Weâre living in something of a golden age of chiptune music. The last five or so years have seen a popularity explosion for the classic electronic sounds that most gamers associate with the games of their youths.
The bleeps, bloops, and grinds of chiptune music have evolved from a technical necessity to an aesthetic choice. Musicians like Jim Guthrie and Anamanaguchi have spent recent years repurposing vintage digital sounds to create beautiful, human-sounding work.
While the contemporary video game soundscape is a wonderland of lovely synthetic sounds, itâs easy to forget that the human side of audioâhuman beings recorded with microphonesâcan feel vital, beautiful and timeless.
Anyone who played SimCity 2000 remembers the bizarre, charming music. I bet you also remember that âzztâ sound effect that played every time you planted a new power line. It was the weirdest sound effect, even at the time, because itâs clearly just a dude saying âzztâ in to a microphone. âzzt.â âzzt.â âzzt.â That hilarious monotone, until you forgot about it and it became part of the gameâs unique sound.
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âMusic in the game works like lego(s).â
I asked SimCity creator Will Wright about that sound, and he told me that in fact, itâs his voice.
âI remember that well,â he told me in an email. âThat was actually just a recording of me making the sound with my voice. I recall that it was intended to be temporary but later we tried some other sounds and everyone liked how funny the first one was, so I kept it in.â
I love that story, at least in part because Iâve seen that very thing happen so many timesâwhat was intended to be a temporary track winds up making it to the final version because it captured something special and unrepeatable. That one sound effect ties Wright to the game in a personal, almost physical way. Every time you lay down a power line, you hear Will.
âZzt.â âZzt.â
I admire and welcome that type of real, human sound in video games. The clapping of hands, the cheering of voices; the air moving around live instruments, the humanâs breath hitting a microphone pop-filter.
It seems fitting that Fez and Botanicula came out so close to one another. Rich Vreelandâs Fez soundtrack is a lovely digital creation, a synthesis of synth tones that creates a warm, dream-like atmosphere.
The soundtrack to Amanita Designâs wonderful Botanicula, while equally lovely, almost stands as a perfect inverse of Vreelandâs Fez soundtrack. Thatâs because the music and all of Botaniculaâs sound effects were created by real instruments and human voices. Two specific humans, actually.
The soundtrack was recorded by the Czech band DVA. In slavic languages, DVA means âTwo,â which reflects the bandâs personell: BĂĄra KratochvĂlovĂĄ plays saxophone, clarinet, and is lead singer, while Jan Kratochvil plays guitar and controls loops. The soundtrack, which you can listen to here, doesnât really sound like any video game soundtrack before it. Itâs lovely. Listen to the embedded music below and ask yourself: Does this sound like the soundtrack to any video game Iâve ever played?
In addition to a good amount of vocal work, âWe used one czech banjo (it sounds like banjo, looks like banjo, but the system and numbers of strings is the same as guitar), saxophone, guitar, clarinet, bass clarinet, melodica, lot of pots from the kitchen, toy piano, and one old a little bit out of tune pianoâ to record the gameâs soundtrack, KratochvĂlovĂĄ and Kratochvil told me in an email.
90% of the sound effects in the game were recorded by DVA themselves (a whole bunch are created entirely with their voices), and 9.9% are bird and nature sounds recorded up in the mountains near Prague where they work. (They didnât elaborate on what the remaining 0.1% of the sounds are.) The process sounded simple enough: Botanicula animator and designer Jaroslav Plachy would send them the animations from the game, and theyâd record the audio over them and and send them back.
âMusic in the game works like lego(s),â BĂĄra and Jan wrote. âYou have motherboard â for example in the 2nd level, pure sounds of nature. In some situations after a click, you start to play bigger âlego cubeâ â music, and after the next click youâve started to build something like a âLego sound tower.â
Thatâs not particularly different than the sound design of any other video game, but for that one crucial thingâmost of these sounds are human voices layering on top of one another.
Amanitaâs Jakub Dvorsky echoed Jan and BarĂĄâs laid-back post-mortem. âThere was no [explicit] decision to make the sound effects human-generated,â he told me in an email, âand we didnât tell the musicians how they should create all the sounds and music. They had complete freedom and we were absolutely happy with what they created. Sometimes itâs better to let things take its natural course.â
As I speak with more and more video game sound designers, I keep noticing that the most interesting sound effects are the ones that theyâve concocted in the most personal ways. So many games use complex digital processes to build massive, cinematic, or retro-sounding game soundtracks.
Hearing DVAâs work on Botanicula was a sharp, almost bracing breath of fresh air. I immediately thought of Will Wrightâs âZzt,â which remains one of SimCityâs most iconic sound effects nearly 20 years after SimCity 2000 came out.
I hope to hear more game soundtracks embrace the human, living side of audio. The worlds that game designers create are limited only by imagination. So too are their soundtracks. Technology makes all sorts of fantastic sound design possible, but letâs not forget that the human voice is capable of a great many wonders all on its own.
âZzt.â
âZzt.â
âZzzzzzzzzt.â
(Top photo | Todd Klassy/Shutterstock)