This is something you just don’t hear about in the history books.
–Alex Hutchinson, Creative Director, Assassin’s Creed III
What does it mean to speak American? According to Laura Amico, a teacher in the Cliffside Park school district in New Jersey, to speak American is the opposite of speaking Spanish. As suggested by this video, captured by students via Snapchat before they walked out in protest, to be American is the same as to speak American. Evidently, to speak American is to speak English, a historical curiosity, given that English was not spoken on the North American continent until the 17th century, preceded by many Native American languages and, ironically, Spanish. In simplest terms, “American English” is not a homogenous dialect either. What kind of “American English” does Laura Amico exalt as acceptable for patriotic conduct? How does an American patriot speak?
In The Patriot (2000), Mel Gibson plays Benjamin Martin, a hero of the French and Indian War, who is forced out of his South Carolina plantation-managing life to avenge the deaths of his sons at the hands of the British during the American Revolution. The main British villain of that film, the fictional Colonel Tavington,–played in sneering style by Jason Isaacs—is notable for his barbaric conduct (among other things, he traps civilians in a barn and burns them alive). British audiences were noticeably aghast at this characterization, which implicitly compared British command of the time period to Nazi atrocities in World War II. Tavington may in part have been based on Banastre Tarleton, a notorious and brutal, misogynist dragoon whose victory at Monck’s Corner was among the bloodiest battles in the dirty war fought in the south at the end of the Revolution, or Lord Rawdon, a serial rapist and generally unpleasant English officer.
Nevertheless, Tavington’s barn-burning exploits are more likely based on American General John Sullivan’s slash-and-burn campaign against British-allied Mohawks, Senecas, Onondagas, and Cayugas, a subject little discussed in American history. This culminated in a 1782 massacre at Gnadenhutten in Ohio, where white Americans murdered 96 Delawares who had converted to the Moravian faith (pacifists). Evidently, in The Patriot, the conflict was not a civil war, and character was constructed in part through dialect (as detailed below, dialect here refers to all the clues in the way a person speaks, not just his or her accent).
Although Tavington’s conduct in The Patriot manifested visibly onscreen, his dialect said much about him. As noted in a recent Atlantic Monthly article, entertainment—such as Disney cartoons—can “take [bias] and pour concrete over it.” Rosina Lippi-Green, a linguist, notes that such biases are then difficult to remove: “They etch it in.” Another linguist, Chi Luu, suggests that with English RP (see below), the effect is more subtle; such accents go beyond “pure evil” by shading villains as more educated and intelligent—but still bad. Relating these findings to The Patriot, viewers understand Tavington as educated, intelligent, and evil through his English RP dialect; moreover, in black-and-white terms, his dialect makes tangible that he is completely different from the rough-and-ready, courageous Benjamin Martin. An aural line is drawn between American “good guys” and British “bad guys.” The British are fighting just to be sadistic or greedy; the Americans are fighting to defend their way of life.
Compared to media about other American conflicts, there has been little recent dramatic depiction of the American Revolution. Historically, one reason dramatizations of the American Revolution have historically remained rare is the tradition of American reverence for the “Founding Fathers,” causing their depiction as human beings to be circumscribed. Just as visual conventions have been built up regarding the antagonists of the conflict, so, too, have aural conventions in audio-visual representations such as a general use of a Standard North American accent for American (patriot) characters (whether they hail from northern or southern colonies) and English RP for all (villainous) British characters. The effect of this is epitomized by the example from The Patriot above: “good guys” versus “bad guys.”
While the way characters sound is important in most creative works—from the written dialect of Dickens’s characters to the chilling, mask-assisted tones of Darth Vader—it is no more so than in audio drama. Richard J. Hand and Mary Traynor have argued in the The Radio Drama Handbook (2011) that the elements of audio drama are words, music, sound, and silence. Arguably the most important of these to the audio drama are words. Alan Beck’s work on radio acting further argues that to create character through words and sound, refinement of dialect is needed. In this context, dialect refers to more than just a regional pronunciation: it includes details on a character’s geographical region, social class, gender, age, style, and subgroup.
