
Stellar Blade's story is 'weak' admits director but there's a reason why
Despite the controversy around the design of its lead protagonist, Stellar Blade was one of the best surprises of last year.
However, like other great action games in the same mould, à la Bayonetta and Devil May Cry, the story isn't exactly its strong suit – even though there are dramatic cut scenes scattered throughout, attempting to make some sort of sense of it all.
Stellar Blade's director and Shift Up CEO, Kim Hyung-tae, has discussed the game's narrative during a new interview, where he openly admits that the story is 'weak'.
Speaking in an interview with This Is Game, Hyung-tae was asked about the negative feedback levelled at Stellar Blade's narrative.
'I think it is true that the story is weak,' Hyung-tae replied (via machine translation). 'The game's core play system was completed relatively early, but the thing that held us back the most was the cut scenes. In an action game that carries the narrative, cut scenes play a very important role in storytelling. It is difficult to convey the entire story with action alone.
'That is why we have to carry the narrative through cut scenes, but at first, we tried to make a lot of settings and cut scenes.'
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The director explained that planned cut scenes which provided more context on Stellar Blade's world were pulled during development, due to high production costs.
'In the early stages of development, we planned to include detailed settings such as the reason the main character changes clothes in the story,' he added.
'However, as production progressed, the cost of producing cutscenes became too much, and eventually, for the sake of efficiency, we had no choice but to reduce cut scenes that supplemented the world view or character narratives outside of the main plot.
'That's how we were barely able to complete the game. It's also because the development manpower pool or system for narrative-centred games has not yet been fully established in Korea.'
The director hopes to present a 'sufficiently rich narrative' in the sequel, which is targeting a 2027 launch. Stellar Blade was originally going to receive story DLC, but as confirmed by Hyung-tae, these plans were rolled into the next game.
'As we were preparing the DLC, the volume grew more than expected, so we changed direction and proceeded with the next work,' he said. 'However, there have been many changes since then.'
It's not really the quantity of cut scenes that's an issue though, but the quality, and ironically having to limit the number may have helped the game. So the idea of having more in the sequel is not necessarily something to be welcomed.
Stellar Blade launched on PC last week and has already proven to be a big hit on the platform, sitting in the top five of Steam's most played games over the past 24 hours (via SteamDB).
Over the weekend, the game racked up a 24 hour concurrent peak player count of 192,078, which is far higher than Sony's other published PC ports like God Of War Ragnarök (35,615) and Spider-Man (66,436) – although it's popularity is likely driven by its popularity in Asia. More Trending
Recently, developer Shift Up announced Stellar Blade has surpassed three million units sold across PlayStation 5 and PC, with one million copies sold within three days on Steam alone.
The PC version opens the floodgates to fan mods, something which Hyung-tae encourages, although he'd prefer to see fan creations which change the gameplay in some way.
'Since we don't provide official modding tools, it's hard to change the entire game, but we're looking forward to seeing mods that slightly change the way you enjoy the game,' he said.
'Of course, mods like new costumes or monster visuals are cool, but I think it would be really welcome if there were mods that expand the user's play experience itself.'
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2 hours ago
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Games Inbox: Do adults still play Fortnite?
