Beyond the Grave: The “Dies Irae” in Video Game Music
DOI: https://doi.org/10.59350/fxtwy-axz26
For those familiar with modern media, there are a number of short musical phrases that immediately trigger a particular emotional response. Think, for example, of the two-note theme that denotes the shark in Jaws, and see if you become just a little more tense or nervous. So too with the stabbing shriek of the violins from Psycho, or even the whirling four-note theme from The Twilight Zone. In each of these cases, the musical theme is short, memorable, and unalterably linked to one specific feeling: fear.
The first few notes of the “Dies Irae” chant, perhaps as recognizable as any of the other themes I mentioned already, are often used to provoke that same emotion.
Often, but not always. The “Dies Irae” has been associated with death since its creation in the thirteenth century, due to its use in the Requiem Mass for the dead until the Second Vatican Council (1962–65). Its text describes the Last Judgment, when all humanity will be sent to heaven or hell. But from the Renaissance to today, the “Dies Irae” has also come to symbolize everything from the medieval church and Catholic ritual to the sinister, superstitious, or supernatural, even violence and battle—and any combination of the above.
Because of its unique history not only within its original liturgical context but also within later musical genres, this chant has become largely divorced from its original purposes, at least in modern popular imagination. Instead, it now holds a multiplicity of meanings; composers manipulate these meanings by utilizing this chant in a new setting, and thus in turn continue to reinforce those meanings within modern media. Since its use within the Mass, concert music, and films has already been well documented, this blog post explores its presence in an as yet unexamined medium: video games.

Chant—monophonic music of the Western Christian tradition—is the largest surviving body of music from the medieval period. Although chant was not written down until the ninth century, it has been continuously sung for over two thousand years. Before the Reformation, chant permeated the musical landscape of Western Europe. But as John Haines points out, chant’s meanings changed in the sixteenth century; to Protestants, chant was a sign of superstitious, even sinister, ritual, whereas to Catholics it was a flawed but holy tradition (112). Chant became ever more confined to the Catholic liturgy; although composers continued to use chant in new compositions, by the late nineteenth century the only chant guaranteed to be recognized by a secular audience was the “Dies Irae.”
Beginning in the late eighteenth century, the text was set in Requiems for the secular stage by composers such as Mozart, Verdi, and Britten. But due to both its evocative text and its memorable melody (often just the first sixteen, eight, or even four notes), the “Dies Irae” chant soon was incorporated into secular instrumental works, where it signified the past, the supernatural, the oppressive, the demonic, and death. No work is more responsible for this than Hector Berlioz’s Symphonie Fantastique, where the chant symbolizes the composer’s own death and the depravity of the demons and witches who dance at his funeral.
The history of this chant, together with its use in film, has been explored by scholars such as Linda Schubert and John Haines. Because the “Dies Irae” was already a well-known symbol of the aforementioned characteristics, and because early silent film musicians borrowed musical ideas from previously composed works, the chant segued quickly into early film, where its symbolic possibilities were reinforced. Thus, even in newly composed soundtracks, composers utilized this chant as an aural shortcut to a host of emotional and psychological reactions, especially (as James Deaville and others discuss) within horror films. It appears in scenes depicting inner anguish, fear, the occult, evil, and imminent death in films from It’s a Wonderful Life, The Seventh Seal, and The Shining to Disney’s The Lion King and Star Wars, in musicals like Sweeney Todd, and in literary works such as Gaston Leroux’s The Phantom of the Opera, but it also symbolizes power and even heroism, such as in this Nike shoe commercial.
The “Dies Irae” appears analogously in video game soundtracks, where it communicates the same symbolic meanings that it does in film scores and concert music. Its recognizability also lends itself to parody, as it did in Monty Python and the Holy Grail. Yet, unlike in film music, the evolution of its use in game music speaks also to the evolution of game music technology.
In the earlier years of video games, technology could not create continuous soundtracks. The first such was in Space Invaders (1978), although it consisted only of four descending notes looped indefinitely. Additionally, while voice synthesis was used in game soundtracks as early as 1982, reproduction of musical voices was limited even into the 1990s. William Gibbons describes how early systems had a limited number of channels (40); as a result, Baroque-style counterpoint worked well texturally, and reproducing music from earlier composers such as Bach was not only permissible by copyright but also demonstrated the capabilities of their systems (201–204). As such, earlier games were less interested in a monophonic chant, although several (such as Fatal Fury) did use Mozart’s setting of the “Dies Irae.”
