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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SO! Amplifies: Mega Ran and Sammus, The Rappers With Arm Cannons Tour–Enongo Lumumba-Kasongo
The forum’s inspiring research by scholars/practioners Wanda Alarcón, Yessica Garcia Hernandez, Marlen Rios-Hernandez, Susana Sepulveda, and Iris C. Viveros Avendaño, understands music in its local, translocal and transnational context; and insists upon open new scholarly imaginaries. . .
Current times require us to bridge intersectional, decolonial, and gender analysis. Music, and our relationship to it, has much to reveal about how power operates within a context of inequality. And it will teach us how to get through this moment. –MHP
A new generation of Chicana authors are writing about the 1980s. An ‘80s kid myself, I recognize the decade’s telling details—the styles and fashions, the cityscapes and geo-politics, and especially the sounds and the music. Reading Chicana literature through the soundscape of the 80s is exciting to me as a listener and it reveals how listening becomes a critical tool for remembering. Through the literary soundscapes created by a new generation of Chicana authors such as Estella Gonzalez, Verónica Reyes, and Raquel Gutiérrez, the 1980s becomes an important site for hearing new Chicana voices, stories, histories, representations, in particular of Chicana lesbians.
Reading across Gonzalez’s short story, “Chola Salvation,” Reyes’s Chopper! Chopper! Poetry from Bordered Lives; and Gutiérrez’s play, “The Barber of East L.A,” this post activates the concept of the “flashback” to frame the 1980s as a musical decade important for exploring Chicana cultural imaginaries beyond its ten years. In Gonzalez’s “Chola Salvation,” for example, Frida Kahlo and La Virgen de Guadalupe appear dressed as East Los cholas speaking Pachuca caló and dispensing valuable advice to a teen girl in danger. The language of taboo and criminality is transformed in their speech and a new decolonial feminist poetics can be heard. In Reyes’s Chopper! Chopper!, Chicana lesbians – malfloras, marimachas, jotas, y butch dykes – strut down Whittier Boulevard, fight for their barrio, take over open mic night and incite a joyous “Panocha Power” riot, and make out at the movies with their femme girlfriends. Gutiérrez’’s “Barber of East L.A” recovers forgotten butch Chicana histories in the epic tale of a character called Chonch Fonseca, inspired by Nancy Valverde, the original barber of East Los Angeles. A carefully curated soundtrack amplifies her particular form of butch masculinity. These decolonial feminist ‘80s narratives signal a break from 1960s and ‘70s representations of Chicanas/os and introduce new aesthetics and Chicana/x poetics for reading and hearing Chicanas in literature, putting East L.A. on the literary map.
Gonzalez, Reyes, and Gutiérrez’s work also use innovative sonic methods to demonstrate themes of feminist of color coalition and solidarity and represent major characters whose desires and actions transgress normative gender and sexuality. All three contain so many mentions of music that operate beyond established notions of intertextuality, referencing oldies, boleros, and alternative 80s music as a soundtrack that actually transform these works into unexpected sonic archives. Through the 80s soundscapes that music activates, these authors’ work shifts established historical contexts for reading and listening: there was a time before punk, and after punk, and this temporality sounds in Chicana literature.
If the classic documentary film The Decline of Western Civilization by Penelope Spheeris was meant to give coverage to the Los Angeles neglected by mainstream music journalists, it also performs an important omission that leaves Chicano viewers searching for a mere glimpse of “a few brown Mexican faces,” as Reyes writes in her poem “Torcidaness.” Among the bands featured–most male fronted–the film captures an electric performance by Chicana punk singer Alice Bag, née Alicia Armendariz. In contrast to the other musicians in jeans, bare torsos, and, combat boots, Bag is visually stunning and glamorous. She dressed in a fitted pink dress reminiscent of the 1940s pachuca style; she wears white pointed toe pumps, her hair is short and dark, her eye and lip makeup is strong and impeccable. In the four brief minutes the band is on camera Bag sings in a commandingly deep voice, slowly growling out the words to the song “Gluttony” and before the tempo picks up speed, she lets out a long visceral yell on the “y” that is high pitched, powerful, and thoroughly punk. It’s a superb performance, yet Bag is not interviewed in this film.
