Malcolm Gladwell’s Bad Aesthetics

 

Malcolm Gladwell, who recently wrapped the first season of his podcast Revisionist History, has been on a roll lately. Not a particularly endearing one, though. I’ve been trying to locate his nadir, but it’s not easy with so many options to choose from. Is it in the New Yorker, when he condescendingly exclaims “Of course not!” in response to whether Caster Semenya should be allowed to compete in the 800-meter at the Olympics? He follows up with the assertion that no track-and-field fan disagrees with him, as if the complexity of gender identification is somehow best left to a majority appeal. Or is it in Revisionist History’s Episode 9, “Generous Orthodoxy,” when he chides Princeton students protesting the use of Woodrow Wilson’s name around campus? Calling one student “angry”—a loaded word to lob at a black woman—and surmising she would later “regret her choice of words,” Gladwell advises the students to instead threaten to leave the university if their requests aren’t honored. Why? Because otherwise “every crotchety old Princeton alum” wouldn’t believe they actually care about the university.

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For those keeping score, that’s Gladwell, who spent an entire other episode of his podcast lamenting that we don’t “capitalize” people’s educational potential well enough, counseling black students to separate themselves from an Ivy League education as a way to make a point about a pro-segregationist president. Gladwell’s seventh episode, “Hallelujah,” where he discusses musical genius, is not obviously about the kind of systemic inequalities he bumbles in the Semenya and Princeton examples. But the conclusions he draws about genius and the anti-pop aesthetic judgments he claims are informed by the same bad gender and race politics that would put a person’s gender identification in other people’s hands and place the burden of sacrifice on the aggrieved in matters of racial injustice.

The episode “Hallelujah” revolves around two songs that Gladwell argues reached their peak of genius years after they were initially recorded: “Deportees Club” (1984) by Elvis Costello and “Hallelujah” (1984) by Leonard Cohen. In each case, Gladwell asserts that the first recordings were flawed but that they attained a certain beauty in later versions that reveals something about how genius works, though each attained that genius status by different routes. While Costello is responsible for the version of “Deportees Club” that Gladwell loves—he re-recorded it as “Deportee” in 1985 (it wouldn’t be released until 1995 on a re-issue of Goodbye, Cruel World)—“Hallelujah” would peak for Gladwell in a series of covers, most famously by Jeff Buckley (1994), performed by artists other than Cohen. Gladwell’s focus on the process by which a song reaches genius status is a riff on David Galenson’s Old Masters and Young Geniuses theory. Here, Costello and the litany of “Hallelujah” coverers display a process of genius called “experimental innovation,” where the first draft is never the final draft, and genius is only unlocked after years of work. I’ll return to Gladwell’s notion of musical beauty and how it relates to his bad politics momentarily, but I first want to unpack the theory of genius that enthralls him in this episode.

mozart-beethovenGalenson’s notion of genius is a binary, where some geniuses (“conceptual innovators”) are very young, decisive artists and others, like the “experimental innovators” responsible for “Deportee” and “Hallelujah,” are endless tinkerers who tend to reach their creative potential later in life. Gladwell uses the same paradigmatic examples that Galenson does to categorize geniuses; conceptual innovators are Pablo Picasso, while experimental innovators are Paul Cézanne. Curiously, Gladwell notes that this theory of genius may be best exemplified in music, but he doesn’t seem aware that music scholars have already laid out this same broad theory of genius with easy comps: Mozart the young genius and Beethoven the old master. Moreover, Gladwell doesn’t seem aware that this is a lousy theory of genius.

I’ve written elsewhere about genius myths, and there’s a rabbit hole of problematic ideas out there about classical music genius that run from benignly self-serving to violently racist. One critique is particularly useful for pushing back against Gladwell, as it highlights the gender and race problems with Gladwell’s approach to genius. Tia DeNora’s Beethoven and the Construction of Genius (1994) is a painstaking deconstruction of Beethoven’s genius. While DeNora’s argument includes a number of moving parts, it can be summarized as a demonstration of the way “genius” isn’t so much innate talent as it is a combination of several social and political ideals intersecting with a person’s talents or insights.

It was the 90s, when postmodernity crested in musicology, and the aim of DeNora’s analysis is quintessentially postmodern: undo the Great White Man myth to make room for other kinds of histories and notions of genius to be accommodated. If we understand Beethoven’s genius to be firmly rooted in a number of social and political attitudes—including the reflexive belief that only a white man could be a genius—that tipped in his favor, then we can understand that history isn’t telling us that only men or only white people can be geniuses; rather, history is showing its biases. This sort of deconstruction doesn’t really move the academic needle now—most college freshmen can articulate the Great White Man critique—largely due to the work of DeNora and other deconstructionists who effectively cleared the space for us to build other kinds of scholarship on top of their work.

