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" I've been a fan of the STAR WARS franchise since I saw the
first film in theaters when I was a kid. I think there was something
that JOHN WILLIAMS so strongly established with all the films that you
have to anchor it in that. You can't completely go away from that, and
there's no reason to try to redefine it. "
Mark Griskey |
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Composer Mark Griskey talks with
Tracksounds about his score for LucasArts sequel, THE FORCE
UNLEASHED 2. He talks about what it was like to return to the
franchise after the huge hit the first game turned out to be, the
unique challenges a sequel presents, and how he juggled both this
score and his work on the upcoming, STAR WARS: THE OLD
REPUBLIC score. |
CC: What was it like
to come back to THE
FORCE UNLEASHED after
a year or so?
MARK GRISKEY: It was
pretty cool. I loved
the first game, and it
was great to have a
little bit of distance
from it, and come back
to that whole
franchise again, with
a bit of a fresh take
on it. I think that
the whole team had
that attitude. We're
not doing anything
radically different
here. We're obviously
continuing the
storyline where we
left off, but we're
trying to improve the
game and make it
cooler and more
“unleashed” than the
original one.
Everything that
worked, we're keeping.
For me, as a composer,
it was nice to have
hammered out some
initial themes and
groundwork for the
first game. It was
more of a fully
developed game-score,
but there were some
questions we had in
terms of musical
direction. Everything
from “How do we tie it
into STAR WARS”, to
“How do we make that
transition”, to “How
do we put it into the
timeline to fit in the
STAR WARS musical
universe between
episodes III and IV?”
There was also the
question of coming up
with character themes.
Some of that stuff was
established, so it
felt like we had some
anchor points, but we
had some new
characters, new
planets and a new
story-line. It was
comfortable enough
because it wasn't
completely new
territory. I think,
even for the first
game, I was
comfortable with the
STAR WARS musical
language that had been
established in the
films, and certainly
for the games that
I've worked on in the
past.
There was a certain
kind of pressure to
really define some of
the musical vocabulary
for the FORCE
UNLEASHED. I felt like
this time around, I
had a little more fun
with it. It felt like
that part was a little
easier to run with.
The schedule was very
aggressive. There was
a lot of music to do
in a very short period
of time. You're always
going to have those
deadline challenges,
but I felt like I knew
this character a
little bit more, and I
know the story-line a
little bit more. I've
already gone through
one iteration of it,
so it felt great. I
said to myself, “Let's
jump back in and do
this”.
CC: You mentioned the
time-crunch. Would you
say that's the biggest
difference from the
first game to the
second? Just the
amount of time you had
to write the music?
MARK GRISKEY: Yes. It
was similar in a
certain way. First
there was certainly a
lot more time
pre-production-wise
for me to start coming
up with some ideas,
but really, to get
those approved, and
honed in, and making
sure we were all on
board with what we
were doing musically
with the score, it
took a lot longer in
the first game. By the
time I got up and
running with the first
game, I said “Ok,
we've got main themes,
now it's time to
generate a lot of
content. It was pretty
much a crunch too. It
happens in all of
these things, and is
typical of games and
films. It's typical of
TV entertainment in
general. This time
around, thank God that
things seemed to go
very smoothly in terms
of getting new themes
approved and new
musical directions. So
that crunch was
different. At least we
didn't have those
extra complications
involved. I don't know
if that's the right
word, but it was
almost like running
several marathons day
after day. [laughs]
It's exhausting
physically, but your
adrenaline is up and
you're excited about
the project. You just
get up, plow through
your whole day and you
just take a nap and
then do some more.
CC: Let me slip in a
question that comes up
from one of our
Twitter followers.
This is @purplecliff,
and he wanted to know:
What familiar themes
might you be reusing
in your music this
time, whether it be
from the classic JOHN
WILLIAMS stuff or the
original FORCE
UNLEASHED?
MARK GRISKEY: The
Force Unleashed Main
Theme, composed by
JESSE HARLIN is going
to be used again. I'd
say in a fair amount
of the score, but in a
much more woven-in
way. We've had a
chance to think about
how to incorporate
things in a variety of
ways throughout;
whereas, in the first
game, it was primarily
the music that played
in the menu loop, and
it was incorporated
into a couple of the
action cues. But I
think here we were
able to develop and
find sections of the
main theme that were
identified as the more
“heroic”, or
“light-side/adventure”
element of it. Then
there's a kind of a
darker theme that we
were able to weave in
through some of the
cut-scenes and ambient
music, and reused
again in some of the
action sequences.
Darth Vader is in this
game, and the Imperial
March is also in this
game.
CC: Nice!
MARK GRISKEY: You
can't have Darth Vader
without the Imperial
March. Not only is the
actual WILLIAMS music
being used -I'm not
sure which actual cuts
ended up in the game
from the films-, but I
used the Imperial
March Theme several
times in the
cinematics. I was able
to modify it and make
it work specifically
for the game, so we
didn't have to try and
shoe-horn in the clip
that was recorded for
the film and somehow
try to make it fit
into the game. The
Force Theme is used
with a few different
variations, which is
nice. There's one
cinematic where
Yoda....I don't know
how much of this is
announced, by the
way...