In terms of The Patriot, probably the highest profile pop cultural depiction of the American Revolution until Hamilton, accents mattered. “A well-educated British accent,” in American films at least, “had come to serve as a sufficient shorthand for villainy” as Glancy pointed out, or “British, upper class, and a psychopath, happily burning people alive,” as a 2010 Daily Mail article put it. Whatever his villainy, would a historical Colonel Tavington, have sounded the way he did as depicted in The Patriot? How did those on the North American continent in the 18th century sound?
Richard Cullen Rath has convincingly argued that sound was incredibly important in colonial America, but what role did speech in English have? David Crystal, in discussing the Globe Theatre’s 2004 production of Romeo and Juliet in original pronunciation (OP)/Early Modern English (EME), was most frequently asked one question: how do we know? How do we know what Shakespeare’s English sounded like? For EME, spelling, contemporary accounts of the language, and the use of rhythms, rhymes, and puns illuminate this area. Crystal noted that EME would not sound like any modern accent but would have the pronunciation of “rs” in common with “rural” accents, as in Ireland and the West Country (Somerset).
This is important because the association of Shakespeare with a certain kind of English accent—the RP referred to below—has long had the effect of making his works less accessible than they might have been. If Shakespeare’s actual working dialect had more in common with “rural” accents like Irish and West Country, the latter of which is often still designated as a shorthand for stupidity in common with American southern dialect, this has a liberating effect on Shakespeare in performance. It may sound “strange” at first, but it suggests that Shakespeare can/should be performed in a vernacular, at the very least to make it more accessible to a wide variety of audiences.
Crystal has suggested that, “It is unfortunately all too common to hear accents on stage or film in which—notwithstanding the best efforts of dialect coaches—accuracy and consistency throughout the performance leaves, shall we say, a little to be desired.” Sky 1’s recent big-budget effort in historical drama, Jamestown, set in 1619, is diverse and rich in dialect, with characters speaking with Irish, northern English, southern English, and Scottish accents—nor are they uniform in suggesting that one accent will signify the character’s goodness or badness (though it has to be said most of the southern English-speaking characters are, at the very least, antagonistic). Most of the Native American characters have so far not spoken English rather than racist “Tonto talk,” and white English-speaking characters must speak Powhatan (or use sign language) in order to communicate. As actor Jay Tavare points out, early Hollywood was not concerned with the accurate portrayal of indigenous languages, given that Navajo extras were most often used in Westerns (meaning the Diné language of the southwest was heard regardless of where the film was set). More recently, even such films as Dances with Wolves (1991), which has generally received praise for its accurate portrayal of Sioux/Lakota culture, included Lakota dialogue which was linguistically imprecise. Clearly, there is still a long way to go.
Suppose we decide we cannot ever know how such historical actors sounded, so we decide to depict 18th century English speakers based on other criteria. How do directors, actors, and voice coaches bring the viewer/listener as close to the author’s intent as possible in fictional depictions of the years surrounding the American Revolution? How is the 18th century made accessible through dialect? As Glancy suggests above, British officers in film, television, and radio depictions of the American Revolution are most commonly associated with Received Pronunciation (RP), though the term was not coined until 1869, and, as Crystal points out, the “best speech” heard in the English court of the 16th century was “nothing like” RP. In fact, it was probably influenced by the Devonshire accents of Sir Francis Drake and Sir Walter Raleigh (an English so far in Jamestown associated with servants . . .). As Edda Sharp and Jan Haydn Rowles point out in How to Do Standard English Accents, RP has almost disappeared in England, “now confined to a very small section of society, the older upper and upper middle classes, older actors and broadcasters.”
The officer class of the British Army in the 18th century was in fact largely composed of Scots (as per Stuart Reid and Paul Chappell)—though how much they retained their Scottish identity (including accent) is of course impossible to know. As Kevin Phillips in 1775: A Good Year for a Revolution points out, within England, support for the colonies during the American Revolution was generally strongest in the major cities and in the eastern and southern counties—the same places where during the Civil War, support had been strongest for Parliament and Cromwell. Support in Scotland was limited to a small fringe. By contrast, statistics from Revolutionary America 1763 to 1800: Almanacs of American Life on the ancestral origins of the white population of Virginia in 1790 make Scotch-Irish (11.7%) and Scottish (5.9%), the second-largest groups after English. References to the Scottish officer class are made in Cooper’s The Last of the Mohicans, where Colonel Munro is referred to as “the Scotsman” (played memorably in the Michael Mann film by Maurice Roëves). Beal suggests that guides to “correct” pronunciation in the 18th century were often written by and for Scots—to pass as “British.” The Scottish people have had a long history of wishing to disassociate themselves from rule by the English (as evident in the 2014 Scottish Referendum). The Wars of Scottish Independence in the 13th and 14th centuries were fought between English and Scottish forces, at the conclusion of which Scotland retained its status as an independent state. However, in 1707, the Act of Union unified England and Scotland under one government.
