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"
It was great to be back on familiar ground and see if I could take it
to another level; retain some of the themes we had for KILLZONE 1, and at the
same time musically
try to do something
that was a bit more
beefy and meaty than
the first one.
"
- Joris de Man
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Composer Joris de Man shares about
his epic score for the hit video game KILLZONE 2. He returns
to the game-verse he helped to create in the original KILLZONE, this
time solely focusing on writing the original score. He
contrasts his writing experiences for the two games and the musical
advantages that have come with the next-gen (PS3) consoles. |
tracksounds: It's been a couple
of years since KILLZONE 1. What was
it like coming back to
the franchise and
revisiting that music
that you established a
couple of years ago?
Joris De Man: Well, it
was almost like
meeting an old friend
in a way. I know that
sounds incredibly
corny [laughs] but I
suppose it's still the
truth...you've lived
through that franchise
for a while. I mean, I
used to work as a
musical director at
Guerrilla, so I was
part of the franchise,
so to speak, and then
a few years ago I kind
of branched out on my
own and decided that I
wanted to go
freelance. So it was
kind of nice to return
to familiar ground,
and I realized that it
was a style and type
of music that I'm very
comfortable in. Also,
it's just nice to see
what the people at
Gorilla have done with
the franchise, because
we see KILLZONE 1,
which set up the whole
storyline and
characters, and then
there's Liberation,
which is kind of a
continuation, but at
the same time it was a
3rd -person shooter
and not a 1st- person
shooter, so story-wise
they did a few
different things with
that. So, I think
KILLZONE 2 is more of
a return to form
compared to KILLZONE
1. It was really great
to come back to that
and see what they've
done with that in
terms of the
characters and
environments. It was
great to be back on
familiar ground and
see if I could take it
to another level;
retain some of the
themes we had for
KILLZONE 1, and at the
same time musically
try to do something
that was a bit more
beefy and meaty than
the first one.
tracksounds: Right. Well now
this time it's on PS3
of course, with a lot
of increased power for
you to work within for
the music. What did it
allow you to do, or
what could you take
advantage of now that you;re working on a
game for the PS3?
Joris De Man: Well,
the first thing that's
apparent is the audio
quality. You're able
to use higher
bit-rates for the
music. We're able to
actually use full
surround sound now as
well, as opposed to
Dolby Pro Logic, which
is kind of surround,
but not true surround
sound. In this case we
could go up to 7.1
[channels], and I
think a lot of the
game environments are
in 7.1. Some of the
music is in 5.1,
because music-wise,
5.1 versus 7.1 isn't
going to have a huge
bearing on what the
music sounds like. So,
being able to use full
5.1 surround sound
made quite a big
difference to it. And
also, there was just
more scope for the
music. This time
around we weren't just
stuck to doing
cut-scene music,
which was partly a
creative decision on KILLZONE 1, but it was
also a technical
issue. We couldn't
really have any
in-game music because
there was so much
level-streaming going
on. Playing music
on top of that with
the in-game sound
effects and ambiance
just wasn't quite
feasible on the
Playstation 2.
Of course, now with
the power of Blu-ray
and the PS3, and being
able to using better
compression for the
music basically meant
that we could do all
of those things. So we
looked at the game and
decided where we're
going to use music and
how we're going to use
it. So [then] I
realized that we could
actually have in-game
music and that it was
actually helping the
game and adding to the
overall experience.
That's why we decided
to have both. We ended
up using orchestral
music for the
cut-scenes and MIDI
for the in-game
music. We had the the
in-game music be
interactive as well.
tracksounds: How do you
go about it when you
know you have to
tackle on a huge
project like this?
Obviously you have
some of your thematic
material, some of
which you've carried
over from the first
game, but do you write
your in-game music
first, or do you write
your cut-sequence,
big-symphonic stuff
first, or do you do
them simultaneously?
Joris De Man: So far
the way it's worked
for me is that usually
the in-game music
happens first, and
then the cut-scene
music comes in at the
end. That's mainly a
practical reason,
because in KILLZONE 2
all of the cut-scenes
are done using in-game
technologies. I would
almost call them “live
cut-scenes.” They're
not pre-rendered. They
all use the in-game
engine and in-game
characters; everything
except the first, main
introduction
cut-scene, which is
kind of a KILLZONE
tradition to have that
rendered and set up
the story, and
everything else is
done with in-game
technology. And
because that in-game
technology is
dependent on a number
of factors, like if a
story takes place in a
certain level and that
level is still being
designed or tweaked,
or the graphics team
decides that some of
the environments need
to change, or some
story element has
changed, which has
bearing on what the
level looks like, then
obviously that has an
effect on the
cut-scenes. Let's say
something's taking
place in a spaceship,
and some of the game
designers decide “No,
this is not going to
take place in a
spaceship, we're going
to do that in a level
later on.” This
cut-scene actually
needs to take place in
a desert. Then you
would have a really
weird situation if the
cut-scene would still
be in the spaceship.
