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"
I try to create a unique sound and style to it, but this one even more
so because of the requirements to create something out-of-the-box,
something that hasn't been heard before, and something that will
definitely be remembered as “That's definitely the CRACKDOWN sound”. "
Kevin Riepl
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Composer Kevin Riepl talks about his
recent trip to E3 and a number of his recent projects including:
CRACKDOWN 2, HUNTED: THE DEMON'S FORGE and also some titles that
have been brewing for some time like ALIENS: COLONIAL MARINES.
(This
interview has been transcribed and edited from the SoundCast audio
interview.) |
CC: Well welcome back;
we've had several
conversations over the
years, and it's always
good to chat with you.
You recently recovered
from E3. With me being
all the way on the
East Coast, E3 is not
a real possibility for
me, so I have to live
vicariously through
Tweets and Facebook
postings like yours.
How was E3 for you?
KEVIN RIEPL: It was
really good. It was
one of the first years
that I didn't plan any
specific meetings. I
just wanted to go and
enjoy the show. I
thought I was going to
have 3 games on the
show floor, but it
only ended up being
two games. One was
CRACKDOWN 2 and the
other one was HUNTED:
THE DEMON'S FORGE. I
just wanted to walk
the floor and try out
as much as I could; to
just enjoy it as a
gamer rather than
someone in the
industry. It was a lot
of fun; there was no
pressure in it. I just
walked around and
enjoyed. That's why
this year, compared to
previous years, I was
able to Tweet and
Facebook more, because
I wasn't in a rush to
go from meeting to
meeting.
CC: Right.
KEVIN RIEPL: In that
aspect, it actually
ended up being more
exhausting than
previous years, maybe
because I was so
overloaded with trying
things out, talking to
tons of people, and
just constantly on the
show floor, walking
around. Afterwards,
when the show ended,
was when I had my
dinners and the
parties I got invited
to. So it ended up
being really long
days, but it was a
huge amount of fun
just and checking out
all the games coming
out. There are so
much; obviously with
Microsoft Kinect,
Sony's Playstation
Move, and the Sony
booth had their
3D-gaming thing with
their 3D-systems,
which was pretty damn
cool, I have to say. I
Tweeted it at the
time, and I was like,
“Some people might
think that the whole
3D thing is gimmicky,
and it might be pretty
expensive, and not
everyone's going to go
out and buy a 3D
system, but it's
really sharp and
really cool.
CC: Did anything blow
you away? It sounds
like the games
themselves didn't do
that, but maybe the
technology behind it,
be it the Kinect,
Move, or the 3-D
stuff, but were there
any games with a “wow”
factor?
KEVIN RIEPL: Well,
CRACKDOWN 2? [laughs]
CC: [laughs] I
should've said “aside
from CRACKDOWN 2”.
KEVIN RIEPL: HUNTED:
THE DEMON'S FORGE.
CC: [laughs] Obviously
you're involved in the
video game industry.
This time you say
you've gone as a video
game enthusiast more
than a video game
music composer. From
the years that you've
gone as a composer
with all the meetings,
coming away from that,
do you take away
different things; do
you think it's as
valuable or more
valuable doing it the
way you did this year?
KEVIN RIEPL: Being as
I went as an
enthusiast, I was able
to take in a lot more
of what the industry
was showing. And being
in the industry as
someone who works in
games, I think it's
essential to see how
things are being
perceived, reviewed,
what's getting
awarded, or even at a
more personal level,
seeing what I like. My
tastes have changed
over the years, so it
really allowed me time
to really evaluate
what I really like in
the industry, and what
others are flocking
towards. I think
anyone who is in the
industry should step
back and be the person
to witness it from the
outside, because it
only helps when you're
on the outside,
viewing the industry
as an enthusiast or
just anyone who enjoys
playing, and then
going back on the
inside, instead of
just having the inside
view. You can just
keep making games, but
if you're not on the
outside looking in,
you can lose a lot of
what the fans like,
and what people are
dying to play, or what
they're sick of, and I
think that's essential
when you make games,
or any kind of media
for that matter.
CC: Absolutely. So you
have two games that
you've just completed
not too long ago. But
first, I want to ask
you about a few awards
you won at E3, which
was for HUNTED: THE
DEMON'S FORGE,
published by BETHESDA
and developed by
inXile. Can you tell
me a little about that
project and the awards
you won?