"Pop!Tech 2008 - Malcolm Gladwell" by Flickr user Pop!Tech, CC BY 2.0

“Pop!Tech 2008 – Malcolm Gladwell” by Flickr user Pop!Tech, CC BY 2.0

Alas, though, the 90s truly must be all the rage right now, because Gladwell is wading right back into Great White Man territory. To be clear, he isn’t doing it on purpose, for whatever that’s worth. In Episode 9, the one where he counsels the black Princeton students to threaten to leave the school, he performs a whole Great White Man rant to establish his credibility as A Guy Who Gets It. But beyond understanding that there are too many things named after white men, Gladwell doesn’t indicate that he knows what the rub really is, that the name on a building or School is a tiny piece of a much bigger, systemic problem of race and gender. Perhaps unsurprisingly, then, his ideas about musical genius betray his own tendency to set up hierarchies where Great White Men are always on top. So excuse me while I pump some air in my Reeboks, hitch up my Guess jeans, and douse myself in CK1; we have some 90s theory to attend to.

Gladwell doesn’t—and perhaps can’t—articulate what’s genius about the versions of “Deportee” and “Hallelujah” he reveres, and his assessment of the originals is similarly vague. About 1984’s “Deportees Club,” he exclaims, “Oh, god, It’s awful!” For Cohen’s 1984 “Hallelujah,” Gladwell borrows a line from Michael Barthel, who could’ve just as well been describing Gladwell’s podcast: “The entire performance is so hyperserious that it’s almost satire.” [Historiographic aside: Barthel, who is now a researcher for the Pew Research Center, seems to be the under-cited source for the “Hallelujah” history in both Gladwell’s podcast and Alan Light’s book on the song]. Gladwell may suffer a poverty of aesthetic language to describe what is or isn’t good about these songs, but by considering what he does and doesn’t like—what counts as genius or not for him—we can understand where his aesthetic allegiances lie.

Screenshot of Leonard Cohen's "Hallelujah" video on YouTube

Screenshot of Leonard Cohen’s “Hallelujah” video on YouTube

Gladwell finds beauty in music whose emotional content is as stripped down as the acoustic guitar textures on the later recordings of “Deportee” and “Hallelujah.” The line he quotes from Barthel misses the point: Barthel likes the satirical nature of the original “Hallelujah” and finds the famous Buckley version—which becomes something of an ürtext for all the covers that came after it—an unfortunate telescoping of emotional range, a “Hallelujah” that only knows lament instead of the many “holy, broken, profane, transcendent” hallelujahs Cohen first explored. But all those hallelujahs, along with the “angry, loud, and upsetting” original “Deportees Club,” don’t seem to suit Gladwell, who prefers versions of the songs where both the emotional and musical content are as straightforward as possible.

Screenshot from Jeff Buckley's video for "Hallelujah"

Screenshot from Jeff Buckley’s video for “Hallelujah”

That Gladwell is drawn to the versions of Buckley’s “Hallelujah” and Costello’s later “Deportee” that feature an acoustic singer-songwriter coffeehouse vibe isn’t a coincidence. The villain in his account of genius is pop. Noting that both songs were initially recorded in 1984, he reminds us that year’s “biggest album” was Michael Jackson’s “Thriller,” “pop music glossed to perfection…not a single stray note or emotion on that record.” “Thriller” was the final single from an album two years old, and it peaked at #4 on the Billboard Hot 100, so Gladwell’s definition of “biggest album” is suspect, but he’s looking for “the antithesis of ‘Deportee’ and ‘Hallelujah,’” so I’ll engage on his terms and zero in on his aesthetics by figuring out what he thinks is wrong with pop music like “Thriller.”

Gladwell offers a couple other assessments of pop aesthetics in his description of producers. Clive Langer and Alan Winstanley, who co-produced the Goodbye, Cruel World album “Deporteees Club” appeared on, are the ill-fitting pop perfectionists who try to harness Costello’s sound but only manage to screw it up. Trevor Horn is the guy spending four weeks—“a month,” Gladwell bemoans—shaping a snare sound for Frankie Goes to Hollywood’s “Two Tribes” (1983). Whether it’s Langer and Winstanley, Horn, or Quincy Jones (who Gladwell doesn’t name but who produced “Thriller”), Gladwell has no space for the behind-the-glass work of sound design and sonic processing in his aesthetics of genius. He argues, citing Costello’s own assessment, that glossy pop perfection couldn’t capture the “dark, emotional, bitter songs, gritty and spare,” pouring out of Costello. For Gladwell, pop music production is the villain because it short circuits the true, raw emotion that he finds beautiful.