That can be held until
the game designers, and
everybody else that's
involved in the
process get those
levels finished, before
they can finish the
cut-scenes. It then
kind of makes sense to
have the music for the
cut-scenes at the end
as well, because then
we know that they're
finalized. I spend a
majority of the time
working on the in-game
music because there
was a lot of it and it
was interactive, which
brings its own set of
challenges. Then we
tackled the cut-scene
music at the end. It
was a reasonably
compressed schedule
for that, but again,
that's not unusual in
game development and
I've never really had
it any other way, so
that's how it goes.
tracksounds: So from what
I've gathered, you
only had a few weeks
to do this project, is
that right?
Joris De Man:
Only for the
cut-scenes. For the
actual in-game music,
I had quite a few
months to work on
that. Well, quite a
bit more than that.
Basically I had from
the beginning of 2008,
around March/April, to
start working on it
and working out how we
were going to use the
interactive music.
There was a bit of R&D
involved in that as
well, as to how we
were going to do the
interactive music. There's different ways
you can tackle it.
There was a bit of
to-and-fro-ing of
saying “How are we
going to do this
music?” and “Let's do
a few tests and see
how it works”. Once
that system was in
place and we decided
how we were going to
do it, it actually
just getting down to
composing the music,
looking at the levels
and deciding what kind
of music was going to
go there and how it
was going to work.
tracksounds: How would you
compare your two
experiences with KILLZONE 1 and
KILLZONE 2?
Joris De Man: Each one
is a really unique
experience in its own. KILLZONE
1 was just a great
experience because
there was a bit more
music in terms of
cut-scenes; I think we
had 45-minutes worth
as opposed to half an
hour. That was
interesting because it
was the first time
I've really worked
with a full symphony
orchestra. I'd done a
test recording of the Helghast March before,
because when we were
actually pitching the
game to Sony,-it
wasn't even called
KILLZONE yet, I think
it was called Cloning
Marines or something-,
it was just an idea
that was being pitched
to Sony and other
publishers, and we
were trying to do a
1st -person shooter
for the PS2 and sell
this epic storyline.
So, I suggested to one
of the directors that
it would be great if
we could do this music
with a live orchestra
and take it to another
level, because
everybody's doing MIDI
stuff and it would be
great to do something
live. This must have
been about 8 years
ago, and at that time,
game scores being done
with orchestra were
relatively new. Some
people were doing it,
but not as much as
they are now, so it
was quite a novel
idea. Then he said
“I'll give you a
little bit of budget
for that and if you
find someone who's
crazy enough to record
it for that kind of
price, then you're
free to do so”, and so
I found an orchestra
in Moscow, the Moscow
Symphony Orchestra,
that could do it for a
very agreeable rate,
and so we recorded the
main Helghast Theme
there. That kind of
became the musical
benchmark for the
game. Once we had done
that, we sold the game
and we said, “Ok
that's great, we like
that...now let's do
another 40 minutes of
that. Then I had to
write the rest of the
music for the
cut-scenes, and it was
a big challenge
because I had not
written that volume of
music for an orchestra
before. It was kind of
a trial-by-fire, and I
got through it ok, so
I was really happy
with what came out of
it, and it really
connected with people.
People really seemed
to like the big, epic
orchestral approach,
and a lot of people
remembered the
Helghast March. So
this time around we
actually got to go to
Abbey Road, which
wasn't even originally
going to happen. We
were looking at
different places to
record, and figuring
out time-wise what we
were going to do. In
the end, it was decided
that the best thing we
could do was record at
Abbey Road with a
bunch of guys called
Nimrod Studios. They
were helping out with
organizing and some of
the production on
that. That was
amazing, because
before, we were
working with Eastern
orchestras and then
suddenly now with
these world-renowned
players; some of the
these people recorded
on Star Wars and
Indiana Jones, and
we've got a
trumpet-player who
played for the Indiana
Jones Theme. It was
just absolutely
amazing to work with
that kind of level of
musicians. It made me
realize that those
people really brought
something else to the
table. It's not just
about your music
anymore, but about how
they take your music
to another level. So,
it's a different
experience in a sense
of how much good
musicians can bring to
a recording session.
And that's not to say
that the Prague or
Moscow guys are bad,
not by any stretch of
the imagination, but
there is definitely a
difference. With them
understanding this
type of music, knowing
how to push that, and
play with intensity
really brought the
score to another
level. It's been a
unique learning
experience for me, and
they've both been a
fantastic experience
for me in their own
right.
tracksounds: Would you say
you're a little
spoiled now, having
worked with members of
the LSO?