KEVIN RIEPL: It's
actually not completed
yet. It's still in
development and I'm
still writing music
for it. I think I have
a decent chunk of
music left to write
for it. Although I
liked this game to
begin with, I like it
even more now after
being at E3, because
of the similarity of
the other games coming
out. This seems to be
a throwback to the
fantasy-type games,
the dungeon crawlers.
I don't even know how
to describe it, but
it's darker and edgier
than a normal
fantasy-dungeon
crawler. There's
always two characters
going along the
storyline, constantly.
You can have two
players or go solo
with an AI, and you
can switch back and
forth. But yeah, I'm
having a blast. There
was a period of
writing on the game,
and then there was a
pause to get
everything ready for
E3. And now after
seeing everything at
E3, I've got this new
fire to continue
writing for it. Not
that the fire died
out, but just after
seeing peoples'
reactions, of course
it pumped me up to get
to work on it. But the
awards it won was Game
Chronicles Best of E3
2010 Winner. Also, it
won Game's Radar
Reason To Live Award.
[laughs]
CC: [laughs] That's a
pretty high award.
KEVIN RIEPL: It also
won a Best of E3
Nominee at
GamingExcellence. I
don't know if it won
any other awards
because it was a
closed booth. It was a
Bethesda booth with a
bunch of their games
in it, and you could
just pass by and see
what awards it won. So
I was in there a
couple of times and
one time, it had 3
awards on one of the
statues of the
characters. So I don't
know if it got any
more at this point.
CC: Ok, that's a
pretty good start for
a game that's not even
finished yet. It's a
really good start.
KEVIN RIEPL: Yeah, I
know! The game's
looking really good,
and it's got a bunch
of different styles of
gameplay that I think
are going to make the
game fun.
CC: Let's move on to
CRACKDOWN 2. A
big-time sequel for a
surprise hit game of
2007, the first
CRACKDOWN. I remember
I got the demo and
played it; I never
bought the full game,
but I remember being
intrigued that it was
just different than
most anything else I
was playing at the
time. Of course there
was the connec to HALO
3 as well.
KEVIN RIEPL: Oh,
right, I remember
that.
CC: I think that
really worked; it got
people to download it
and try it.
KEVIN RIEPL: I think
so too.
CC: Fast forward 2-3
years and CRACKDOWN 2
is about to be here.
The demo's just been
released a couple of
days ago, and you're
on board. Of course,
the first CRACKDOWN
had mostly source
music and some
remixes.
KEVIN RIEPL: All
licensed material.
CC: Yes, all licensed,
but they went in a
different direction
this time.
KEVIN RIEPL: Yes, I
think they wanted a
more personal touch to
the characters,
especially for the
main character in the
storyline. It has more
of an arcing storyline
now, and they brought
in a composer to
handle that aspect of
it. There's still the
licensed stuff, and
source pieces that are
played when you go to
different parts of the
city. So I think the
score is divided up
into three sections,
and I took care of the
original score aspect.
CC: How did you happen
to get connected to
this particular
project?
KEVIN RIEPL: Well last
year at E3, they had
this teaser trailer
that they were playing
on a huge Microsoft
screen. I was just
standing there and I
didn't know they were
going to have a
CRACKDOWN 2. I loved
the first one and I
played that game to
death. When I saw that
they had CRACKDOWN 2
coming out, I said to
myself, “I've got to
get on this thing”. At
the time, I had just
started Soundelux.
They started a new
music model where they
would become an
agency, so they became
my agent. GLORIA SOTO
was there at the time,
and they had
connections with
MICROSOFT because
they've done a
crapload of video work
and sound design for
MICROSOFT. So after
finding out that
MICROSOFT couldn't
find the sound they
were looking for in
the game, I just kept
on pushing and telling
them “Let me try out”.
So I was given the
direction by Gloria
that they want
something that doesn't
sound like anything
else. They wanted
something that sounds
out-of -the-box. So I
found that out on a
Friday night. I wrote
Friday and Saturday,
and I created three
pieces of music that
were “out-of-the-box.”
