches actually helped keep the game interesting and helped shake up the visuals a bit.

Which brings me to the past, which is where NIER’s graphics are from. Square Enix, what happened here? Clearly they spent all their Eye Candy budget on FFXIII because NIER looks like it would be right at home on last-gen systems. On the Xbox360 it looks underwhelming. Pity.

Story is an aspect of NIER that is truly excellent. Not only is the story interesting and a fascinating fusion of sci-fi and fantasy, but it actually pulls it off really well, albeit with some pretty confusing moments along the way. The premise is that you’re playing as a father searching for a cure for his daughter’s disease, The Black Scrawl, which turns people into nasty creatures called Shades. All of this is happening on earth, but thousands of years after humanity as we know it has succumbed to an (initially) unspecified cataclysm. Along the way, you meet a host of unique NPCs, and the conclusion is both powerful and satisfying. The last hour of the game is legitimately moving and interesting.

While the father is gruff and one of the ugliest characters in recent memory, he’s interesting because he’s not some young, brass badass…he’s an aging father. Still a badass by the end of the game, but it’s a nice emotional starting point. You have three traveling companions over the course of NIER’s quest, though some are not consistently with you: Grimoire Weiss, Kainé, and Emil.

Grimoire Weiss is what you would presumably get if you turned Alan Rickman into a sentient book. Seriously, he sounds just like him in his Snape mode. Weiss lets you cast spells and organize your inventory and do other neat things, and he’s with you for almost the entire game, so get used to him.

Emil is the necessary whiny kid. Square Enix, let’s talk. I understand that you have an inexplicable attachment to young children characters in your games, so by all means continue to include them. But is it really necessary to make them all so consistently aggravating, whiny, and kick-worthy? I mean you even made his head look like a soccer ball, how can you expect me not to want to punt him whenever he opens his mouth?

Kainé is the strange one for sure. She’s a young-ish woman who struts about in undergarments swearing like a sailor. Hmm. So I’ll file away the near-nakedness thing in my list of things I will never understand about Japanese games in the Clothing/Appearances section. But the swearing is interesting: is it an attempt to make the game “mature”? Is it comic relief? Does it work? In order…probably, unintentionally, and no.

Tip for Square Enix: you know the opening screen of the game, before the menu, where that quote from Kainé gets played with no visuals and completely out of context? Please remove it. Your game will instantly become 10% better. The thing about this character is that, although sometimes the swearing is refreshing and legitimately fun and appropriate, there are many times where the vulgarity falls flat. The character’s backstory is emotional but pretty basic; still, it’s enough to allow her a more dynamic behavioural range than this. You had a great character idea, and you mistook a gimmick for a fundamental aspect of her personality and thereby destroyed her potential to be a compelling person in the story.

The story itself is a solid 20 hours if you spend a reasonable amount of time on questing. Which I didn’t. Do you know why? Because there are only so many fetch quests I can take before contemplating suicide. I did a bunch, don’t get me wrong, and the funny relationship forged with the Lighthouse Lady was neat, but the actual quests were always just shopping lists. I swear to god the only quest idea that the developers seem to have been able to think up was something involving a grocery list. Every single time.

I stopped with all the “side-quest” nonsense when some old geezer asked me to catch him ten sardines. HAH. Fuck you, old man; you spend an hour wrestling with your game’s incapacitated excuse for a fishing mechanic. Let me know when you manage. He never got back to me so I’m assuming he’s still out there snagging cans and crying.

To wrap up, I’ll talk about my home turf: the audio. Voice acting is pretty solid across the board, with the exception of Emil’s whiny voice, but where things really shine is the musical score. I don’t typically like JRPG scores, but NIER is magnificent. Not only is the sound fresh and energetic, but there are strong melodies and some exquisite vocal work by Emi Evans. I honestly cannot stress enough how much you need to listen to this score, it’s one of my favourites of the year so far.

If someone were to ask me whether or not I’d recommend the game, I would almost definitely say yes. Despite my criticism above, I stand firmly by my first statement which was that NIER is fun. It has its quirks, it’s certainly not a conventional kind of game, it could have used some more polish on the production end of things (and a new goddamn fishing system!), but overall I thoroughly enjoyed it and the good does outweigh the bad. Depending on your tolerance for the genre, your mileage may vary, but you owe yourself a rental at least to check it out.

Parting thoughts:

  • The seals that roll around on the beach in the seaside town are adorable
  • Kainé is to NIER what Kenny is to South Park: the one that gets killed all the time and yet mysteriously never dies
  • The Forest of Myth sequences don’t even come close to the text-based storytelling bar set by Lost Odyssey, but good effort
  • Why the hell is the game called NIER? What does that mean? Where in the game is it mentioned? What does it have to do with anything?

My next gaming venture is Dante’s Inferno, which promises to take me to even more interesting places. The box says “Go To Hell”, so I’ll let you know how that goes.

Xylophonics

What happens when you’re restricted to just one octave of a single instrument? Well…this!