With these many regional British accents potentially to be heard in the British Army in America in the 18th century, and with approximately 92.2% of white colonists in Virginia hailing from the British Isles in 1790 (including England, Scotland, Ireland, and Wales), it is perhaps curious that there has been so little variation in dialect in media depictions such as films, TV, and radio. Traditionally, for example, George Washington has been depicted with a Standard North American accent and not a modern southern American accent. This is also true in the case of Colonial Williamsburg re-enactors.
Besides being generally a very sound depiction of the Revolutionary period, HBO’s John Adams (2008), based on David McCullough’s book, is also unusual as far as accents go. John Adams gives the British King George III, played by Tom Hollander, Standard Neutral English, but it does something very unusual with its American characters. Virginian characters (including Washington and Jefferson) have suspiciously Somerset-sounding accents. John Adams introduces a clear regionalism in Anglo-American accents that goes beyond the singling out of the Boston accent (which is generally personified in John Adams himself). It isn’t clear why this decision is made; the accent does not belong exclusively to Virginian characters, as it is also the accent of Benjamin Franklin, proudly Pennsylvanian, and Alexander Hamilton himself. Is the shorthand present to aurally distinguish between Loyalists, and American rebels? What affinity, one might ask, does the Somerset accent have with a depiction of the American character?
Standard North American speech is rhotic (people who say an ‘R’ whenever it is written), as is the Somerset accent (and, as Ben Zimmer explains, was associated with country speech in England from the 17th century). This contrasts with Neutral Standard English Accent, which is non-rhotic (people who only say an ‘R’ if there is a vowel sound spoken after it). Perhaps the filmmakers had in mind the best guesses about how “proper” Anglophones spoke in the 18th century, as in John Walker’s Critical Pronouncing Dictionary (1791), where he normatively condemns rhotic English. Then again, perhaps it is merely a storytelling expedient; look at the actors assembled to play Founding Fathers:
- Washington – David Morse, American, born in Massachusetts
- Jefferson – Richard Dillane, born in London
- Hamilton – Rufus Sewell, born in southern England of Welsh and Australian parents
- Franklin – Tom Wilkinson, born in Leeds, grew up in Canada
- Sam Adams – Danny Huston, American, born in Rome
Standardization may have made practical sense, but the use of the rhotic sends a subtly different message than North American Standard English, and perhaps hints at the influence of David Crystal’s work on OP/EME.
Even among linguists, North American 18th century English has not been examined to the extent that EME has, with Beal going no further than to suggest “the contact between the various regional dialects of the English-speaking colonists and the languages of the Native Americans and of other European colonists” would have influenced pronunciation, but she is not conclusive as to what extent. Noah Webster in 1789 envisioned “a language in North America, as different from the future language of England, as the modern Dutch, Danish and Swedish are from the German or from one another” (cited in Mühleisen). From the beginning, too, American fiction was concerned with pronunciations, with Cooper sensitive to those which “disclosed class or origins,” as Schachterle noted. The word “Americanism,” in fact, was coined by John Witherspoon in 1781. Its entry in Webster’s Compendious Dictionary (1806) is “a love of America and preference of her interest.” As David Crystal points out, this was the first dictionary written in English to include words like butternut, caucus, checkers, chowder, constitutionality, hickory, opossum, skunk and succotash. It was also the first dictionary to give now-familiar American spellings to words like color and defense.