I knew CRACKDOWN, and
all the new images of
CRACKDOWN 2 that they
were releasing, so I
just took what I
thought would fit the
CRACKDOWN universe and
wrote. I was lucky
enough that it got
into their hands and
they loved it. They
said I nailed it, so
oddly enough and
luckily enough on my
part, one of the
pieces I wrote ended
up being the main
title-menu music for
the game. This is
usually one of the
hardest things to
accomplish when you're
writing music for a
game- to come up with
the main theme and
have everybody be
happy with it. That
was a huge burden off
my shoulders at the
start of the project.
That's how I got the
gig and it's literally
been a huge project.
CC: Well I've heard
the music that's
available for it, and
it's pretty edgy
electronic stuff, but
it's more versatile
than that. When I
first started
listening to it, I
thought I knew what it
was going to be about,
but some tracks you've
got this really nice
violin solo looped in
there, and there are
some definitel layers
there, so I was very
impressed by that. But
one of the things I
noticed as I listened
to the music a few
times through, -and I
know composers hate it
when their music gets
compared to anything
else- but because the
game is similar in
that it's an open
world, I think it has
an INFAMOUS vibe to
it. Did you ever play
that game?
KEVIN RIEPL: No, I
never did.
CC: The music for
INFAMOUS was very
interesting in that
they recorded so many
bizarre sounds and did
so many crazy things
to instruments. And
that's what makes it
interesting; the
palette is so
different from
anything else. That's
what was similar; this
sort of the same
eerie, twisted vibe.
KEVIN RIEPL: Well
that's good, I take
that entire sentiment
as a compliment,
because that's exactly
the approach that I
took. I like that for
each project, I try to
create a unique sound
and style to it, but
this one even more so
because of the
requirements to create
something
out-of-the-box,
something that hasn't
been heard before, and
something that will
definitely be
remembered as “That's
definitely the
CRACKDOWN sound”. I'm
happy because
MICROSOFT told me that
I did do that, and of
course for a composer,
that's an awesome
feeling. So that was
the goal, to create
something new, and I
would like to check
out the INFAMOUS music
now, not that I never
wanted to, but I just
never got around to
it.
CC: Let's talk about
some of the licensed
music that they used.
This time they've
remixed stuff from BOB
DYLAN, CREEDENCE
CLEARWATER REVIVAL,
TOKYO BLACK STAR, and
ADAM FREELAND. Did
knowing that that
music was going to be
in there affect you,
and if yes, how so?
KEVIN RIEPL: Not at
all. To be honest, I
didn't even know the
list of artists they
were using to do
remixes, and I don't
even know the list of
artists of the
licensed material they
were getting. I sort
of think that they
want it that way, just
so I could be in the
zone of writing,
getting into the
thematic/emotional
style for the game.
But just recently, now
that the demo's out, I
had heard some of the
licensed remix stuff,
and it's really cool.
People are really
going to dig it. I
forget which song it
was, probably the
CREEDENCE song, but
there was a time in
the demo where it's
playing in the Cell's
big road-warrior
trucks, and you can
get into one of the
trucks and just listen
to the song from
beginning to end, and
it's just really cool
because that's one of
the aspects of the
game that I like...I
don't know if I'm
allowed to say-
[laughs]
CC: [laughs] Yeah,
don't spoil it.
KEVIN RIEPL: The
remixes are used in
certain “situations”
to help you know what
certain areas you're
in, and such.
CC: Ok, well let me
ask you, if you can
say without spoiling
anything. Did you
also, in any way,
define the Agency, or
the Cells, or the
Freaks?
KEVIN RIEPL: Yes. In
my music there was a
lot of stuff that
covered the
Freak...race, or
Freaks in general.
[laughs] Then there
was a sound for the
Agency, that was more
of a relaxing type of
sound. For the Agency,
in the storyline, I
believe they're trying
to keep peace and
calm, so when I wrote
any Agency stuff,
there's not a lot
because there's source
music that's done by a
couple of New Age
electronic artists. I
did take that into
consideration when I
wrote my tracks for
the Agency. It's less
busy and more low-key
and more synth-paddy,
New-Age type of stuff.
CC: And the Freaks are
just...freaky?
KEVIN RIEPL: Yeah,
bizarre and freaky.