Reyes’s poem draws attention to that omission as the narrator searches for a mere glimpse of “a few brown Mexican faces.” This speaks to the longing and the difficulty for Chicanas to see themselves reflected in the very same spaces that offer the possibility of belonging. Over thirty years since the film, Bag is now experiencing a surge in her career and has sparked renewed interest in histories of Chicanas in punk. She has written two books including the memoir: Violence Girl: From East L.A. Rage to L.A. Stage – A Chicana Punk Story (2011) and is sought out for speaking engagements on university campuses. Bag is able to tell her story now through writing, something a film dedicated to documenting punk music was not able to do. In retrospect, thirty-five years later, Bag’s current visibility emphasizes the further marginalization of Chicanas in punk the film produces by silencing her speaking voice against the audible power of her singing voice. Recovering Chicana histories in music may not happen through film, I propose that it is happening in the soundscapes of new Chicana literature. Importantly, new characters emerge and representations that are minor, marginalized, or non-existent in the dominant literary landscape of Aztlán are rendered legibly and audibly.
Theorizing the flashback in Chicana literature raises new questions about temporality that invite and innovate ways to trace the social through aesthetics, politics, music, sound, place and memory. Is flashback 80s night at the local dance club or 80s hour on the radio always retrospective? Also, who do we envision in the sonic and cultural imaginary of “the 80s”? As a dominant population in Los Angeles and California, it is outrageous to presume that Chicanas/os or Mexican-Americans were not a significant part of alternative music scenes in Los Angeles. This post turns up the volume on the ’80s soundscapes of Chicana literature via Verónica Reyes’s poem “Torcidaness: Tortillas and Me,” to argue that one cannot nostalgically remember the 80s in a flashback radio hour or 80s night at the club and forget East L.A.
“Torcidaness” (Twistedness) speaks in an intimate voice homegirl-to-homegirl: “Tú sabes, homes how it is in—el barrio.” Through this address the narrator describes the sense of knowing herself as different and “a little off to the side on the edge” much like a hand formed tortilla. In the opening stanza, Reyes introduces the metaphor for queerness that runs through the poem in the image of the homemade corn tortilla, “crooked, lopsided and torcida.” Part of Reyes’s queer aesthetics prefers a slightly imperfect shape to her metaphorical tortillas rather than one perfectly “round and curved like a pelota.” As a tongue-in-cheek stand-in for Mexicanness, the narrator privileges the homemade quality of “torcidaness” versus a perfect uniformity to her queerness.
Importantly, the narrator locates her queer story that begins in childhood as “a little chamaca” in the Mexican barrios of East Los Angeles. “Torcidaness” names the cross streets to an old corner store hangout and brings East L.A. more into relief:
Back then on Sydney Drive and Floral in Belvedere District
Oscar’s store at the esquina near the alley was the place to be
We’d hang out and play: Centipede Asteroids Pac Man
or Ms. Pac Man (Oh yeah, like she really needed a man)
and even Galaga… Can you hear it? Tu, tu, tu… (very Mexican ?que no?)
Tú, tú, tú (Can you hear Eydie Gorme? Oh how so East L.A.) Tú, tú, tú…”
Coming at you … faster faster—Oh, shit. Blast! You’re dead (22).
This aurally rich stanza rings with the names of classic video games of the early 1980s. Reyes reminds us that video games are not strictly visual, they’re characterized by distinct noises, quirky blips and beeps, and catchy “chiptunes,” electronic synthesizer songs recorded on 8-bit sound chips. The speaker riffs off the playful noises in the space game Galaga, asking the reader to remember it through sound: “Can you hear it?” Capturing the shooting sounds of the game in the percussive phrase, “tú, tú, tú” prompts a bilingual homophonic listening that translates “tú” into “you.” The phrase is only a brief quote, a sample you could say, and the poem seems to argue that you’d have to be a homegirl to know where it comes from. The full verse of its source goes like this: “Me importas tú, y tú, y tú / y solamente tú / Me importas tú, y tú, y tú / y nadie mas que tú” as sung by the American singer Eydie Gorme with the Trio Los Panchos in their 1964 recording of “Piel Canela.”