The “Dies Irae” chant is first used in game music in the late 1980s and early 1990s, by which point most systems had five or more channels, allowing for improved timbres and sound synthesis. The opening theme song to F-19 Stealth Fighter (1988–92, DOS/PC/Amiga/Atari) subtly references the first phrase of the chant. Composer Ken Lagace sets the first eight pitches evenly in the lower voice before moving them to a higher, rhythmicized register. The chant is accompanied by a consistent percussive element and several higher, chordal voices, which splinter off into fast arpeggios before restating the opening. There is as yet no action, nor is the plot either spiritual or supernatural, so the chant here actually works in a somewhat anomalous way. It heightens the player’s tension through its aural connotations of fear and death, thus setting the stage for the battles still to come in the game itself.
Indiana Jones and the Fate of Atlantis (1992, PC) is another early instance of the “Dies Irae,” which appears at the end, when Indiana and his companion Sophia confront the malevolent Doctor. The chant again increases tension but also indicates the presence of evil. Musically, the first two phrases of the chant appear in long, low tones, accompanied by several high, sustained, dissonant pitches. New voices enter, reminiscent of the opening phrase, before the chant returns in full in all registers. The system’s capability for thicker textures allowed the composers to stack the monophonic “Dies Irae” against itself, further emphasizing the threat of imminent danger in this final encounter.
The last of the early case studies is Zombies Ate My Neighbors (1993, SNES/Genesis). These systems featured multiple channels capable of emulating a variety of acoustical settings. The game is a parody of 1950s horror films; the protagonists race through standard horror settings such as malls and castles to rescue their neighbors from demonic babies, vampires, zombies, and other stock creatures. The soundtrack also mimics the musical tropes in such films: chant itself, especially the “Dies Irae,” but also timbres such as tremolo, stingers, extreme ranges, and dissonance. The track “Curse of the Tongue,” which plays upon encountering the final boss, Dr. Tongue’s Giant Head, emulates a Gothic pipe organ. The low organ drone sustains underneath the first sixteen notes of the chant, which sound in a shrieking, vibrato-heavy register. The voices then move in parallel fifths as in medieval polyphony. The “Dies Irae” here brings to mind an entire film genre while also overtly characterizing the final battle against the otherworldly, sinister, evil Head. In this case, the chant works literally to signify the current battle and threat of death, but also parodically to indicate the absurdity of the situation.
The development of video game audio technology allowed first for voice emulation, then voice reproduction. Vocal samples were used as early as the 1980s, but were often confined to theme songs. Yet even after voices were reproduced within soundtracks, it is the “Dies Irae” melody alone that is most frequently sampled, strikingly paralleling its earlier use in film and concert music. When the “Dies Irae” text is used, it is set to newly composed music or borrowed from the Mozart or Verdi Requiems. Moreover, as in earlier media, all that is needed as an aural mnemonic is the first phrase, even just the first four notes, of the chant melody.
For example, two games released for PC in 1999—Heroes of Might & Magic III and Gabriel Knight 3: Blood of the Sacred, Blood of the Damned—both use just the first portion of the “Dies Irae.” In “Burying the Manuscript” from Gabriel Knight, pizzicato violins first allude to the first four or five notes of the chant (1:25); the full first phrase is then presented in parallel motion in the brass. The remainder of this theme alludes to the first few notes, making the “Dies Irae” a constant presence here and underscoring the secrecy, even the occult nature, of the manuscript in this scene.
Heroes III uses even less melodic material. In the Necropolis, composer Paul Romero uses the first four notes of the “Dies Irae” to underpin the entire theme. The bass plays the first four notes in a low register before seguing into newly composed material, but the contour of that phrase returns throughout the theme. The full chant phrases do not appear until the very end. The chant hints constantly at the overwhelming metaphor of death in this area, as well as to the presence of supernatural creatures such as vampires, zombies, and wraiths.