It is probably not a surprise that many of the words above have their origins in Native American languages. Black and Native voices (and use of dialect) are somewhat rare in media depictions of the Revolutionary period, notable exceptions being The Last of the Mohicans, with its heroes (“Hawkeye,” Uncas, and Chingachgook, played by Daniel Day-Lewis, Eric Schweig, and Russell Means, respectively), as part of an extended, multi-racial family unit, speaking with a uniform Standard North American accent:
and Ubisoft’s smash video game, Assassin’s Creed III (2012).
The hero of this Xbox/Playstation game is Connor/Ratohnhaké:ton (Noah Watts), half-British, half-Mohawk, who speaks Mohawk as well as English (again, no Tonto talk here), as taught by the project’s language consultant, Akwiratekha’ Martin. However, again ignoring historical realities like the Sullivan campaign, the villains are British redcoats, echoing the storyline set up by The Patriot (Connor’s village is burned and his parents are killed by a British officer who sneers, “You are a nothing, living in the dirt like animals.”) In a making-of featurette, the creators of Assassin’s Creed III note that it has more than two hours of “cinematics,” a concept that suggests that the game will be a more potent window into history for its users than film, television, radio, or books. While it is positive that the game inaugurates a Native American action hero role model, it is disappointing that it recycles “the British are baddies” dialect trope.
In media like cartoons, video games, and audio drama, dialect supplies us with many clues about characters and what we should think and feel about them. Class is still very much implicit in accents in Britain, and every time we open our mouths we display characteristics about ourselves, whether feigned or not. When mass media-makers produce historical drama, they make choices. Despite the United States’ and the United Kingdom’s “special relationship,” the “British are baddies” trope remains. Its continued use and the future choices made by media-makers have much to say about Anglo-American relations and conventions in fiction today.
If, as suggested by several linguists identified in this article, children very quickly pick up conventions of who is “bad” via what they sound like, it behooves us to pay careful attention to the way mass media uses voices and what norms these establish, for listeners young and old. Also, what accents filmmakers use for past accents may profoundly influence who can hear themselves as “American” in the present moment–one important reason why Lin-Manuel Miranda’s Hamilton resonated with contemporary audiences. If teacher Laura Amico in the Cliffside Park school district in New Jersey has established that her pupils should “speak American,” what does this mean (besides the fact she expects them to speak English not Spanish)? Should they, for example, speak like President Trump, who uses a New York Queens accent which, according to Jeff Guo, connotes “competence, aggressiveness and directness” despite the fact its speaker comes from a privileged background? As Guo suggests, the way we speak is at least as important as what we say. In response to reports that Trump mocked the Indian Prime Minister, Narendra Modi, by imitating his accent, Congressman Raja Krishnamoorthi published a statement saying, “Americans are not defined by their accents, but by their commitment to this nation’s values and ideals.” That, perhaps, is speaking American?
Featured Image: Arno Victor Dorian, Assassin’s Creed Unity: Leon Chiro Cosplay Art
With thanks to Kenneth Longden and Matthew Kilburn
Leslie McMurtry has a PhD in English (radio drama) and an MA in Creative and Media Writing from Swansea University. Her work on audio drama has been published in The Journal of Popular Culture, The Journal of American Studies in Turkey, and Rádio-Leituras. Her radio drama The Mesmerist was produced by Camino Real Productions in 2010, and she writes about audio drama at It’s Great to Be a Radio Maniac.
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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.]
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.
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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Each of the essays in our “Medieval Sound” forum focuses on sound as it, according to Steve Goodman’s essay “The Ontology of Vibrational Force,” in The Sound Studies Reader, “comes to the rescue of thought rather than the inverse, forcing it to vibrate, loosening up its organized or petrified body (70). These investigations into medieval sound lend themselves to a variety of presentation methods loosening up the “petrified body” of academic presentation. Each essay challenges concepts of how to hear the Middle Ages and how the sounds of the Middle Ages continue to echo in our own soundscapes.
Read all the previous posts here, and, HEAR YE!, in April 2017, look for a second series on Aural Ecologies of noise! –Guest Editors Dorothy Kim and Christopher Roman
Freed though they have been from the historiographical pit of the Dark Ages, the Middle Ages inevitably slip ever further into the past. Nonetheless, they have never been easier to visit. We have but to open our computers or turn on our televisions to be transported into the past. As any good Sci-fi show will tell you, we must be careful when we travel into the past; we can change things.