Joris De Man: Oh,
totally. How can I not
be? This was an
absolute dream for me
to work with these
kind of people. Yeah,
I feel very spoiled,
because next time I
might get the chance
to record with an
orchestra, it's almost
like...you don't
really want to do
anything else, you
know? [laughs]
But yeah, absolutely
spoiled. I couldn't
have wished for a
better result.
tracksounds: Now, you were
talking about how
those members of the LSO play versus those
in Prague or
elsewhere. Would you
say that because the
members of the Prague
orchestra are playing
“pure” classical music
more, that they have a
bent towards that?
Joris De Man: Yes,
especially with the
Moscow guys, I noticed
a bit of that. It's
really strange, it's
just different
performances. I
wouldn't even say that
they're necessarily
any worse than the
English players.
There's just a
different approach to
it, where you can
sense that the English
players have been
playing on so many
movie sessions, they
kind of understand
what you're trying to
do, and they kind of
say “Ok, I see what
he's doing, so let's
do it this way”, and
you kind of get the
sound that you're
looking for. There are
other elements as
well, such as the
quality of their
instruments, the fact
that they've played
together for a long
time, and equally, a
lot of it probably
depends on my writing
as well. Having gained
experience from
writing for them last
time, I kind of
figured out things
like “Alright, this
works”, and “This
didn't quite work”,
and “Why didn't that
work?”, and you don't
make those mistakes
again. Then you end up
writing something you
know is going to work
with the players
you're working with.
So each time I do
something like this
it's a learning
experience as well. I
mean, I don't know
everything. I'm
largely self-taught,
so for me a lot of it
is a learning process
of seeing how they
play it and knowing
how it's going to
sound, but by the same
token, coming back
from the recording
session and saying,
“Ok, these are the
things that worked and
the things that didn't
work, and so next time
I have to try
something different”.
tracksounds: Well, in
this go-around you
didn't have to handle
the sound design.
Would you say that was
an advantage to you, a
disadvantage, or
neither?
Joris De Man: I
actually think its an
advantage, to a large
degree. We had more
sound designers on the
project this time
around and I always
think that the opinion
of different people
helps to get something
really creatively
strong. I had a really
strong sound design
team on KILLZONE 2
this time around. I
think it's hard to
compare the two
because you're working
in a different
ballpark as well.
There was so much more
possibilities this
time around, with more
sound memory, more
sound capabilities
with the hardware,
more capabilities with
the ambiance in the
game, stuff like that.
Also not having to
deal with both things
at the same time
probably is an
advantage because you
can take a back seat
and look at how
someone else tackles
things and say,
“Alright, that's
really interesting. I
wouldn't necessarily
have done it that way,
but actually his way
is better”. It's
actually quite good to
not try and do
everything. That's
definitely one of the
things that took away
from KILLZONE 1. I
probably “had my
fingers in too many
pies” at one point,
because I was also
partially involved
with the storyline,
cut-scenes and other
bits. Now it's
actually quite nice to
say, “I'm going to
focus on this bit”,
which is the music,
and writing for the
cut-scenes, and not
get involved in too
many other things. I
think that has
definitely helped the
project. The sound
guys at Guerrilla have
done an absolutely
stellar job, which I
think is seen in some
of the reviews as
well. It sounds really
great, and I'm glad
this time around not
to have been involved
because I think it
would've been too
much, with the volume
of music I had to
write as well.
tracksounds: How can you draw,
or do you draw upon
your sound
design/editing
experience while
you're composing, even
though you weren't
doing that for this
particular game?
Joris De Man: Oh,
totally, because I
think one of the
important things about
sound design is
knowing when to do it
and when not to.
That's something that,
to a degree, I'm still
learning as well.
Obviously knowing how
sound design works and
looking at scenes and
thinking, “Ok, what
would I do?” helps. It
would help, for
instance, if we were
working on a
cut-scene, and some of
the sound-design
wouldn't be finished
yet; you can look at a
scene and kind of
anticipate what's
going to happen
sound-design-wise with
it. You kind of know
“Alright, there's a
big spaceship taking
off from this
particular scene”.
Then I know musically,
not to put too much
there because there's
probably going to be a
big sound effect there
or something like
that. Also in terms of
just holding back the
music. I have a
tendency to overwrite
a lot of music and a
lot of notes. Or, not
necessarily, overwrite
a lot of music, but to
orchestrate very
densely. It was good
this time around to
realize that and say
“I don't really need
to do that
much...there's sound
design going on in
this bit and I can
actually hold back a
little bit ”. It'll
probably also save a
bit of time in the
process as well. It
was definitely in
certain cases a “less
is more” approach. It
definitely helped in
certain instances.
tracksounds: For the
music I've heard
thus-far, there's a
lot of stuff in there
that fans of big, bold
film music are going
to like. And then for
the in-game music, as
you've said, there's a
lot of the electronica-feel
there. You're from
both worlds, but do
you get the same kind
of pleasure writing
and hearing both
equally, or is there
one you like doing
more than the other?