To some extent the poem is not overly concerned with offering full translations, linguistic or cultural, but the reader is invited to corporeally join in the game of “Name That Tune.” The assumption is that Gorme’s Spanish language recordings of boleros with Los Panchos are important to many U.S. Mexicans and they remain meaningful across generations. And importantly, this “flashback” moment is not an anachronistic reference, rather it says something about the enduring status of boleros and the musical knowledge expected of a homegirl. Reyes’s temporal juxtaposition of the electronic sounds of the video game with the Spanish language sounds of a classic Mexican love song—and their easy, everyday coexistence in a Chicana’s soundscape–is part of what the narrator means by, “Oh how so East L.A.”
As a map, this poem locates the ’80s in part through plentiful references to the new electronic toys that became immensely popular in the US, yet Reyes does not fetishize the technology nor does she abstract Mexican experiences from these innovations as the American popular imaginary does all too often. Rather, she situates the experience of playing these new toys in a corner neighborhood store among other Mexican kids. The deft English-Spanish code switching audible in lines such as, “Oscar’s store at the esquina near the alley was the place to be,” is also part of the poem’s grammatically resistant bilingual soundscape. In these ways the poem makes claims about belonging and puts pressure on how we remember. There is danger in remembering only the game as a nostalgic collective memory and not the gamers themselves.
As a soundtrack, Reyes’s poem remembers the 80s through extensive references to the alternative rock music and androgynous and flamboyant artists of the MTV generation. This musical lineage becomes the soundtrack to the queer story in the poem. Through the music, the narrator produces a temporally complex “flashback” where queer connections, generational turf marking, and Mexicanness all come together.
No more pinball shit for us. That was 1970-something mierda
We were the generation of Atari—the beginning of digital games (22)
[. . .]
This was Siouxsie and the Banshees’ era with deep black mascara
The gothic singer who hung out with Robert Smith and Morrissey
The Smiths who dominated airwaves of Mexican Impala cars (23)
In these lines the narrator shows no nostalgia for the 1970s and boasts intense pride for all things new ushered in with the new decade. She brags about a new generation defined by new cultural icons like video games and synthesizer driven music. And while this music’s sound discernibly breaks from the 70s, its alternative sensibility isn’t just about sound, it’s about a look where “deep black mascara” and dark “goth” aesthetics – for girls and boys – are all the rage and help fans find each other. Simply dropping a band’s or artist’s name like “Siouxsie” or “Morrissey” or quoting part of a song conjures entire musical genres, bringing into relief a new kind of gender ambiguity and queer visibility that flourished in the 1980s. The poem is dotted with names like Boy George, Cyndi Lauper, Wham!, Elvis Costello, X, Pretenders, all musicians one might hear now during a “flashback 80s” radio hour radio or club theme night.
The complex sense of time-space of the “flashback” as a theoretical concept is part of what links seemingly discrete flashback events: club nights, radio hours, musical intertexts. What is new about the “flashback” in this context is the unexpected site (literature) and literature’s unexpected Chicana subjects who frame readers’ listenings. Reyes’s poem represents and reminds me that the reason I go to dance clubs has always been for the love of music, all music, a feeling shared passionately among my stylish and musically eclectic friends (read more in my SO! post “New Wave Saved My Life.”). The last 80s night I went to was earlier this summer at Club Elysium in Austin, Texas, with my partner Cindy and our friend Max, who says he loves it because everyone there is his age – and for the love of new wave and fashion! The DJ played requests all night which made some of the transitions unexpected. But there we were, three Chicanos, less than ten years apart in age, enjoying a soundscape any 80s kid – from SoCal or Texas — would be proud of. When I got home I added four new songs we heard and danced to that night to my oldest Spotify list titled, “Before I Forget the 80s.” Although the purpose of this list is to stretch my memory of the music as a living pulsing archive, it also recovers the memory of this great night out with friends that extends beyond the physical dance floor.