These tracks are created with nothing more than a single octave from a xylophone patch (specifically, the freebie patch from the upcoming Spitfire percussion collection), and there are no external effects or processing plugins applied to the sound. Even the reverb is just what’s built-in to the samples.

It’s an exercise in creative writing under stiff restrictions. Lots of fun!

Xylophonics Experiment by Mathazzar  

In other news, I was in a car accident recently so that was kind of an unpleasant way to end my semester, but no injuries so that was a relief. On the bright side, it’s spring time and I’m looking forward to some opportunities to actually enjoy the weather. Maybe I’ll do a photo album of pictures to show you all what spring looks like in my neck of the woods.

Some big and small projects, mostly personal ventures, lined up for the next few months to keep me busy while I wait for that next major project to drift my way. Been doing a lot of film work recently and worked with some truly gifted directors, so I’m hoping that I can showcase some of that work in the near future as distribution starts.

PRINT THIS POST WORDS: 4/27/10, 4:00pm FILED UNDER: #music  #ramble  #news 
Sun and moon divide the sky,
Fragrance blooms on pear wood bones:
Earth awakens with a sigh.
Wanderer revels on the path alone.
“Spring”, Deng Ming-Dao, From 356 Tao
4/27/10, 3:48pm FILED UNDER: #quotes  #wisdom 
Music For Sale!

This has been a very busy Easter weekend for me (happy Zombie Jesus Day, by the way!) and after a whole lot of music writing, it occurred to me that I haven’t been very nice about sharing new music with you guys. In the past, when people have asked me where they can go to buy a track of mine for their listening enjoyment on the go, I’ve thus far been able to do little more than shrug and apologize — but those days are finally behind me!

I looked into several online distribution services including CDBaby, Reverbnation, Tunecore, etc. but most of them are geared toward broad-scale spreading of material across all the major marketplaces, which doesn’t really appeal to me. I want to be able to have more flexibility with what I’m charging, and especially for what I’m charging for.

Enter Bandcamp.

To shorten a long story, Bandcamp is one of those wondrous services that you come across and instantly fall in love with. It provides an excellent set of tools, gives you incredible flexibility, and stays the hell out of your way while you make use of it. So thank you, Bandcamp, for allowing me to share some of my music commercially.

So here’s the deal: I’ve put together an EP of the tunes I get asked for most often. Many of them are ones that are available for listening on the Demo Reel, but there are a couple of tracks that have never been publicly released before, and even a bonus track for those who grab the whole album. And the best part? You’re not just getting a cheap Mp3, you can choose between FLAC, OGG, MP3 (@320kbps) and a few others so you can listen to your favourites in pristine lossless glory. Neat, eh?

In terms of pricing, I’ve tried to strike a balance between fairness and accessibility. Because the point of this is to give you folks a way to get my music to go while providing an opportunity to support my continuing work in the process, I’m letting you pay whatever you can for it, with a minimum of just $0.89USD. Which is less than what iTunes would have made me charge…for a lower quality audio file — and it would have taken some of the proceeds. With Bandcamp, you can feel confident that every penny is going straight toward supporting the artist (hello) and making sure that I can keep making great music.

And that’s my story. So have yourselves a great Easter, and those of you interested in taking a look at this new album, I am more than happy to direct you:

http://mathazzar.bandcamp.com/

Your support, as always, is greatly appreciated. Spread the word and enjoy!

PRINT THIS POST WORDS: 4/4/10, 7:11pm FILED UNDER: #music  #news 
Ambient Music must be able to accommodate many levels of listening attention without enforcing one in particular; it must be as ignorable as it is interesting.
Brian Eno, from the liner notes to Ambient 1: Music for Airports
3/22/10, 8:19pm FILED UNDER: #Wisdom  #Quotes 
I Believe In Mary Black (Original Soundtrack)

Mary Black Album Art

Not too long ago I finished work on a great little short film called I Believe In Mary Black, and since the film is completed and ready to get some screenings around my area, I wanted to put together a selection of the best cues I wrote for it and assemble them into a short EP album. So I did.

The music is dark and rich, with shades of Christopher Young’s similar work for horror scores. I really enjoyed working on the project, so I’m quite proud to show you the results. You can find the album in the Portfolio, or you can listen here:

I Believe In Mary Black (Original Soundtrack) by Mathazzar

If you like what you hear, I’ve added a small Donation button at the bottom of the Contact page, so you’re welcome to drop by any time you have some spare change you’d like to contribute to keeping me up and running. It’s greatly appreciated.

Demo Reel Update & Milestone

Hi all!

First of all, thanks again for being such diligent listeners. It feels like just the other day I was mentioning how amazing it was that I had already gotten 1,000 plays on SoundCloud, and just now I’ve looked and the number is well over 1,500 now. I’m humbled and overjoyed. And I promise I’ll stop counting now, it just made me excited.

You’ll also notice, by the way, that I’ve brought the live chat box from the main site over here to the Journal as well, so if you’re talking to me and you decide to pop over here, you won’t lose the conversation. Because I care.