Unusual for many reasons, then, is the last case study: the game Dante’s Inferno (2010, PS3/Xbox360). It is the sole example here to use voices, but the text appears to be newly composed. As John Haines noted, the presence of Latin or pseudo-Latin is in and of itself a trope of the diabolical or demonic, which adds further nuance to this scene (129). The familiar melody is presented by a choir of mixed voices, accompanied by a roar of low brass, ambient noise, and a descant voice singing on open vowels, all signifiers of horror or the medieval. Moreover, the “Dies Irae” is not reserved for a final battle, as in previous examples, nor does it characterize supernatural creatures. Rather, it is the first theme heard in the game, reinforcing not only the medieval setting and the constant presence of death but also the ultimate trajectory of Dante, and the gamer, into Hell.
While the “Dies Irae” has been well studied as an aural signifier within film and concert music, its use in video games has, before now, been largely ignored. As in earlier musical genres, this chant brings to games a host of culturally accepted, musically mediated meanings that allow composers to immediately flesh out a character or scene. In so doing, game composers acknowledge that sound is not just sound, but rather it is (to borrow a phrase from Elizabeth Randell Upton) “a complex interaction of experiences and expectations on the part of the audience.” These experiences are continuously shaped by new compositions, scores, and soundtracks, which in turn continuously shape the audience’s expectations for future works.
As such, game soundtracks, along with other kinds of media, continue to transform the “Dies Irae” out of its original context and into an ever-growing set of pop culture symbols. The chant now signifies everything from the medieval to the present day, from judgment, battle, and death to demons, witches, and the occult. Within games in particular, though, it acts as a “memento mori,” a reminder of the mortality that game characters, and thus game players, seek to avoid through play. As such, it may instill fear in a player, but also suspicion, alertness, tension, even excitement, spurring the player to react in whichever manner suits the individual game.
The iconic status of the opening phrases of the “Dies Irae” chant marks it as a particularly useful polyvalent symbol for composers. Yet the utilization of this well-known trope is not without its problems. As I discuss in a forthcoming article, this chant, and indeed all plainchant, originates in a particular sacred, liturgical tradition. When a chant such as “Dies Irae” is used as a signifier of a general sense of spirituality, or of the medieval, or even of horror, then by default those characteristics are reified, if subtly, as Christian. Moreover, linking a chant such as the “Dies Irae” to the supernatural or the occult serves to perpetuate early modern stereotypes of Catholicism as nothing more than superstitious magic; see, for example, the purported origins of the phrase “hocus pocus.” Such anachronistic uses further obfuscate chant’s continuous role within Catholic (and other) liturgy; it is both a historic and a very modern practice.
Given that the “Dies Irae” is certainly not the only musical means to the aforementioned symbolic ends, perhaps these concerns are not pressing. Still, as Anita Sarkeesian points out, we can enjoy modern media while simultaneously critiquing facets that are problematic. There is no clear-cut way, at this point, to overturn hundreds of years of accumulated symbolic meaning for a musical icon such as the “Dies Irae,” but it behooves us as participants in auditory culture to become better aware of the multiple, and occasionally challenging, meanings within what we hear.
[Other games that also use the “Dies Irae” chant include Gauntlet Legends (1999, N64/PS/Dreamcast), Final Fantasy IX (2000, PS), EverQuest II (2004, MMORPG), Heroes of Might and Magic V (2006, PC), Sam & Max: Season 2 (2007–8, Wii/PC/PS3/Xbox 360), Ace Combat: Assault Horizon (2011, PS3/Xbox 360), and Diablo 3 (2012–4, PC/PS3/Xbox/PS4). My thanks go to VGMdb and Overclocked Remix for bringing several of these games to my attention, and to Ryan Thompson and Dana Plank for comments.]
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Featured Image: A mashup of the first lines of the Dies Irae and the Zombies Ate My Neighbors title screen. Remixed for purposes of critique.
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Dr. Karen Cook specializes in medieval and Renaissance music theory, history, and performance. She is currently working on a monograph on the development of rhythmic notation in the fourteenth and early fifteenth centuries. She also maintains active research interests in popular and contemporary music, especially with regard to music and identity in television, film, and video games. She frequently links her areas of specialization together through a focus on medievalism, writ broadly, in contemporary culture. As such, some of her recent and forthcoming publications include articles on fourteenth-century theoretical treatises, biographies of lesser-known late medieval theorists, and the use of plainchant in video games, a book chapter on medievalist music in Harry Potter video games, and a forthcoming co-authored Oxford Bibliography on medievalism and music.
