It took me a long time to understand synthesizers. When I was a kid, I would often think of a synthesizer as being more or less the same thing as an electric pianoāwasnāt a Rhodes or a Wurlitzer basically just a synthesizer?
No, in factāa synthesizer, like a Moog or a Yamaha CS-15, is much more complicated and versatile than a simple electric piano. Itās a series of parameters and oscillators that can be tweaked to provide all manner of sound. The sounds are altered by changing up the soundwaves themselves, bending the shape of the tone until itās as rough or smooth as you desire.
FRACT, an in-development independent game from Montreal-based Phosfiend systems is, essentially, a music/puzzle game that combines elements of Tron and Rezā¦before putting players inside a giant synthesizer. In the development walkthrough above, Richard Flanagan and Henk Boom walk players through a big chunk of the game where, by solving puzzles, they activate different parts of what amounts to a gigantic synthesizer, then connect the parts theyāve activated through a giant, walk-up pattern sequencer to create original music.
Flanagan cites early Warp artists like Boards of Canada, Aphex Twin, and Brothomstates as musical influences, and says that heās been inspired by what he describes as the recent democratization of music production. Using programs like Rebirth and Fruity Loops, itās much easier to create electronic music like the tracks in FRACT without having to invest in a hugely expensive room full of synths.
FRACT is the work of a three-person team, shown above in their studio: Flanagan (left) is creative director, Boom (right) is Technical Director, and Quynh Nguyen (center) is the gameās producer. Up top, youāll see Flanaganās Yamaha CS-15, a super-cool synth that I actually find myself coveting.
āSome of our in-game sounds are reminiscent of the Yamaha DX7 (or the FM8 VST),ā he said in an email, āand weāve got some subtractive (analog) modeling as well (that has a Moog/Korg vibe), but thereās still lots of fine-tuning to be done.ā
When I asked whether he thought that FRACT could help people understand how synthesizers work, Flanagan said that the game is a bit abstracted, since they want it to appeal to a wide range of musical aptitudes. āI think people who are into synths and electronic music will pick up on the stuff weāre doing,ā he said, ābut in the end we want to make something satisfying for all kinds of players too.ā
I found myself very curious about the gameplay possibilities of a working pattern sequencer. How would this work? Is there a way to build a game around something so open-ended and creative? (Pick up the top video at 3:24 to get a sense of what Iām talking about.)
āItās a communication challenge,ā said Flanagan, āas well as a design challenge ā itās proving to be a difficult concept to contextualize in the space, but we hopefully have some neat ideas up our sleeve and weāre looking forward to seeing how people interact with them.ā
I can imagine that this would be the biggest challenge making a game like thisāhow to take it from being a gigantic synthesizer you can walk around in to an actual game. But then, music is a game of its own, and given how remarkable FRACT is looking so far, I wonāt be surprised at all if the team at Phosfiend ties the entire thing together in fine form.
FRACT OSC Dev Diary [Official Site]