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I know Power Rangers is still going today but I don't think it's anywhere near as popular now as it was back in the 90s. There are lots of other adult franchises in the game but most of those skins were a few years ago, I think. So is Fortnite just for kids or is it really something that everyone plays from time to time? I really don't know. Whistler Aidos, Amiga I don't think there's ever going to be justice for Amiga games in terms of remasters, because it was only big in Europe and nobody's going to put the money needed into making a new Alien Breed or Hunter. They're just never going to make a return on the investment, even though some of the games are broad enough an idea that they should be of interest to plenty of people. Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. We might not get Elite 3 or Mercenary 4, but a big sandbox sci-fi adventure should be an idea that appeals to plenty of people. The problem with that is Starfield tried that and by fact of being laughably bad (and far less ambitious than any of these old Amiga games) has soured anyone else from ever trying again. Or at least for a long while. So instead we get cheapo sequels to James Pond by a developer you've never heard of and who probably won't even finish the game. It's a shame but there it is. Robbie the Randbot Direct talk Very interesting that we're getting another non-first party Nintendo Direct this week, this time for indie games. That's probably going to mean at least one shadow drop and… probably no Silksong. It's interesting because Nintendo does see the need to promote its third party games (even if it didn't do a good job of it) and indie titles at this time, just when we all thought they should show off their first party stuff. I think we will get that but like a reader said the other day, I think it's going to be multiple game-specific ones. So one for Metroid Prime 4, Hyrule Warriors, Kirby Air Riders, and maybe Pokémon Legends. Enough to make it seem like Nintendo's got a lot to talk about, while preventing them from having to actually announce anything new. Onibee Email your comments to: gamecentral@ Legendary wait Just picked up the Switch 2 Edition of The Legend Of Zelda: Breath Of The Wild from CeX. It was a no-brainer what my next pick would be, after being gifted the Mario Kart World bundle. Of course it would be a title from my favourite franchise. I said previously that Final Fantasy is my favourite, when I mailed a list letter a few months ago. But I've just grown accustomed to the fact that it was Zelda that popped in my mind, when I received my Switch 2. I've taken that back. Zelda is my ride or die. It's just magical and, thankfully, it's still an exclusive for Nintendo. 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I don't mind trying it for £1.79 though. Generally, all the games they have done have been to a very high standard. There was an article in Edge about them in the past year or so, where it said they were remote working before the term was popularised during Covid, with members of the Nightdive team being in different locations. What got Nightdive started as a studio was that one of the developers wanted to play System Shock 2 on a modern computer and found they were not able to, so they decided to do it themselves, along with other co-workers and getting it working on modern computers. Andrew J. PS: I see the Nintendo Survey for people's views of physical and digital games on the Switch has been closed for some reason. GC: There're rumours Nightdive are currently working on a System Shock 2 remake and/or a Quake 3 remaster. Happy to the max Picked up a Mad Max download for a bargain £2.99 in the last Xbox sale. I'm a big fan of the films, especially the first two. 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It could even be the plot for a sequel to this game. Inbox magic make it so. Johnny Alpha SD Currently playing: Star Wars Outlaws, Halo Infinite, and looking forward to Battlefield 6 beta. The Battlefield approach I think comparing sales of Battlefield 4 and Call Of Duty: Ghosts pretty much sums it up. That was as close as EA ever got to beating Activision and it wasn't really close at all. I find it very odd that they're putting so much money and effort into Battlefield 6. Not that it doesn't look good, but they have two decades of proof that casual gamers aren't interested in a complicated military shooter where you constantly get killed by someone you never saw and are always too late to get any of the vehicles. I really don't know why they didn't make a new game that was kind of similar, especially in terms of destruction, but more approachable for ordinary people. Gonzo Companion console There's not much more to be said about the Nintendo Direct but do agree with a recent letter that suggested it should have been pulled, as its mere existence has somehow made getting a Switch 2 less appealing. I wanted to pick up the third parties situation on Switch 2, generally. The Switch is a great machine but, much like the Wii, it ended up being everyone's 'second console' for Nintendo games and the odd indie. Larger third party releases were barely able to break even on a console that had sold 150 million units. The worry is that Nintendo are setting the console up to fail with third parties again. We've already had those alarming stories of sales figures from the launch line-up. 