For a couple of Freak
pieces I tried to
convey uneasiness. On
one of them, I tried
to convey the feeling
of “bones trickling”,
tapping on glass and
sort of
getting-under-your-skin
type of feeling, which
was conveyed to me by
KRISTOFOR MELROTH,
who's a director at
MICROSOFT. So I did
some odd-sounding
recording techniques
with chopsticks and
little pieces of wood
and stone. I sort of
got a clitter-clattery
effect, which can be
heard in one of the
Freak pieces. So I
tried to aim for an
unrecognizable vibe to
it.
CC: I'd say you
succeeded. What would
you say your biggest
challenge was on this
project?
KEVIN RIEPL: I don't
know if there was one.
Like I said earlier,
it was a dream
project, and there are
hiccups and
trouble-spots in a lot
of games that I've
done, -and I don't
want people to think,
“Oh, he's just kissing
the butt of the last
publisher/developer
he's worked for- but
seriously, everyone on
the whole audio team
was such a blast to
work with. They might
have seen hiccups on
their side with stuff
they've dealt with,
but I've never had an
issue with anything.
The only issue I had
wasn't even a real
issue, it was just one
last piece I had to
write. It was for the
beginning of the game,
which is sort of the
introductory part,
where you're getting
introduced to your
character. I think I
had about 6 hours to
write the piece,
because we were
waiting to hear back
to find out if we were
going to use a
licensed piece of
music, or not. And I
really wanted to write
a piece for it. They
then got back to me
with a definite answer
when they could, and
said “Go ahead, write
it”. So I had a bout
6-7 hours to write the
piece and put whatever
instruments we could
on it. Luckily the
instruments I used on
it that I wrote for, I
was able to play and
record here in my
studio. But that was
the only real
challenge I had. I
wrote, mixed and
produced the track in
that tiny frame of
time. Actually it
ended up being a
little more than 6
hours because as I was
getting towards the
end of writing the
piece, we were going
back and forth on
instant messengers
saying things like
“Can I get it to you
at this time?” and
they replied “Yeah,
we're going to be here
all night” because
they were at the sound
stage.
CC: Let me switch
gears on you real
quick, and just say
four words to you. And
not four-letter words,
but four words.
[laughs]
KEVIN RIEPL: [laughs]
Ok.
CC: And that
is...”Dude, Aliens,
Colonial Marines.”
KEVIN RIEPL: [laughs]
Oh man...can I say
four words to you?
“Dude, I don't know”.
[laughs] The E3 floor
plan said it was going
to be on the floor at
the SEGA booth, and I
was all excited that
people were going to
see footage, and I
would see it as well.
I thought maybe people
might hear some of the
music I created in the
game, but when I got
to the show floor, it
was nowhere to be
found. I met with a
producer of the game,
who was actually
there, and he had
footage on his iPad.
Again, it was another
thing that got me
excited to be working
on the game. It wasn't
fully rendered stuff,
but what I saw made me
think that this game
was going to look
good. But I was sad
that SEGA didn't have
it on the floor. I
don't know if it
would've benefited
them if they had it on
the floor, because I
have no idea when it's
going to be released.
That's another thing,
I have another decent
chunk of music left to
write on. I would love
to be able to release
the synth mock-up
tracks since I have a
lot of music written
for it already, just
to help with
the...what's the word
I'm looking for?
CC: Promotion?
KEVIN RIEPL: Yeah!
[laughs] And just to
keep people interested
along the way. I'd
love to just be able
to share one of my
music tracks.
CC: That seems to be
happening a lot more
now; you just released
the whole score for
the movie CLEMENCY on
your FACEBOOK page for
anyone who wants to
hook up with you. It's
a fanpage, right?
KEVIN RIEPL: It is a
fanpage, they can just
search for KEVIN RIEPL
MUSIC.
CC: You have it up
there for free; you've
streamed some of your
tracks from CRACKDOWN
2 on there. \
KEVIN RIEPL: Yeah,
some snippets.
CC: As a composer, are
you just itching for
more people to hear
what you've done, most
of the time?