Anyway, to celebrate all this good stuff, I’ve put up a brand new track and pushed it to the forefront of my Demo Reel for your listening enjoyment. It’s from a game project I’m helping with and it was a lot of fun to put together, so I hope you enjoy it!

Oh, and if you’re feeling lazy, you can just listen to the new track here:

Pirates Theme by Mathazzar

Open Letter to Clients

Dear Distinguished Client,

How are you? Or, wait, first of all who are you?

You’re a budding director working on your first project. You’re an established one. You make short films. Documentaries. Blockbusters. You wear shades and walk tall.

You’re a game designer trying to put together that crucial breakout team. You have a vision. You’re starting with a mod before you embark on your first “real” game project. You need good and passionate people.

You’re pretty awesome, in short. I want to be just like you when I grow up. Or…almost. See, there’s something that’s been bothering me and I’m an honest kind of guy, so I wanted to bring it up. Just between you and me, just as a sort of FYI. I mean it’s all been said before, but some things are worth re-stating, you know?

I come from a film and media schooling background, so I know what it means to have to put together a film or game project on a shoestring budget. I know it’s hard and frustrating, and I also know that it’s exciting and engrossing. So exciting that you’re willing to do it without getting any compensation for it, because you’re just that selfless and passionate. That right there is truly admirable dedication. The problem is that just because you are willing and able to do your part for free, doesn’t mean you can expect that the rest of your team is in the same position.

Part of that shoestring budget needs to be set aside for making sure that each and every member of your team — not just me, the composer — gets compensation for their work. Their time is valuable to them and invaluable to your project. Their work is what brings your vision to life, so even if you can only pay each person $10, you really should. It’s the gesture that counts. We’re all trying to forge long-lasting work relationships here with talented and driven people, and that doesn’t work if your team doesn’t feel appreciated.

Now I often talk to other young composers and they ask me questions about their first gigs and whether or not they’re getting ripped off. There’s a really funny little clause that pops up in most work offers these days and it’s an extremely perplexing one. It goes something like this:

“This is a small project, so we can’t pay you, but we’re offering full credit and a free copy of the final product as compensation.”

I’m sorry, what?

Credit and a free copy is excellent, but it’s not compensation. It’s common courtesy. If you use someone’s art in your production, stating where you got it from in the credits isn’t some special negotiable honour you’re doing them, it’s the most fundamental tenet of working with creative content. It’s basic attribution of effort. It’s the law, in point of fact, and so trying to spin it as some sort of favour is disingenuous.

The point isn’t that you always need to pay your people though. You should whenever humanly possible, even if it’s just with pizza and beer, but I know that sometimes there isn’t even a shoestring budget. It’s a guerilla-style effort. That is also totally fine. I’ve done plenty of work for free over the years, and I continue to do work for free, but only for people who — despite having no budget — truly appreciate the efforts of their team, who inspire them to great artistic achievement, and who are putting together a product that allows everyone’s work to shine, or delivers an important message, or is moving, or is simply beautiful.

If you show me something that’s truly spectacular and visionary, or unassuming but powerful, I will want to do my best to help you. I want to participate in your opus. In return, you’re not going to offer me credit and a free copy — that part is understood. Instead, you’re going to shrug and say “M, we don’t have any money. It’s just my friends and me. We may make some money down the road if people like it, but I’m making no promises. The point is to bring this film/game/etc into the world. We love your stuff, we think you could really nail the vibe we’re looking for, so if you have some spare time, we’d love for you to join us.”

…Where do I sign? No problem, done deal, my pleasure. Simple as that. It’s about presentation. And just like you’re not going to “offer” me copy & credit, I’m not going to give you a bunch of pre-made library tracks I’ve got lying around on my harddrive. I’m going to go all out and give you the best custom score I can. Always. If you have an ambitious and cool project on your hands, then I will do my best to make you sound good. Why? Because not only will it then make me look good, but we’ll forge a working relationship. And down the road, maybe I’ll need your help for something. Maybe you’ll be hugely successful and have another, bigger project — with a budget, perhaps — that you need my help for. I’ve got your back.

Ultimately, I do what I do because I love making music. I love making music for your projects, in fact. Helping bring a story to life, helping highlight and augment the work of other artists. Unfortunately, keeping up with the bleeding edge of the tools that facilitate my work is not free. And my time isn’t either. Neither is yours, and neither is anyone else’s on your team. Sometimes we all need to do charity work, but let’s make sure we don’t get confused: it is not the norm.

Anyway, you’ve got a meeting to get to, so I won’t keep you. Just wanted to put that out there, see how you were doing, wish you well. Good luck at that place with those people, you’ll blow them away. And give me a call if you’re free this weekend, maybe we can grab a coffee or something, I want to hear all about your new project…

Yours sincerely,

M

PRINT THIS POST WORDS: 3/13/10, 3:20pm FILED UNDER: #Ramble 
Well, my good sir, to put it crudely,
You see matters just as they lie;
We must look at them more shrewdly,
Or all life’s pleasures pass us by.