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Marc Inbox also-rans Great interview with The 8-Bit Big Band guy, GC. I have never heard of the group before but some of those songs are fire, especially OutRun and F-Zero. Tommo GC: Thanks. Really excited to see what's next after Baldur's Gate 3, but also exactly how much money Larian will be able to get to make their next game. I'm not sure we've ever seen such a small company get a boost like this before. Closest comparison might be CD Projekt. Chris GC: Larian are not small, they had 470 employees as of last year. That's bigger than many first party studios. More Trending Email your comments to: gamecentral@ The small print New Inbox updates appear every weekday morning, with special Hot Topic Inboxes at the weekend. Readers' letters are used on merit and may be edited for length and content. You can also submit your own 500 to 600-word Reader's Feature at any time via email or our Submit Stuff page, which if used will be shown in the next available weekend slot. 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Metro
11 hours ago
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The 8-Bit Big Band interview – ‘like if Mozart wrote chiptune music'
GameCentral speaks to the composer of The 8-Bit Big Band, about the current state of video game music and his upcoming show in London. Back in 2022 we did a short news article on a jazz influenced arrangement of a classic Kirby track, which surprisingly had won a Grammy. The music was performed by The 8-Bit Big Band, which I'd never heard of at the time, and arranged by Broadway musical director, composer, and orchestrator Charlie Rosen. Listening to the tune, it suddenly became less surprising as to why it had won, which immediately led me down a rabbit hole of all The 8-Bit Big Band's other music, with all their stuff easily available on both YouTube and Spotify, quickly turning me into an admiring fan. So when I heard that the band were on tour, and that London would be their only non-US stop, I jumped at the chance to speak to Rosen and learn more about his work and his thoughts on the current state of video game music. The London event is on October 3 and you can buy tickets here, which I very much hope people do because in my mind, even with the Grammy win, The 8-Bit Big Band is not nearly as well known as it deserves to be. You don't even have to be a jazz fan to appreciate it, or rather, as I discuss with Rosen, you probably already are a jazz fan if you enjoy any significant percentage of old 8-bit and 16-bit video game tunes, as Japanese composers in particular were heavily influenced by the genre. Nowadays, most big budget video game music is inspired more by the cinematic work of composers like Hans Zimmer, whose minimalist approach to melody is the polar opposite of traditional video games. So I discussed that with Rosen, as well as what he might have planned for the future and why he doesn't care that The 8-Bit Big Band doesn't make him any money. Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. The first question I asked Rosen was the very obvious one of how The 8-Bit Big Band got started, but his answer got cut off in the recording. Given it was such an interesting story, I got him to write it down and email it later. CR: In 2017 I took a trip to Japan on vacation. When I go to a new country, I like to buy a traditional instrument from the region and take a lesson on it from somebody who knows the music from that area. So when I went to Japan in Kyoto, I happened to be staying on the same block as a musical instrument store that sells traditional Japanese instruments and so I bought a shamisen. In Tokyo, a friend of mine connected me with a musician there who plays shamisen and koto, and he generously gave me a lesson. After the lesson, I saw a soundtrack on his desk for a game series in Japan that was only ever translated a few times in the US called Ganbare Goemon or Mystical Ninja Starring Goemon in the States and I said, I love that soundtrack! He said, 'Do you like video game music?' and I said, 'Yes, I do.' He then, as a gift, gave me a copy of his album, which was all video game music arranged for Japanese traditional instruments. His group is called Famikoto, a portmanteau of Famicom (the name of the NES in Japan) and koto, the instrument. When I listened to it on the plane, that gave me the idea to create a video game music album of my own using my vocabulary with large jazz ensemble, which is my main instrumental arranging skillset here in the United States, that I frequently employ in New York in the world of musical theatre and beyond. When I returned home, I immediately began work on about nine or 10 arrangements. A video game music songbook for big band jazz ensemble and those 10 arrangements became the first album. GC: I've had a couple of very interesting discussions with the composer Eímear Noone, where we've talked about how modern video game music is very heavily influenced by modern cinematic soundtracks, but I've always resented this because I feel it erases the long, proud history of video game music, which is very distinctive and helped inspire modern electronic music like synthwave. So, I'm so glad to see projects like yours celebrating that tradition, even if it is through a very specific prism. Because when people say they're a fan of video game music nowadays, I'm never sure what they actually mean. CR: Yeah, it's really interesting the nomenclature we use surrounding a lot of this stuff. It's similar to saying… I work a lot in the Broadway industry. So people say, 'Oh, I love cast albums, I love Broadway shows.' When really, in this