KEVIN RIEPL: Yeah,
that is part of it. I
released CLEMENCY and
that is making its
festival rounds now,
so people are hearing
that in that aspect,
but there's the indy
feature that I did,
which is the horror
thriller NEW HOPE
MANOR, which I also
released on my page. I
finished that back in
September of '09, and
it's really had no
outlet. But I want to
share the music; part
of being a composer is
sharing it. I mean, I
can constantly be
writing but part of it
is sharing the music,
as with anything in
life, really. So I
have 50 minutes of
music sitting here,
and no one's really
hearing it, but I know
that people out there
really like that style
of music. I love to
write it, so instead
of looking for an
avenue to make money
off of it, like trying
to go through iTunes
or CDBaby or whatever
the avenue is, I'd
just like to get it
out there. The more
people get it in their
hands and get a kick
out of listening to
it, then that's fine.
They can grab it if
they want, and so be
it. There's nobody
telling me that I
can't do that, or
telling me “We own the
rights to this”. It's
my music and it's
promotion for the
film, for both
releases. I just like
sharing it. And who
knows, no one knows
who's hands it'll fall
into and it can lead
to something.
CC: Absolutely. DAMAGE
VAULT. Your
collaboration with
Otto Cate. What's
happening there?
KEVIN RIEPL: Oh, that.
That's become a victim
of trying to stay
alive. [laughs] Each
of us that are
involved in DAMAGE
VAULT are trying to
maintain a steady
living and keeping a
roof over our heads.
When DAMAGE VAULT
started it was
obviously for fun, and
still is, but each of
us got real busy with
work, and it's not
work that we want to
turn away. And being
that, DAMAGE VAULT is
a labor of love.
That's the term I'm
looking for. There's
no immediate income
for it. We don't do it
for income, we do it
because we're all
writing together, but
when you have jobs to
do and kids to feed,
you have to set your
priorities. You've got
to do the work, and
when there's time
again, you go back to
DAMAGE VAULT. It's sad
because we have so
many songs out. We've
released 7-8 tracks
worth of free and
purchase-able songs,
but there are about 10
tracks waiting to be
polished up, mixed and
mastered that we want
to get out, so it's
just a matter of
everybody and anybody
in the collaboration
having the time to put
towards that, and
right now there isn't.
I'm sad because DAMAGE
VAULT had a nice
momentum going, and
we're still here. We
hope people are still
interested in what we
do, but right now it's
taken a back seat for
more important
reasons.
CC: Understandable.
But what about making
a license?
KEVIN RIEPL: That's
definitely something
we're looking into. A
lot of the licensing
stuff that have
presented themselves
to us for the DAMAGE
VAULT material have
been deals that really
don't lean in the
artists' favor. But
just recently, we've
gotten some offers
with other licensing
companies that are
looking better and
better. That's
essentially what we'd
love to do; get this
stuff out there so it
can be profitable. I
mean, it can make
money; who doesn't
want to make money off
of something they did
just for fun? That
would be the bonus. So
that's what we're
doing while we can't
do the other creative
stuff. Hopefully
something will take
off with that; that
would be great.
CC: So July 6th we'll
have CRACKDOWN 2. Is
there any chance, hope
or prayer that your
music will get some
sort of release?
KEVIN RIEPL: There are
hopes, and I think
there are plans, which
I think would be
awesome. I think if
they do it, it'll be a
mixture of everything
that's going to be in
the game. My music,
the remixes and the
source music. I
believe that's the
avenue they want to
go. I don't know if
it's definite, but I
know there are
intentions to get it
out there.
CC: Wonderful to hear.
Most of the time it's
either “I can't really
say” or “Nope”.
KEVIN RIEPL: Right. I
don't think it's a
definite no or yes,
but I know that people
on the team want it
out there.
CC: Excellent. Well,
we'll keep our eyes
and ears open for
that. Well, KEVIN,
thanks as always for
taking time out of
your busy schedule and
thanks for jumping on
Skype and making this
SoundCast interesting
to listen to. We
appreciate all the
hard work that you've
put into the games and
projects you're on,
and we look forward to
experiencing what
you've done exactly in
CRACKDOWN 2 starting
on July 6th.
KEVIN RIEPL: Thanks
for having me, always
a blast.
Crackdown 2 is now
available at
Amazon.com!
*Interview transcribed
by Vince Chang and
edited by Christopher
Coleman
|