The medium on which I wish to focus – videogame – relies precisely upon on this ability to affect change. It takes aspects of filmic medievalism but must also confront an intrinsic interactivity. This interactive capacity may seem to authenticate further the experience of the past by creating a rich and responsive world but it also frees aspects of narrative agency from the control of game designers, composers, and sound engineers. In this article, I will demonstrate some of the ways in which issues of space/place, identity, orientalism/otherness, and the norms of the medium itself can play out. In recomposing the past – be that with a nod to authenticity, within the realms of historical metafiction, or even the imagined (neo-)medievalism of the fantasy genre – videogames create something that sits between the past and present that nonetheless has a profound effect on the public conception of the medieval soundscape. My focus here is on CD Projekt Red’s high-fantasy game The Witcher III: Wild Hunt, addressing not only the musical score but also wider aspects of soundscape such as vocal accent, foley, and manipulation of the aural field.
The genre of fantasy could be described as medievalist in origin and aesthetic, taking clear inspiration from the medieval world and often using it, or a close approximation, as a geographical, historical, and cultural setting. Many of the more fantastical elements of fantasy too are drawn from medieval bestiaries and the genre of the medieval romance. The late Umberto Eco popularised the term neo-medievalism, albeit in a rather pejorative sense and in opposition to ‘responsible philological study’, to describe this interaction between medieval history and the fantastical. Perhaps due to the rather negative associations of neo-medievalism, both terms tend to be used somewhat interchangeably today.
A divide could perhaps be suggested as to whether medieval aspects are presented as unproblematic and nostalgic, or treated in a more critical and distanced manner. For instance, David Marshall defines neo-medievalism as ‘a self-conscious, ahistorical, non-nostalgic imagining or reuse of the historical Middle Ages that selectively appropriates iconic images…to construct a presentist space that disrupts traditional depictions of the medieval.’ In contrast, Kim Selling notes of medievalism that, after the breakdown of modernist historical metanarratives, the pre-modern world of the medieval offers a ‘rich, satisfying, and authentic’ counterpoint to the ‘profound social, spiritual, and political dislocation’ of postmodernism. From this viewpoint, the world of medievalist fantasy offers pure escapism back to a world in which old certainties can be re-asserted; perhaps, as Elkins notes, a reaction against the rationalistic, anti-heroic, materialist, and empiricist bent of modern society.
Regardless of the author’s framing of ‘the medieval’, it offers many narrative advantages. As Kim Selling has noted, in placing an imagined world in a simplified version of the Western European Middle Ages, the fantasy author can make use of narrative shorthands. The world of kings, queens, knights, peasants, dragons, magic, witches, and elves is already known from myth and fairy tale. These aspects require no explanation but rather build upon a tradition of understood western folkloric conventions – conventions that can also imply certain types of social structure.
The Witcher is certainly situated in a simplified medieval Europe (see the similarity between the coasts of Poland and Nilfgaard) and it clearly occupies a world with presentist concerns. More than this, its extreme use of narrative indeterminacy betrays a staunch adherence to postmodern concepts of storytelling and a distinct anti-heroic edge. The player navigates a world of many shades of grey, often choosing the lesser of many evils. They make decisions – which often result in unintended consequences – based on their own morality and desired outcomes. This said, perhaps the question of whether it could be defined as medievalist or neo-medievalist depends on the actions of the player and precisely the kind of narrative they construct.
An early example of unintended consequences and choosing the lesser of many evils
The visual world inhabited by The Witcher certainly relies on appropriating iconic images; the analogue aural world on appropriating iconic sounds, accents, and musical ideas as the player continuously explores regions with distinct identities, social structures, urban/pastoral settings, and religions. The rational, urban, and merchantile world of Oxenfurt (a city famous for its world-class university with a crest clearly based on that of the University of Cambridge and a name that hints at the university town of Oxford’s medieval etymology) and Novigrad are clearly at odds with the rural peasant life of the Velen wastelands or the Celtic imagery of the Skellige isles.