Joris De Man: [laughs]
It almost varies on
any given day, really.
Sometimes I really
enjoy just doing the
big, bombastic stuff,
so to speak, and doing
something that's very
percussive and
aggressive. I think
one of the pieces I
sent you, -which I
don't know if it will
appear on the website
as well- is the ATAC
Attack piece, which is
very electronic in a
way. One of the things
they were asking for
was that “We really
like the orchestral
stuff but we're also a
bit worried about
having a game that's
just full of
orchestral
stuff...could you
maybe try and put some
modern elements in
there to juxtapose
some of the cut-scenes
with the in-game
music, to put a little
variety in there?”
That's an interesting
challenge, to do
something that
retained some of the
orchestral elements,
with some modern
elements in there, and
try to juxtapose them
a bit. It depends; I
really enjoy writing
big themes, and one of
the things I really
try to do in an
orchestral score is
create leitmotifs that
find themselves back
into other pieces in
some form or way. So,
for instance, on the
Axis Intro, -it's
called Axis, which is
a silly name, because
it's just the name of
the company that made
the intro cinematic-
[laughs]...
tracksounds: I saw that and I
wondered what that
was, but now it makes
sense...[laughs]
Joris De Man: ...yeah,
it's the “Birth of
War” track, and I
tried to use that as a
contained theme, so
there's a couple of
themes in there I can
later on repeat in
some other shape or
form. So, Visari's
Theme, -who is kind of
the main bad guy- is
in there. There's two
or three other tracks
where that particular
theme finds itself
back into it. There's
an ISA Theme as well,
which is featured in
the Helghast March,
and that finds its way
back in the score
during some of the
pivotal moments in
the story. So
I'm almost really
trying to score it in
an old-school kind of
way, where you have
those leitmotifs and
they find their way
back. I think themes
in general are very
important to establish
emotion and some kind
of continuity.
tracksounds:
If you had to describe
the music for KILLZONE
1 and 2 in one word,
how would you
summarize it?
Joris De Man: Without
wanting to sound
arrogant [laughs], I
would all it “epic”.
tracksounds: Epic.
Joris De Man: Yes. I
think in general, it's
got a very grand and
big sound to it. There
was little holding
back on it, let's put
it that way. If
there's any drama,
it's big drama.
[laughs]
tracksounds:
I'd have to
agree. That's a good
word for it. Now, I
know this has been
asked of you before
and I always ask you
every time and get a
similar answer but
I'll ask again anyway.
Is there any progress
on a full soundtrack
release of your music
for this game?
Joris De Man: Well
we're still in talks
with Sony and other
people to try to make
that happen. Obviously
I think it should
happen, and I've had
so many requests
already. [laughs] I
even got a link the
other day from someone
who saw that someone
had bootlegged KILLZONE 1 on eBay.
And not just one CD,
but someone actually
ran these on a
production line and
was selling these by
the bucket-loads, so
it would seem really
silly not to. I really
hope we can make it
happen. It's
unfortunately one of
those things that's
not always up to the
composer; it's dealing
with the publisher and
the company that holds
the rights to make
that happen. But, I'm
hoping in the day and
age of digital
downloads that the
risks for them to do
that is so little that
it's worth doing. It
used to be a problem
that game soundtracks
in general don't tend
to sell that great. So
if there's any CD
manufacturing then
it's a big risk for
them that they don't
necessary want to
take. Then they might
just keep it for a
Special Edition or
something like that.
But now with iTunes
and those online
tune-stores, it should
be feasible and I'm
really pushing for it
to make that happen.
All I can say is watch
your space, but it's
definitely something
we're pushing for, and
the sooner the better,
as far as I'm
concerned.
tracksounds: Do you have some
other projects you can
talk about now, that
are in the works?
Joris De Man: I'm
working on a small
game at the moment,
called SCRAP METAL,
which is for a friend
of mine who works at
Slick Entertainment.
It's an XBox LIVE
game, which is coming
out in the next couple
of months I believe.
It's going to be
completely different,
kind of hard-etched
industrial-type stuff,
so it's going to be
quite an escape from
my usual orchestral
onslaught [laughs].
And then, I'm just
actually kind of
looking ahead to
future projects. I
haven't gotten any
major gigs lined-up at
the moment, but I'm
hoping that with
KILLZONE 2's release
some interesting
projects will come my
way.


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