CC: I think the Yoda
thing is out there
already.
MARK GRISKEY: Ok, so
Yoda makes an
appearance in the
game. We didn't really
quote Yoda's Theme but
the Force Theme has
some interesting
treatments because
Yoda's using his Force
powers to see the
future, as cloudy as
it is. He offers
advice to Starkiller,
and we took that
opportunity to
incorporate the Force
Theme but a more
introspective, moody
version of it with a
slight harmonic change
in it.
CC: How about General
Kota?
MARK GRISKEY: Thank
you. He's obviously in
the game, and his
theme is definitely in
there. I would say in
terms of volume of
content, we definitely
used his theme more in
the first game than
here, but we found
some very specific key
moments where it made
complete sense to
incorporate it again.
CC: That brings up an
interesting question
in that with STAR
WARS, there is
probably a level of
expectation that few
if any other
franchises have upon
it. Be it the films,
games or anything
attached to it that
has music involved.
Maybe you worked with
JESSE on this, or
maybe it was something
that you just tackled
yourself in your own
mind and psyche. How
did you deal with
fans' expectations of
the music for a STAR
WARS game?
MARK GRISKEY: I just
try to think like a
STAR WARS fan myself.
I've been a fan of the
STAR WARS franchise
since I saw the first
film in theaters when
I was a kid. I think
there was something
that JOHN WILLIAMS so
strongly established
with all the films
that you have to
anchor it in that. You
can't completely go
away from that, and
there's no reason to
try to redefine it.
I've used this analogy
before; of course,
everyone knows what a
lightsaber sounds
like. We're not going
to change the sound of
the lightsaber. But
for the sound effects
that are in the game,
we might actually
create a bunch of new
lightsaber sounds so
they can specifically
match the gameplay,
instead of trying to
shoe-horn the
sound-effect from the
libraries that were
cut specifically for a
scene in the film. So
we're always trying to
anchor in the sound of
STAR WARS, whether
it's voice-acting,
sound-effects or music
to the films, and also
to the extended
universe of games.
CC: Let me slide in
another Twitter
question. This comes
from @john_axon: How
do you tell the story
of TFU 2 through your
score?
MARK GRISKEY: It's
interesting. TFU 1 and
2 have a strong
story-line. There's a
script, and the way
these video games work
is that cinematics
help guide you through
the story-line, and it
happens at book-end
sections of the game
to help you move to
the next level. For
the game-play itself,
I think the cinematics
are the script. That's
where I spend a lot of
time in the beginning.
I read that script
over and over,
thinking about my
themes, and trying to
get visual art of what
the cinematics are
going to look like, or
some rough animatic
versions. It would be
like stick-figures
moving around and some
of them might look
more detailed than
others but I can at
least get a visual
idea of the themes. I
focus on that, and
it's like scoring a
mini-film. It carries
into the game-play,
because the game-play
isn't simply “go fight
a bunch of people and
see more cinematics”.
There's small
milestones within
larger milestones, and
maybe some puzzles to
unlock, things to
figure out, and
environments to
interact with. It's
similar to film in
that it's based on a
script and a strong
story-line, but with
all the game-play
aspects and especially
the way the games are
developed, often the
other people in the
creative team are
still trying to figure
out what that's going
to be as I'm working
on it. So things will
change throughout. It
really comes from the
story-line. There's a
story to tell and
that's going to be
reflected in all of
it. For example, when
Darth Vader is in a
scene, there's going
to be the Imperial
March. I just ask
myself a lot of
questions and try to
find out as much of
the game as possible.
That's what gives me
my inspiration.
Visuals, and just
imagining what the
final player
experience is going to
be.
CC: I asked you
originally what it was
like coming into TFU 2
as opposed to when you
first started on the
first TFU. Now I'd
like to ask how you
feel coming out of TFU
1, and on the verge of
TFU 2 being released,
with the thought in
mind of that THE FORCE
UNLEASHED 3 has been
canceled.
MARK GRISKEY: When we
finished TFU 1, for me
especially, there was
a lot of audio tech
that was being
developed; so much
that I really didn't
know how good the game
was going to come off
when it was done. I
had story-lines, the
concept art, and I was
able to see builds of
the game as it was in
production, but I was
never able to see the
final version of the
game until it was on
the shelf, and I had
finished the music
well in advance to
that. It was a big
question mark. I
thought the story-line
was great, everything
I'm seeing in terms of
what this game is
supposed to be is
great, and I hope it's
great. I had so much
fun working on this
that I wanted to make
another one. Honestly
it's proves itself
with sales figures to
make it financially
possible to do a
sequel. We were
absolutely thrilled to
do a sequel shortly
after the release of
the first one, because
it was selling so
well. TFU 2 wasn't a
big surprise to me,
because I knew well in
advance that this was
going to happen. I was
very excited and ready
to take it to the next
level, and I think we
did so. In my mind, I
still think it's a
very powerful
franchise, and I hope
that LUCASARTS will
continue to put TFU
games out. I think TFU
is here to stay, but
that's just me. I
don't make those
decisions. I know
there's been some
changes over at
LUCASARTS, so until I
get any official word
from them of what's
going on, I can't
really comment on the
future of any future
games.