Spotify Playlist for “Torcidaness” by Wanda Alarcon
Yet, in “Torcidaness,” remembering this music is mediated by the Chicana lesbian storyteller’s perspective who keenly tunes into these sounds and signs of alternative music and gender from East Los Angeles. The line, “The Smiths who dominated airwaves of Mexican Impala cars,” has implications that she was not alone in these queer listenings, as Reyes casually juxtaposes the image of lowrider car culture associated with Chicano hypermasculinity with the ambiguous sexuality of the Manchester based band’s enigmatic singer, Morrissey. Morrissey and lead guitarist Johnny Marr captivated generations of music listeners with their bold guitar driven sound, infectious melodies, and neo-Wildean homoerotic lyrics in the albums The Smiths (1983), Meat is Murder (1985), and The Queen is Dead (1986).
Recalling the song, “This Charming Man” against the poem’s reference to an Impala lowrider complicates how I hear the lyric: “Why pamper life’s complexities when the leather runs smooth on the passenger seat?” In a flash(back), the gap between the UK and East L.A. is somehow bridged in this queer musical mediation echoing what Karen Tongson calls “remote intimacies across time.” Although the poem reads like a celebration, there is a critique here in lines such as these. Chicanos and people of color are never at the forefront of who is imagined to be “alternative” in histories of alternative rock music. A vexing exception can be found in the Morrissey fandom. Mozlandia, Melissa Mora Hidalgo’s study in “transcultural fandom” is partly a response to troubling misrepresentations of Chicano fans of Morrissey. In the important work of Chicana representation where audibility is as needed as visibility, this poem not only remembers but it documents queer Chicana/o presence in these alternative 80s music scenes.
By poem’s end, “torcidaness,” a Spanglish term, comes to mean lesbian, working class, and Chicana of the eighties generation all at once. Tuning into the poem’s soundscape enables the possibility of hearing all of these queer meanings simultaneously as well as the possibility of hearing Aztlán, vis-a-vis Eydie Gorme, in a video game. In these ways, Verónica Reyes’s sonically rich poem renders East Los Angeles and the 1980s as an important nexus for recovering Chicana histories and Chicana lesbian representation.
Ultimately “Torcidaness and Me” captures the joy and the struggle of queer Chicana belonging in this new narrative of what Cherrie Moraga calls, “Queer Aztlán.” Reyes writes, “Yep, this was the eighties and I was learning my crookedness.” At the same time, the compatibility of the term “queer” to tell Chicana stories is challenged by the presence of alternative ways to indicate ambiguity of gender and sexuality. In this poem, “crookedness,” “torcidaness,” “my torcida days to come,” and “marimacha” all convey “queerness” in forms more audible and meaningful to a homegirl from East L.A. If there is a sound to gender—to marimachas, malfloras, jotas, butches/femmes, what does using the word “queer” do to how we hear them? Some meanings are lost in translation, yet I don’t believe that translation should always be the goal.
Theorizing the concept of the flashback in the soundscapes of this generation of Chicana authors rejects the abstract and diffuse notion of 80s themed events deployed in mainstream American culture and resists the erasure of Chicanos and Latinos in the ways we remember this important musical decade. The stakes involved in representing and remembering such histories are high. Yet Chicana histories, experiences, sexualities, subjectivities, intimacies, language, style, desires cannot be understood without a deep recognition of Chicana lesbians and butch/femme as subjects of literature and the communities we live in. As part of a decolonial feminist listening praxis, the flashback becomes an important tool linking listening with remembering as more diverse Chicana worlds emerge.
Featured Image: Shizu Saldamando’s Pee Chee LA 2004, courtesy of the artist. See Shizu’s work at the LA Pacific Standard Time Show Día de los Muertos: A Cultural Legacy, Past, Present & Future at Self Help Graphics opening September 17th, 2018.
Wanda Alarcón is a lecturer in the Department of Feminist Studies at UC Santa Cruz. She is a recipient of the Carlos E. Castañeda Postdoctoral Fellowship in the Center for Mexican American Studies at the University of Texas at Austin (2016 –2017). She received her Ph.D. in Ethnic Studies with a Designated Emphasis in Women, Gender, and Sexuality from UC Berkeley in 2016, and earned an M.A. in English & American Literature from Binghamton University. Her research interests lie at the intersections of decolonial feminism, sound studies, popular music, eighties studies, and Chicana/o and Latinx cultural studies. Her interdisciplinary research theorizes “listening” as a decolonial feminist praxis with which to remember alternate histories of Chicana/o belonging within and out of national limits. In particular, her research argues that queer Chicana/x and Latina/x sonics become more audible in the soundscapes of Greater Mexico. At home Wanda plays piano almost every day, tinkers with bass guitar, and enjoys singing in her car. She listens to The Style Council and The Libertines in equal measure and is active on Spotify where she makes playlists for work, play, and sharing with friends.