The problem with Gladwell’s aesthetics is that he’s mistaking his taste for genius, then reverse-manufacturing an explanation of genius that privileges a specifically white masculine mode of expression. “Glossy pop perfection,” in his estimation, covers up something beautiful, obscuring real emotion. But directly sharing one’s emotions—whether musically or politically—is more acceptable for some than for others. We need look no further than Gladwell for proof. If you’re Elvis Costello or Jeff Buckley singing laments? You’re a genius. If you’re a black woman protesting Woodrow Wilson at Princeton? You’re “angry.”

Joe Mabel [GFDL (http://www.gnu.org/copyleft/fdl.html) or CC BY-SA 3.0 (http://creativecommons.org/licenses/by-sa/3.0)], via Wikimedia Commons

Joe Mabel [GFDL (http://www.gnu.org/copyleft/fdl.html) or CC BY-SA 3.0 (http://creativecommons.org/licenses/by-sa/3.0)%5D, via Wikimedia Commons

In fact, the danger of directly expressing oneself underlies a wide array of black aeshetics, from Gates’s Signifying Monkey to Shana Redmond’s analysis of Janelle Monae’s “Cold War.” Redmond cites Darlene Clark Hines’s “Rape and the Inner Lives of Black Women in the Middle West” to highlight Monae’s engagement with “the acts of dissemblance that have long characterized black women’s participation in the public sphere” (398). Hines argues that Black women developed “a cult of secrecy, a culture of dissemblance” to protect themselves in public spaces, “creating the appearance of disclosure…while actually remaining an enigma” (Hines 915). It is Monae’s rupture of pop conventions—she breaks down and cries, dropping her lip synch even as the track plays on—that, on the one hand, creates the space for her to step outside of that culture of dissemblance and, on the other hand, marks the cover those pop conventions provide, the strategic, protective secrecy available under so much glossy pop perfection. In his 2002 “Feenin,’” Alexander Weheliye homes in on glossy pop voice-processing, the vocoders and filters (and, several years after his article, AutoTune) that render the R&B voice machinic, and contends that these processing techniques yield human desire that “can be represented only in the guise of the machinic” (39, emphasis mine). In other words, the gloss isn’t a bad thing. It’s a strategy that plugs technology into humanity in order to project ways of being beyond the white liberal humanist subject. In both Redmond’s and Weheliye’s analyses, the sound of pop, the glossy perfection that Gladwell holds up as the antithesis of genius, is employed by Black musicians to enable emotionality in a world that is otherwise hostile to such expression.

Gladwell’s bad aesthetics, his refusal to recognize beauty in pop music, is also bad politics. By holding up an aesthetic that prizes stripped-down, straightforward emotionality, a form of expression available to some but not others, Gladwell ends up in the same Great White Man genius bind DeNora and others unraveled in the postmodern 90s. So I’ll sum it up with a 90s phrase: genius is always already political. Denora argues—and Gladwell inadvertently demonstrates—that labeling artists as genius relies on politically volatile aesthetic judgments that reinforce existing power hierarchies, in this case along the lines of race and gender. Like his response to Princeton students and his armchair adjudication of Semenya’s gender identity, Gladwell’s theory of musical genius proves to be less a revision of history and more a revival of history’s worst politics.

Featured image: “Malcolm Gladwell” by Flickr user Ed Schipul, CC BY-SA 2.0

Justin D Burton is Assistant Professor of Music at Rider University, and a regular writer at Sounding Out!. His research revolves around critical race and gender theory in hip hop and pop, and his current book project is called Posthuman Pop. He is co-editor with Ali Colleen Neff of the Journal of Popular Music Studies 27:4, “Sounding Global Southernness,” and with Jason Lee Oakes of the Oxford Handbook of Hip Hop Music Studies (2017). You can catch him atjustindburton.com and on Twitter @justindburton. His favorite rapper is Right Said Fred.

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Playing with the Past in the Imagined Middle Ages: Music and Soundscape in Video Games

series co-editors Dorothy Kim and Christopher Roman

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.

Still from The Witcher III: Wild Hunt.

Still from The Witcher III: Wild Hunt.

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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.

screen-shot-2016-10-02-at-8-00-15-pm

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.

Priscilla’s song

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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