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SO! Amplifies: Mega Ran and Sammus, The Rappers With Arm Cannons Tour–Enongo Lumumba-Kasongo
Video Gaming and the Sonic Feedback of Surveillance: Bastion and the Stanley Parable–Aaron Trammell
Playing with the Past in the Imagined Middle Ages: Music and Soundscape in Video Game–James Cook
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“Ich kann nicht”: Hearing Racialized Language in Josh Inocéncio’s Purple Eyes (Ojos Violetas)
DOI: https://doi.org/10.59350/4wyc8-g9m61
In Spring 2017, I brought Houston-based playwright/performer Josh Inocéncio to my campus—the University of Houston—to perform his solo show Purple Eyes (for more on the event, see “Campus Organizing, or How I Use Theatre to Resist”). Purple Eyes is what Inocéncio calls an “ancestral auto/biographical” performance piece which explores his upbringing as a closeted gay Chicano living in the midst of the cultural heritage of machismo. Following a legacy of solo performance storytelling aesthetics seen in John Leguizamo’s Freak and Luis Alfaro’s Downtown, Inocéncio plays with memory to understand how the United States and Mexico have influenced his family and his own identity formation. Moreover, Purple Eyes explores the intersections of queerness and Chican@ identity alongside the legacy of machismo in his family (For more on the play, see “Queering Machismo from Michoacán to Montrose”).

During my Intro to LGBT Studies course following the performance, students discussed issues of representation and how many of them had never seen a queer Latin@/x play or performance, with some of them having never seen a live play. Many students picked up on how Purple Eyes foregrounds the intersections of race, ethnicity, gender, and sexuality. While these discussions were indeed fruitful, what struck me most was how both classes harped on Inocéncio’s use of different linguistic registers. Put simply, what stayed with them was how the performance sounded. My students obsessed over the Spanish in the play, leading me to question why this group of students at a Hispanic-Serving Institution in a city that is over 40% Latin@ had so much trouble whenever Inocéncio spoke Spanish, or the sounds of Latinidad.
In what follows, I discuss how my students heard Purple Eyes. While the play is predominately in English, Inocéncio often code-switches into Spanish and German to more accurately embody particular family members. This blog adds to previous research by Dolores Inés Casillas, Sara V. Hinojos, Marci R. McMahon, Liana Silva, and Jennifer Stoever on the relationship between the Spanish language and non-Spanish speaking Americans. Indeed, my students racialized the Spanish in Purple Eyes while completely disregarding the German in the play. Why?
Drawing from sociology, racialization is the process of imposing racial identities to a social practice or group that might not have identified in such a way. Typically, the dominant group racializes the marginalized group; i.e. Latin@s in the U.S. become racialized by the mainstream. Even so, Latin@s are not a race, but are an ethnic group. Yet, I argue that non-Latin@ Americans view Latin@s through a lens of race which often becomes a sonic one, in which language becomes one of the most overt identity markers. In terms of Spanish, while many races and ethnicities speak the language, in the United States it is often viewed as a way to mark Spanish-speaking Latin@s as Other. In this way, language plays a fundamental role in shaping mainstream ideas about race. According to Dolores Inés Casillas, “For unfamiliar ears, the sounds of Spanish, the mariachi ensemble, and/or accented karaoke all work together to signal brownness, working-class,” and as Jennifer Stoever argues, the sounds of Latinidad indicate “illegality” in the U.S.
Drawing from the intersections of race, language, and racism, the relatively new academic field Raciolinguistics has emerged as a means to explain how people use language to shape their identity (For more, see Raciolinguistics: How Language Shapes Our Ideas About Race). Branching off from Raciolinguistics, I am most interested in exploring how the mainstream hears languages and racializes what they are hearing. The result is that Spanish is seen as Other, meaning that monolingual U.S. listeners hear Spanish-speakers as inherently different and a threat to a mainstream United States cultural and, more importantly, national identity.