CC: Maybe you could
just write some “this
would have been the
music for TFU 3”
music. [laughs]
MARK GRISKEY: That
would be fun.
CC: I'm just garnering
off of what I've heard
of your music, and
just little bits and
pieces of what I've
seen, and if TFU 2 is
to this franchise as
EMPIRE STRIKES BACK is
to the first trilogy,
could you imagine
ending after EMPIRE
STRIKES BACK? Even if
you lose money, you'd
still have to make the
third one. If that's
an apt analogy, I
can't imagine it not
happening at some
point in time. So from
the fans' perspective,
I think everyone's
hoping for a miracle
to take place and we
can see the
conclusion, assuming
the third installment
would be the
conclusion.
MARK GRISKEY: Yes.
There are a lot of
trilogies in the STAR
WARS universe.
CC: And you're running
out of time to fill
in!
MARK GRISKEY: There's
that, but we can just
keep expanding on the
universe and take it
new directions, but we
want to stay canonical
with it, fitting in to
the larger picture of
the STAR WARS
universe. I think
there's room for
what-if scenarios and
not having to make
everything completely
aligned with the film.
I don't make those
decisions, but I think
there's room for it.
The fans will accept
it too, if it's
grounded in the STAR
WARS universe and it
stays true to the
franchise.
CC: Well that kind of
segues me to a couple
of my final questions;
now that you talked
about expanding the
universe. The universe
is definitely
expanding, going back
in history with the
other project that you
worked on, which is
STAR WARS: THE OLD
REPUBLIC. We're very
much looking forward
to next year. You were
working on these two
projects
simultaneously. Is
that right?
MARK GRISKEY: There
was a nice little
overlap there.
CC: Was it nice?
[laughs]
MARK GRISKEY: It was
“nice” as in a decent
amount of overlap. Let
me try to say that a
little more
intelligently.
[laughs] There was
definitely overlap
between those two
projects.
CC: How tough was it?
MARK GRISKEY: It was
tough, but honestly,
it was fun. Where it
happened in the
project for me, I had
a little bit of
breathing room. I
think I had 10 minutes
of music I still had
to write for THE OLD
REPUBLIC, but after
crunching on that huge
project, where there
were so many composers
involved, and so much
project management
that I had to do, and
composing the music; I
had to jump into TFU,
knock it out, and then
go back to TOR, and
finish it up. But that
last 10 minutes
would've come out so
smoothly if I hadn't
moved off to TFU. At
the same time, diving
into TOR, I'm still in
STAR WARS land, but
I'm thousands of years
into the future, and
it's a whole different
story-line. I was
surprised at how I
mentally recovered.
Physically I was still
exhausted at that
point, but it seemed
very fresh. It didn't
seem like “Oh no, it's
terrible that these
two projects are
lining up”, and that
they were on top of
each other in terms of
then they needed the
music delivery. It was
like “Oh fun, I get to
jump over and do this
one now”. Then I
jumped back to the
first one. So somehow
it worked. It was all
STAR WARS all the time
for me, but it was
like a solid year
between ramping up TOR
and finishing up. It
started with TOR, and
I finished with TOR,
and somewhere in the
middle we knocked out
TFU 2.
CC: That's amazing.
MARK GRISKEY: It was
“drop-everything” and
JESSE HARLIN at
LUCASARTS was great at
helping me out and
trying to juggle all
of that. He backed me
up and told me we had
a little more time to
get everything we
needed for TOR, but we
needed to jump in
both-feet-first for
TFU 2 right now, and
get that off our
plate. But it was
fantastic. We did the
two games with 3 big
orchestral recording
sessions, several days
each. We also did two
big choir sessions in
various locations,
plus some sample-based
music for some of the
underscore cues in TOR.
CC: Hopefully we'll be
able to sit down and
talk again about THE
OLD REPUBLIC when that
comes closer to
release next year. I
know that's an epic
project. I remember
the documentary saying
that there was about
five hours of music
for that game, so that
lends to lots of good
questions that I think
we can come up with,
so I look forward to
re-visiting that with
you in the upcoming
months.
As always we hope that
there is some sort of
soundtrack release. I
know the last one
didn't get an official
release, but maybe
this time around. I
was hoping that the
Special Edition of TFU
2 would include it,
but it doesn't so
hopefully they'll do
something for us this
time. So MARK, thank
you for coming on and
joining us, and
sharing with us about
your recent endeavors
in the STAR WARS
UNIVERSE. We look
forward to seeing how
it all comes out in
the game itself in
just a couple of
weeks.
MARK GRISKEY: Thanks
and let's do this
again. It's always a
pleasure to speak to
you. It's been fun
working on this, and I
can't wait to finally
sit down and play it.
Want more of THE FORCE
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