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Could I Be Chicana Without Carlos Santana?–Wanda Alarcon
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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Guest Editors’ Note: Welcome to Sounding Out!‘s December forum entitled “Sound, Improvisation and New Media Art.” This series explores the nature of improvisation and its relationship to appropriative play cultures within new media art and contemporary sound practice. Here, we engage directly with practitioners, who either deploy or facilitate play and improvisation through their work in sonic new media cultures.
For our second piece in the series, we have interviewed New York City based performance duo foci + loci (Chris Burke and Tamara Yadao). Treating the map editors in video games as virtual sound stages, foci + loci design immersive electroacoustic spaces that can be “played” as instruments. Chris and Tamara bring an interdisciplinary lens to their work, having worked in various sonic and game-related cultures including, popular, electroacoustic and new music, chiptune, machinima (filmmaking using video game engines), and more.
As curators, we have worked with foci + loci several times over the past few years, and have been fascinated with their treatment of popular video game environments as tools for visual and sonic exploration. Their work is highly referential, drawing on artistic legacies of the Futurists, the Surrealists, and the Situationists, among others. In this interview, we discuss the nature of their practice(s), and it’s relationship to play, improvisation and the co-constituative nature of their work in relation to capital and proprietary technologies.
— Guest Editors Skot Deeming and Martin Zeilinger
1. Can you take a moment to describe your practice to our readers? What kind of work do you produce, what kind of technologies are involved, and what is your creative process?
foci + loci mostly produce sonic and visual video game environments that are played in live performance. We have been using Little Big Planet (LBP) on the Playstation 3 for about 6 years.
When we perform, we normally have two PS3s running the game with a different map in each. We have experimented with other platforms such as Minecraft and we sometimes incorporate spoken word, guitars, effects pedals, multiple game controllers (more than 1 each) and Game Boys.
Our creative process proceeds from discussions about the ontological differences between digital space and cinematic space, as well as the freeform or experimental creation of music and sound art that uses game spaces as its medium. When we are in “Create Mode” in LBP, these concepts guide our construction of virtual machines, instruments and performance systems.
[Editor’s Note: Little Big Planet’s has several game modes. Create Mode is the space within the game where users can create their own LBP levels and environments. As player’s progress through LBP’s Story Mode, players unlock and increasing number of game assets, which can be used in Create Mode.]
2. Tell us about your background in music? Can you situate your current work in relation to the musical traditions and communities that you were previously a part of?
CB: I have composed for film, TV, video games and several albums (sample based, collage and electronic). Since 2001 I’ve been active in the chipmusic scene, under the name glomag. Around the same time I discovered machinima and you could say that my part in foci + loci is the marriage of these two interests – music and visual. Chipmusic tends to be high energy and the draw centers around exciting live performances. It’s immensely fun and rewarding but I felt a need to step back and make work that drew from more cerebral pursuits. foci + loci is more about these persuits for me: both my love of media theory and working with space and time.
TY: I’m an interdisciplinary artist and composer. I studied classical piano and percussion during my childhood years. I went on to study photography, film, video, sound, digital media and guitar in college and after. I’ve primarily been involved with the electroacoustic improv and chipmusic scenes, both in NYC. I’ve been improvising since 2005, and I’ve been writing chipmusic since 2011 under the moniker Corset Lore.
My work in foci + loci evolved out of the performance experience I garnered in the electroacoustic improv scene. My PS3 replaced my laptop. LBP replaced Ableton Live and VDMX. I think I felt LBP had more potential as a sonic medium because an interface could be created from scratch. Eventually, the game’s plasticity and setting helped to underscore its audiovisual aspect by revealing different relationships between sound and image.