Reflecting Inocéncio’s cultural multiplicity, Purple Eyes features English, Spanish, and German strategically used at different moments in the play to reflect the temporality, positionality, and relationship to language of each character that Inocéncio inhabits. While the chapter on his father is entirely in English, the final chapter focusing on Josh himself opens with a monologue in Spanish in which the performer narrates the events of the FIFA World Cup before finally announcing to the crowd that the epilogue is Inocéncio’s journey of young love and heartbreak on his journey of queer discovery. This moment features the longest extended use of Spanish in the play. The remaining Spanish is sprinkled in as Josh code-switches between the two languages for added cultural specificity.
While some of my Spanish-speaking students appreciated hearing a play that reflected their linguistic identities, monolingual English speakers in my class claimed that the Spanish confused them and made it difficult for them to follow certain parts of the play. After several students echoed these thoughts, a student from Mexico without full fluency in English comprehension told others about how her experiences were the exact opposite. She had trouble following some of the parts in English since she is still learning the language. I then pivoted the conversation to discuss how my English-dominant students approached the play with the assumption that English is the norm and a performance on a university campus should reflect this. Case in point: several told me that the show should have been subtitled.
But what was most telling was the following exchange. After several expressed confusion over the Spanish, one particularly woke student from Nigeria raised her hand and said: “I haven’t heard anyone say anything about the German in the play and not being able to follow the play during the German part.” She then noted how, in the United States, Spanish is racialized whereas German is not. In fact, most of the students did not even recall German in the play. Admittedly, the play features far more Spanish than German, but the scene in which Inocéncio speaks German occurs while dramatizing his Austrian grandmother’s abortion. As Inocéncio (as Oma) frantically repeated “Ich kann nicht” (I can’t), my students had no trouble; to use some Millennial vernacular, it was with Spanish that they “couldn’t even.” Arguably, this is the most intense scene in the performance and one that my students wanted to discuss. That the majority of them understood this scene without fully registering the German, coupled with their confusion over lines spoken in Spanish, speaks to not only how race and ethnicity impact how languages are heard in the United States. German is viewed as familiar and accessible whereas Spanish is immediately heard as foreign, i.e. undesirable, not welcome here.
As the Latin@ population continues to grow and the Spanish language becomes an increasingly present reality in U.S. everyday life, audiences must consider possibilities not grounded in an English-only narrative. My experiences with Purple Eyes are not unique. I have witnessed and heard many stories about audiences at mainstream theatre companies who have struggled whenever a play included Spanish. While I don’t claim to have the answers to address this across the nation, as an educator, I question what tools I can give my students to help prepare them for sonic experiences outside of their comfort zone and, specifically, how they become aware of subconscious racialization practices. What will they hear? And, more importantly, how will they react?
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Featured Image: Still from Purple Eyes (Ojos Violetas), with permission from Josh Inocencio who retains copyright.
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Trevor Boffone is a Houston-based scholar, educator, writer, dramaturg, producer, and the founder of the 50 Playwrights Project. He is a member of the National Steering Committee for the Latinx Theatre Commons and the Café Onda Editorial Board. Trevor has a Ph.D. in Latin@ Theatre and Literature from the Department of Hispanic Studies at the University of Houston where he holds a Graduate Certificate in Women’s, Gender, & Sexuality Studies. He holds an MA in Hispanic Studies from Villanova University and a BA in Spanish from Loyola University New Orleans. Trevor researches the intersections of race, ethnicity, gender, sexuality, and community in Chican@ and Latin@ theater and performance. His first book project, Eastside Latinidad: Josefina López, Community, and Social Change in Los Angeles, examines the textual and performative strategies of contemporary Latin@ theatermakers based in Boyle Heights that use performance as a tool to expand notions of Latinidad and (re)build a community that reflects this diverse and fluid identity. He is co-editing (with Teresa Marrero and Chantal Rodriguez) an anthology of Latinx plays from the Los Angeles Theatre Center’s Encuentro 2014 (under contract with Northwestern University Press).
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“Don’t Be Self-Conchas”: Listening to Mexican Styled Phonetics in Popular Culture*–Sara V. Hinojos and Dolores Inés Casillas
Deaf Latin@ Performance: Listening with the Third Ear–Trevor Boffone
Moonlight’s Orchestral Manoeuvers: A duet by Shakira Holt and Christopher Chien
If La Llorona Was a Punk Rocker: Detonguing The Off-Key Caos and Screams of Alice Bag–Marlen Rios-Hernández
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