The landscape and soundscape of Oxenfurt
The landscape and soundscape of Novigrad
The landscape and soundscape of Velen (with multiple examples of the ‘combat music’)
The landscape and soundscape of Skellige (with the ‘combat music’ adapted for this area)
Like much medievalist fantasy the tension between rationalism and the fantastical is one of the central elements of dramatic tension. As the great cities of this world grow and the expansionist Nilfgaardian Empire press forward, the pre-modern world of The Witcher shrinks. Allied to the spread of rationalism, we also see the ‘Church of the Eternal Fire’ (an identifiable stand-in for Christianity) seek to eradicate magic, non-human populations, and more identifiably ‘pagan’ religions. The architecture of its buildings invite comparison with European sacred architecture and its witch hunters and inquisitions with particularly regrettable episodes of European history.
The Temple of the Eternal Fire burning people at the stake
Just as the visuals employ iconic imagery to imply certain ideas, the soundscape’s most important function is to provide the aural analogue of this. One aspect is the score. Within this, individual musical stems are layered in response to player actions. As the composer Marcin Przybylowicz noted in a recent interview with the Tech Times ‘[t]he cues (that were interactive) are divided into smaller layers, which come together, in the case of a combat cue, only when we are dealing with a very powerful enemy. If the enemy is small … only the first layer of the piece will play’. These layers are re-orchestrated in each area so as to preserve its aural identity. In a separate interview with IC-Radio.de, Przybylowicz notes:
No Mans (sic.) Land [Velen] is a war ravaged land… It’s also full of slavic references, pagan beliefs etc. …. Then, there’s Novigrad – the biggest city in northern kingdoms. … I decided music in Novigrad should be more civilized – that’s why there are lots of string instruments playing there (dulcimer, bouzouki, guitars, lutes, cimbalom etc.), and overall tone of the music is lighter, [and] reminds [me] a bit music of [the] Renaissance. Finally, [the] Skellige Isles – [a] region with Celtic, Scottish and Norse references, that had to be reflected in music as well. Use of bagpipes, flutes and Scandinavian folk instruments corresponds with that setting. On top of that, I had to think how it would all work together. That’s where our themes come in … We use those themes in every major location …. [and] we reorchestrate them with instruments corresponding to a particular region.
Combat music in Velen and Skellige respectively. Note how both utilise the orchestration of their own respective areas to alter the main theme and how additional layers are added to the music depending on the intensity of the fighting.
In viewing the different medievalisms on offer in this game, a comparison of the three areas mentioned above is instructive. The Skellige isles, an archipelago which looks curiously like Scottish islands, are occupied by inhabitants with Irish accents. As can be heard in the videos above, the clearly Celtic-influenced music of this area supports this association and the relative lack of diegetic music in this area, combined with natural sounds (the sea, wind, storms) combine to give a sense that the music is a part of the geography. Celtic folk music as a shorthand for the Middle Ages is nothing new. Simon Nugent has noted the tendency of many historically-situated films to draw on Celtic influence. His work has shown that the creation of ‘Celtic’ folk has little to do with a discrete geographical area or with historical accuracy but rather is a modern marketing creation that plays on associations with nature and an escape from modernity. This is precisely the case in The Witcher where, rather than utilising a real historical Celtic medieval repertory, it instead draws on aural cues from the popular medievalism of the filmic soundscape tradition, filtered through the need for an indeterminate score. This ‘packaging’ brings with it associations of an ‘authentic’ Celtic folk tradition as a remnant of the ‘true folk tradition’ that once existed for everyday people elsewhere.
We can perhaps see a link to the works of fantasy writers such as Gael Baudino and Patricia Kennealy-Morrison who turn to pagan Celtic sources as an alternative to what they perceive as the medieval Christian degradation of women, as Jane Tolmey has noted. This association between pagan prehistory, matriarchy, and freedom for women seems a common theme in the popular conception of the past, echoed by theorists such as Albert Classen. The fact that Skellige evokes a recognisably ‘Celtic’ soundscape (relying heavily on the Polish Folk band Percival who collaborated on both new works and who took several from a previous album which were then adapted for indeterminate playback) therefore comes with many associations, drawn almost entirely from the filmic soundscape tradition. This is a pre-modern, pagan land; a land with an authentic peasant class: roughhewn but honest. This Celtic imagery and soundscape also offers a counterpoint to the sexual politics of other areas. Women can more easily participate in areas which might otherwise be seen as male-dominated: depending on the actions of the player, a woman may rule Skellige. A matriarchal class of priestesses govern the region’s predominant religion in stark contrast to the male Priests in other areas. The soundscape here is therefore absolutely crucial to the identity of this area. In creating a Celtic sonic identity – equal part music and accent – the game designers have created a rich culture that need only be hinted at to be understood.
