
I can always ask myself, "As a fan, what would I want to hear?" It's important to define what the game is in the beginning. It is certainly made easier if you're a huge fan of these franchises. I've been so incredibly fortunate to be involved with a few franchises that began their lives during the Nineties and it is always a daunting task. WHAT WAS THE ARTISTIC PROCESS FOR YOU LIKE, WHEN YOU SAT DOWN TO WRITE A SCORE THAT KEPT A BALANCE BETWEEN OLD AND NEW? That's something totally unique to games and it very much informs how the audience enjoys the music.ĭOOM DRAWS ON A RICH LINEAGE OF GREAT MUSIC, AND I LOVE HOW THE NEW GAME EVOKES THOSE OLD NINETIES MIDI TUNES, WHILE STILL BLAZING ITS OWN PATH. However, games have an additional unique technical requirement where you have to develop ways for the music to play back in-game based on what the player is doing. You're still producing music with the same tools as everyone else who produces music. The general approach to producing music for games is largely similar to music in any other medium. I'm a huge fan and the game industry combines a bunch of different things that I find really interesting.
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HOW DID YOU FALL INTO VIDEO GAME SCORING, MORE SO THAN FILM OR TV SCORING?


YOU'VE WRITTEN FOR DOZENS OF GAMES NOW, AND IT REALLY SEEMS TO BE YOUR SPECIALTY. We caught up with the composer recently and asked him about what it's like picking the right instruments for Hell, the aesthetic benefits of composing for video games and the challenges of being badass without artifice. This summer, Gordon's soundtrack will be pressed on a four-record box set, complete with wax dipped in a authentically DOOM-y crimson (the vinyl is available for purchase in a variety of packages via Laced Records). He effortlessly wrapped in everything from bone-chilling synth work to jagged guitar riffage, and arrived at a place that seemed like a summation of the previous two decades of industrial music. Somehow it was also the most satisfying thing many of us had played in years.Ī lot of that success can be chalked up to Mick Gordon's score, which perfectly married the gothic MIDI brutality of the early DOOM games with a more modern, heavy-metal symphonia. You chainsawed and shotgunned an army of darkness for hours in what was probably the most stripped-down, essentialized design doc ever perfected by a triple-A studio. But gameplay-wise, DOOM traded in that same Nineties gluttony. 2016's DOOM might be a tad smarter then its predecessors, with its sardonic characters, tongue-in-cheek religious undertones and a plot that centers around "Hell Energy" - literally, a futuristic corporation that powers the Earth by tapping resources found in the underworld. Instead, Bethesda and id set out to create the most glorious, satisfying arena shooter in decades, and they pulled it off with flying colors. But how do you do something similar with DOOM, with its chittering demons, and infested Martian bases, and one-way trips to Hell, and quad-damage power-ups? Is there truly a way to build a suitable successor that reflects a higher purpose out of those ingredients?Īs it turns out, there wasn't. When Bethesda started resuscitating id's most famous properties, the company transmogrified Wolfenstein from a gleefully puerile, ahistorical Nazi corridor shooter to a shockingly relevant meditation on the latent forces of white supremacy that lie untapped in the global community.

Call of Duty games now touch on the military-industrial complex, Assassin's Creed excoriates the fallacies of Catholic ontology and God of War's Kratos has been recast from a bloodthirsty maniac to a deeply flawed dad with a load of regrets on his back. Since then, it's felt like the games industry had slowly matured out of the gory excess that served as the franchise's calling card.
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The legacy PC shooter had fallen dormant after DOOM 3's phantasmagoric journey to Hell - released back in the already-hard-to-remember summer of 2004. It was such a pleasure to fall in love with the DOOM reboot back in 2016.