3. Would you describe your work as a musical practice or an audio-visual performance practice?
FL: We have always felt that in game space, it is more interesting to show the mechanism that makes the sound as well as the image. These aspects are programmed, of course, but we try to avoid things happening “magically,” and instead like to give our process some transparency. So, while it is often musical, sound and image are inextricably linked. And, in certain cases, the use of a musical score (including game controller mappings) has been important to how our performance unfolds either through improvisation or timed audiovisual events. The environment is the musical instrument, so using the game controller is like playing a piano and wielding a construction tool at the same time. It has also been important in some contexts to perform in ‘Create Mode’ in order to simply give the audience visual access to LBP‘s programming backend. In this way, causal relationships between play and sound may be more firmly demonstrated.
4. There are many communities of practice that have adopted obsolete or contemporary technologies to create new, appropriative works and forms. Often, these communities recontextualize our/their relationships to technologies they employ. To what extent do you see you work in relation to communities of appropriation-based creative expression?
CB: In the 80s-90s I was an active “culture jammer,” making politically motivated sound montage works for radio and performance and even dabbling in billboard alterations. Our corporate targets were selling chemical weapons and funding foreign wars while our media targets were apologists for state-sanctioned murder. Appropriating their communications (sound bites, video clips, broadcasting, billboards) was an effort to use their own tools against them. In the case of video game publishers and console manufacturers, there is much to criticize: sexist tropes in game narratives, skewed geo-political subtexts, anti-competitive policies, and more. Despite these troubling themes, the publishers (usually encouraged by the game developers) have occasionally supported the “pro-sumer” by opening up their game environments to modding and other creative uses. This is a very positive shift from, say, the position of the RIAA or the MPAA, where derivative works are much more frequently shut down. My previous game-related series, This Spartan Life, was more suited to tackling these issues. As for foci + loci, it’s hard to position work that uses extensively developed in-game tools as being “appropriative,” but I do think using a game engine to explore situationist ideas or the ontology of game space, as we do in our work, is a somewhat radical stance on art. We hope that it encourages more players to creatively express their ideas in similar ways.
TY: Currently, the ‘us vs. them’ attitude that characterized the 80s and 90s is no longer as relevant as it once was because corporations are now giving artists technology for their own creative use. However, they undermine this sense of benevolence by claiming that consumers could be the next Picasso if they buy said piece of technology in their marketing—as if the tool is more important than the artist/artwork. Little Big Planet is marketed this way. On the whole, I think these issues complicate artists’ relationships with their media.
Often our work tends to be included in hacker community events, most recently the ‘Music Games Hackathon’ at Spotify (NYC), because, while we don’t necessarily hack the hardware or software, our approach is a conceptual hack or subversion. At this event, there were a variety of conceptual connections made between music, hacks and games; Double Dutch, John Zorn’s Game Pieces, Fluxus, Xenakis and Stockhausen were all compared to one another. I gave a talk at the Hackers on Planet Earth Conference in 2011 about John Cage, Marcel Duchamp, Richard Stallman and the free software movement. In Stallman’s essay ‘On Hacking,’ he cited John Cage’s ‘4’33″‘ as an early example of a music hack. In my discussion, I pointed to Marcel Duchamp, a big influence on Cage, whose readymades were essentially hacked objects through their appropriation and re-contextualization. I think this conceptual approach informs foci + loci’s current work.
[Editors’ note: Recently celebrating its 10th anniversary, This Spartan Life is a machinima talk show that takes place within the multiplayer game space of the First Person Shooter game Halo. This Spartan Life was created by Chris Burke in 2005. The show has featured luminaries including Malcolm McClaren, Peggy Awesh, and many more.]
5. You mention the ontological differences between game spaces and cinematic spaces. Can you clarify what you mean by this? Why is this such as important distinction and how does it drive the work?
CB: We feel that there is a fundamental difference in the way space is represented in cinema through montage and the way it’s simulated in a video game engine. To use Eisenstein’s terms, film shots are “cells” which collide to synthesize an image in the viewers mind. Montage builds the filmic space shot by shot. Video game space, being a simulation, is coded mathematically and so has a certain facticity. We like the way the mechanized navigation of this continuous space can create a real time composition. It’s what we call a “knowable” space.