By contrast, the urban world of Novigrad and Oxenfurt is far less folk-influenced. Unlike the other areas of the game, it does not draw so heavily on either the pre-existent or newly composed music of Percival, make such explicit use of folk instrumentation, and seems far more closely related to a Renaissance dance music tradition. The urban/pastrol divide is enhanced by the sounds of a busy city compared to the sounds of nature and the frequent cries of the townsfolk give a sense of bustling urban life (this time with accents from the North of England – compare HBO’s Game of Thrones).
Compared to the wind instruments and female vocals of Skellige, percussion and plucked/struck strings predominate. There is indeed more of a Renaissance feel in an area already touched by modernity. Most notably, there is more diegetic music in these two cities. We frequently see and hear small Renaissance dance bands, using period instruments, entertaining crowds (watch from around 3:45 of the above video of Novigrad for an example; note how diegetic music slowly enters the soundtrack as they are approached). Perhaps the most significant diegetic moment, however, is the song by the Trobaritz Priscilla. The audio and visuals are surprisingly well matched, and the tuning of the lute adds emphasis to the fact of live performance. As a video cut-scene, this is one of few moments in the game where the player has no ability to affect their environs and must simply watch and listen.
Far more so than in other areas, the music in Novigrad and Oxenfurt is for and by people. This is in marked contrast to the soundscapes found on Skellige and in Velen where the music is almost purely non-diegetic. In contrast to the pre-Christian matriarchal associations of the priestesses of Skellige is the aural handling of the Temple of the Eternal Fire in Novigrad and its male priests. As Adam Whittaker has recently identified, there is a clear link between musicological discourse on purely vocal performance in Christian sacred space in Early Music, and its representation on screen. Male a capella voices, and a ‘chanting’ vocal style (again hinting at plainchant, rather than using pre-existent chant music), are often used to denote the aural identity of a church. Precisely this kind of vocal delivery is added to the soundtrack as the player moves closer to the Temple of the Eternal Fire, explicitly linking this Christian association with the aural presence of the Temple. The contrast with the female-dominated vocals elsewhere enhances the distinction and re-enforces the links between the ostensibly pre-Christian worlds of Skellige and Velen and the Christian associations made in Novigrad.
Approaching the Temple of the Eternal Fire
The music of the Velen wasteland and the neighbouring White Orchard, like Skellige, is more folk influenced, yet clearly distinct. Gone are the Celtic folk influences; instead, this area fuses a cinematic pastoral idyll (again laden with nature sounds and with a peasantry speaking with West Country accents – compare the idyllic ‘Shire’ in Peter Jackson’s The Lord of the Rings) with a dark and sinister undertone which draws on the ‘otherness’ of many non-western and folk instruments, particularly the kemenche, electric cello, hurdy gurdy, bowed gusli, gheychak, and the bowed yaylı – the vast majority of which only enter the soundscape in this area. The use of the medieval as a source of dangerous and primitive ‘otherness’ is common at the moment (evidinced, for instance, by the many recent descriptions in the West of the so-called Islamic State as ‘medieval’) and draws on modernist thought which characterized the middle ages as a period of dark and dangerous alterity between the glories of antiquity and the Renaissance.
That the soundscape of The Witcher draws on competing categorisations of the medieval as ‘dangerous’ and ‘pastoral’ says much about the mutability of medievalisms. Musically, this ‘otherness’ can be expressed as a kind of orientalism, both exotic and dangerous, and the microtonal inflections and use of glissandi here give a sinister undertone to what is otherwise a quintessentially pastoral film score. This area has one of the most memorable parts of the entire soundtrack ‘Ladies of the Wood’, underscoring a genuinely horrific narrative and visuals (some of the consequences of which are shown in the first video of this post with a lengthier section of the music given below). The exotic instrumentation combined with the driving repetition, at odds with an audio usually so responsive to the player’s actions, makes the experience unsettling and claustrophobic.
