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The Role of Sound in Video Games: Pong, Limbo and Interactivity

Recently, I’ve been amazed by how well the sound design of the new Xbox LIVE game Limbo has been able to coax me into various degrees of panic. Visually, the game is monochrome – black, white and various shades of grey sink into and out of the television as I guide the main character, a little boy, through the landscape of his nightmares. Tension builds as sound is used to announce off-screen dangers as they slowly creep across the screen. The muffled thud-thud of a giant spider on the left prompted me to run to the right where I suddenly encountered the deadly scream of a buzz-saw roaring toward me. It’s scary stuff.  An ambient sound-layer is interrupted only by an occasional feedback crescendo or the rustling of the world’s many dangerous occupants. The soundtrack of Limbo says a lot about the game, which in turn says a lot about our culture. Video games are rarely the object of analysis for sound culture studies, this is fairly counterintuitive considering both their social impact and technological nature. Should sound studies take a closer look at video games – where would it start?

One option is to consider the game historically, as the convergence of several media discourses. First, there is cinema: The soundscape of Limbo borrows the formula that set the stage of desolation for so many low-budget horror movies. Consider the eerie silence of a horror movie like The Evil Dead and how there is a deliberate quiet within it’s conversation and music. These sonic memes are intended to invoke tension and surprise within the audience. Bruce Campbell, who plays the hapless protagonist, Ash, creeps through a similarly nightmarish landscape, inviting the listener into the soundscape of leaves, creaks, and screams. In a tradition, indebted to the aesthetics of Hitchcock, quiet soundscapes allow for broad dynamic shifts, juxtaposing safety and danger.

Another important discourse is that of video game history. Broad dynamic shifts in video games, have not always been the result of a deliberate horror aesthetic. Video games lacked sound until the release of Computer Space in 1971. A year later, the same creative team, Nolan Bushnell and Ted Dabney, would later found Atari and release Pong. Though Pong was a clone of an electric ping-pong game for 1966’s Magnavox Odyssey, Bushnell convinced Al Alcorn, the lead engineer, to hack-in sound. Silence, blips and beeps were for almost 25 years a result of hard technological limits in video games. As CD driven consoles were released in the mid-nineties, game sound was able to become more sophisticated, eventually integrating popular music seamlessly into games like Tony Hawk Pro Skater. Although game soundtracks were no longer constrained by the draconic limitations of console circuits (The Atari VCS was often unable to set its two lead voices to a similar scale – Karen Collins describes this more fully in her article “In the Loop”), game sounds still depend on the limitations of programming code. Limbo offers the latest technology, sound designer Martin Stig Anderson, has explained how advances in programming language have helped him to accommodate dramatic shifts in player control.

Game sound has always focused on the interactive, and Limbo is a great example of this development. Although games like Super Metroid and Portal have used ambient sound to emulate cinema, Limbo presents a living soundscape. Able to freely traverse the world, players can control the score of Limbo, a sign that music is becoming interactive in new ways. Is this a meaningful sign of technological convergence, or simply a reiteration of the existing aesthetic tropes?  You decide.

AT

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The Noise You Make Should Be Your Own

Before I suggested the name VIBE, even before the magazine was being called Volume, it was known as NOISE. I never liked that name. I mean, I knew what they were going for: “Noise” was meant to imply the loud raucousness of youth that defined the increasingly popular urban culture that would fill its pages. But the dominant strand of that youth culture was going to be represented by hip-hop, and I was quite sensitive to mainstream society’s tendency to think of hip-hop—what I liked to think of as the breakbeat concertos of inner city maestros—as not-music, as nothing but noise, something not necessarily from the street but of it, like a garbage truck or a knife fight.

I started to reminisce about the Noise name a coupla weeks ago when I walked into my university-owned apartment building and saw a note with the word “NOISE” poised at the top of it in a huge bold and italicized font, assured of getting everyone’s attention as they entered the elevator vestibule. According to the note taped to the wall, there was a noise problem in the building, and it was getting worse. Would tenants please be considerate of the other members of the apartment community and refrain from playing music loudly after certain proprietary hours?

I thought about it. I never heard music being played loudly. But maybe that was because I live on of the upper floors, away from the blaring speakers of others. The noise I was privy to was the natural noise of the many babies who lived in the building, the children of grad students, probably bored to tears (and tantrums) living in this austere monolith we all call home.

But then I thought about it some more. And I considered the musical noise I heard in this building, compared to the musical noise I’d heard in my building in Manhattan before I re-located to pristine, polite Cambridge, Massachusetts. In New York, I remember the guy on the second floor, the raging theater queen, who blasted cast albums and show tunes at top volume, usually during the day, when the only people in our small West Village building were him (a theater designer), me and the “model” who lived on the third floor—in other words, those of us who lived lives outside the traditional mainstream. The “model” cranked up the volume on her club-kid techno beats, while I was probably playing The Smiths or The Cure or R.E.M. at loud volumes, re-living my college rock days while missing a freelance deadline or two.

I remember, when I lived in New York, thinking that people had no shame when it came to making noise: people had loud conversations about personal business on the subways; vendors shouted to (at?) delivery guys on street corners; sirens blared their way through the streets; boomboxes competed with car speakers for the ears and stares of passersby. But no one complained. If anything it was a competition of soundtracks in, on and around the streets of New York. Do the lipstick lesbians outside the bar across from my apartment mind, relish in the fact perhaps, that the iconic sound of Stevie Nicks growling out of the jukebox codifies them as queer women on the scene? That kid in the business suit and expensive Wall Street shoes on the train, bobbing his head to the rhythms of Jay-Z rapping loudly through his earbuds: does he really want those of us around him to know he was a hip-hopper? The 6’4” theatrical designer from the second floor who struts down 12th Street like a linebacker: does he simply want the world to know that Barbra’s star-making turn as Miss Marmelstein soothed his soul and that the Pippin version of “Corner of the Sky” is what gets him through the day?

And what was my noise telling the world? I was the queer black writer dude upstairs. But if someone had walked by the apartment, not knowing who was inside, and stopped to tap a toe or shed a tear at the mopey, fop-rock of Morrissey that so often cleared my door jamb, would I be what they expected? Perhaps; perhaps not.

But then I think about the times that I just had to hear Martika. And I had to hear her loud. Or I had to hear some 80s-style deep house, especially the tracks defined by the soul-shouting diva-fied orgasmic melismas that not only date me age-wise, but most definitely queer the space that was blasting the Rolling Stones’ Let It Bleed just a half hour before. I used to be self-conscious of those sonic shifts in my noise soundtrack, as if they highlighted a larger, deeper confusion about my own position, culturally-, racially-, and sexually-speaking.

But then I joined the team to start VIBE, a magazine once called NOISE. And my sensitivity over its possible name settled my own personal dilemma: We may want the world to hear our noise, because of its shorthand to who we are. But what we really want them to do is feel our noise, vibe it if you will, and hopefully feel our joy, pain, shame, love and contradictions in the process.

–SPB (Scott Poulson-Bryant)

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