6. Your practice is sound-based but relies heavily on the visual interface that you program in the gamespace. How do you view this relationship between the sonic and the visual in your work?
TY: LBP has more potential as a creative medium because it is audiovisual. The sound and image are inextricably linked in some cases, where one responds to the other. These aspects of interface function like the system of instruments we (or the game console) are driving. Since a camera movement can shape a sound within the space, the performance of an instrument can be codified to yield a certain effect. This goes back to our interest in the ontology of game space.
7. Sony (and other game developers) have been criticized for commodifying play as work – players produce and upload levels for free, and this free labour populates the Little Big Planet ecology. How would you position the way you use LBP in this power dynamic between player and IP owner?
CB: We are certainly more on the side of the makers than the publishers, but personally I think the “precarious labor” argument is a stretch with regard to LBP. Are jobs being replaced (International Labor Rights definition of precarious work)? Has a single modder or machinima maker suggested they should be compensated by the game developer or publisher for their work? Compensation actually does happen occasionally. This Spartan Life was, for a short time, employed by Microsoft to make episodes of the show for the developer’s Halo Waypoint portal. I have known a number of creators from the machinima community who were hired by Bioware, Blizzard, Bungie, 343 Industries and other developers. Then there’s the famous example of Minh Le and Jess Cliffe, who were hired by Valve to finish their Half-Life mod, Counterstrike. However, compensating every modder and level maker would clearly not be a supportable model for developers or publishers.
Having said all that, I think our work does not exactly fit into Sony’s idea of what LBP users should be creating. We are resisting, in a sense, by providing a more art historical example of what gamers can do with this engine beyond making endless game remakes, side-scrollers and other overrepresented forms. We want players to open our levels and say “WTF is this? How do I play it?” Then we want them to go into create mode and author LBP levels that contain more of their own unique perspectives and less of the game.
[Corset Lore is Tamara Yadao’s chiptune project.]
8. What does it mean to improvise with new interfaces? Has anything ever gone horribly wrong during a moment of improvisation? Is there a tension between improvisation and culture jamming, or do the two fit naturally together?
CB: It’s clear that improvising with new interfaces is freer and sometimes this means our works in progress lack context and have to be honed to speak more clearly. This freedom encourages a spontaneous reaction to the systems we build that often provokes the exploitation of weaknesses and failure. Working within a paradigm of exploitation seems appropriate to us, considering our chosen medium. In play, there is always the possibility of failure, or in a sense, losing to the console. When we design interfaces within console and game parameters we build in fail-safes while also embracing mechanisms that encourage failure during our performance/play.
In an elemental way, culture jamming is a more targeted approach, whereas improvisation seems to operate with a looser agenda. Improvisation is already a critical approach to the structures of game narrative. Improvising with a video game opens up the definition of what a game space is, or can be.
All images used with permission by foci + loci.
foci + loci are Chris Burke and Tamara Yadao.
Chris Burke came to his interest in game art via his work as a composer, sound designer and filmmaker. As a sound designer and composer he has worked with, among others, William Pope L., Jeremy Blake, Don Was, Tom Morello and Björk. In 2005 he created This Spartan Life which transformed the video game Halo into a talk show. Within the virtual space of the game, he has interviewed McKenzie Wark, Katie Salen, Malcolm McLaren, the rock band OK Go and others. This and other work in game art began his interest in the unique treatment of space and time in video games. In 2012, he contributed the essay “Beyond Bullet Time” to the “Understanding Machinima” compendium (2013, Continuum).
Tamara Yadao is an interdisciplinary artist and composer who works with gaming technology, movement, sound, and video. In Fall 2009, at Diapason Gallery, she presented a lecture on “the glitch” called “Post-Digital Music: The Expansion of Artifacts in Microsound and the Aesthetics of Failure in Improvisation.” Current explorations include electro-acoustic composition in virtual space, 8-bit sound in antiquated game technologies (under the moniker Corset Lore), movement and radio transmission as a live performance tool and the spoken word. Her work has been performed and exhibited in Europe and North America, and in 2014, Tamara was the recipient of a commissioning grant by the Jerome Fund for New Music through the American Composers Forum.
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