Ladies of the Wood
Taken together, these very distinctive sound worlds serve to demonstrate some of the many medieval soundscapes which permeate our collective consciousness. In utilising iconic aural cues, composers and sound designers in a neo-medievalist tradition can conjure up particular cultural and social structures with ease, taking many of the shorthands which have emerged from the TV and film traditions in recent years. The indeterminacy inherent to videogame, and the common response of using audio stems, means that the soundscape moves far beyond what is possible in TV and film. However, it also makes problematic the concept of using real, historically-informed music from the period being invoked which would not be able to respond to the interactivity of the world. In The Witcher, the decisions we make effect the world around us, including its soundscape. The effect is crucial both to helping to conjure the world of The Witcher and to helping us feel immersed in it – perhaps paradoxically this may make the soundworld invoked seem more authentic even if it simultaneously reduces the possibility of using ‘authentic’ historical repertoire.
Featured image by Carlos Santos @YouTube CC BY.
James Cook is a University Teacher in Music at the University of Sheffield. His work focuses on the musical period that falls neatly between the Middle Ages and the Renaissance. In particular, the ways that musical cultures in this period interact and how expatriate groups (merchants, clergy, and nobility) imported and used music. Some of his work (like this essay) concerns the representation of early music on stage and screen, be that the use of ‘real’ early music in multimedia productions, the imaginative re-scoring of historical dramas, or even the popular medievalism of the fantasy genre.
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Throughout the month of March, nerdcore MCs Mega Ran (Raheem Jarbo) and Sammus (Enongo Lumumba-Kasongo) will be embarking on the “Rappers with Arm Cannons” Tour. Both artists independently based their monikers on two of the most notable video game characters to possess arm cannons, (Mega Man and Samus respectively), but they have since collaborated on several songs and a SoundScan charting Castlevania project, as well as sharing the stage at numerous concert venues and conventions, and releasing individual albums and videos that have received international attention and critical acclaim. Now three years later the two teachers-turned-rappers have decided to take their show on the road alongside rapper and sound engineer Storyville (Matthew Weisse), who has recently joined forces with Mega Ran to release their February 2015 album “Soul Veggies.”
While at first glance the name of the tour appears a bit tongue-in-cheek, it calls necessary attention to the growing presence of Black nerdcore artists like Mega Ran and Sammus who cast their experiences as people of color against the backdrop of nerd and geek culture. In Mega Ran’s case, this has meant writing verses about his struggle to make sense of his Black nerd identity while growing up amongst a very rough crowd in Philadelphia. For Sammus, being a rapper with an arm cannon has largely meant reconciling her ideas about the lack of diverse representations of Black women in notable movies, games, and cartoons among other media forms.
Both Mega Ran and Sammus began making beats on the Playstation game MTV Music Generator. Since that time Sammus has brought together the production styles of Kanye West, Daft Punk, Björk and various video game composers to produce beats that are rich with video game synths and uniquely chopped samples. Mega Ran has similarly drawn on his love of hip hop artists, such as Redman, Nas, and Busta Rhymes as well as music from video games such as Mega Man, Final Fantasy VII, and River City Ransom.
On Tuesday, March 10th, the tour stopped at Cornell University’s Just About Music center where SO! Editors J. Stoever And Aaron Trammell sat down with the trio for a very frank and open discussion on how to survive and thrive as independent artists in the new music economy. Here’s a choice sample of that conversation:
The tour began on March 5th in NYC and will continue through March 19th with final stops in Austin, TX at this year’s South-by-South-West (SXSW). For full details on tall of the dates visit http://sammusmusic.com/shows-tour-dates/
Enongo Lumumba-Kasongo is a PhD student in the Department of Science and Technology Studies at Cornell University. Since completing a senior thesis on digital music software, tacit knowledge, and gender under the guidance of Trevor Pinch, she has become interested in pursuing research in the emergent field of sound studies. She hopes to combine her passion for music with her academic interests in technological systems, bodies, politics and practices that construct and are constructed by sound. More specifically she would like to examine the politics surrounding low-income community studios, as well as the uses of sound in (or as) electronic games. In her free time she produces hip hop beats and raps under the moniker Sammus (based on the video game character, Samus Aran, from the popular Metroid franchise).
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