day and age – and it's true of film scores too – is it a genre? I don't know. Because what we do in various mediums that involve using music for storytelling purposes, is we take any genre of music and then we repurpose it for the sake of dramatic storytelling or visual storytelling or dramatising a scene or underscoring a scene and increasing the emotion, using the vocabulary from a genre and deriving it as a function within a different context of media. And so a Broadway show can be any genre, depending on the show. A video game can be any genre, depending on the game. A film can be any genre, depending on the film. And so, it's like you like a genre, but it's not really a genre. It's any genre really. It's just it's being delivered to you to the function of this particular form of media. However, what you're touching on is interesting because for the first… because video game music is still a new field, so to speak, because it just started, really, in the eighties, and we had this period where there was severe technological limitations on the way that this music was made and could be distributed. It did also, inherently, create a genre and a sound, which could have been called video game music, but I think now is more referred to as chiptune music, right? GC: Yeah, yeah. CR: However, one could argue, now video games do not have those technological limitations, and so they now are just scoring for media like anything else. And the thing that I think still makes it video game music is the function of that music in a way where it's not linear. And so they have to compose music for games that allows the player to be the film editor, to be the orchestrator, to be the mixing engineer, because their player input is the thing that dictates the changes in the music. So that's a different way of thinking about composing. So you could define video game music like that, in the modern era, that it's interactive music, it's non-linear music. It's music that is chance music; it's aleatoric, if you want to use a collegiate music term. GC: Oh, hark at you! CR: [laughs] The other thing is interesting because that is still a sound that is at the core of video game music. And it's funny, there's somebody that I work with, that's like my foil basically, where I'll take songs from the 16-bit era, and the 8-bit era, and turn them into probably what they would've been if the technology had been available. But then my friend Jake Silverman, _buttonmasher, he's the opposite. He takes modern video game music, and other things, and he chiptunes them. He's fully a chiptune artist. He programs them in chiptune software on vintage cartridges, so they sound authentic. He does the opposite. So he's thoroughly keeping that traditional… what would've been considered video game music, chiptune sound alive. So there's a scene for both. GC: One of the things that always interests me, is that with those old tunes, when they're orchestrated you realise that some of the noises that were in the original version were supposed to be specific instruments, like a guitar or whatever. But I kind of didn't want to know that. By making it definitively a real-world instrument you're losing that interesting ambiguity, that need for interpretation of what you're listening to. CR: I think that's what makes a really great arrangement, is that there's still something that is a journey that surprises a listener. Ultimately, speaking abstractly about what an arrangement should do or what an arranger is, It's not just translating. Like you're saying, one-to-one, being like, 'Now that's guitar and that will be flute and that will be…' from the chiptunes. That is boring. And so I think what a great arranger really does is hear the unrealised potential in a piece of music. So the thing that I actually really like about working with these old chiptunes is that they were so limited. They had only three notes to play at a time, 45 seconds long. And so it's less about, for me, translating one-to-one – like that will become this instrument – and more like those are the scaffolding of the arrangement. This is exactly what I do in Broadway shows. All Broadway shows start on piano only and all the stuff's represented just in the piano. And then the orchestrator has to see through that and hear the potential and be like, 'Yes, I understand the feeling of what you're going for with your melody and your chord changes and your very basic 45 second motif. Now how can I as the arranger… if you, as the composer or the architect of the building, you've built this thing, now as the arranger it's sort of like, 'Okay, well that's all well and good, now let's blow out this wall and make it an open floor plan and lemme bring in this kind of furniture and then let's add a second floor. We're going to add a staircase, but it's all going to be in this style. Because I hear you as the composer, you're going for this vibe and the style of music. Now let me take that and run with it and introduce other elements that will expand upon your original idea and not just make a sort of facsimile of it with a different instrument. That, I think, is what inspired arrangement does. Arrangers play with parameters to create an interesting listening experience over time. And it's especially important with video game music because we're removing it from its original context and its function, as a way to enhance storytelling through gameplay. If you're not sitting there interacting with the game, the arrangement has to do more heavy lifting to give it an interesting journey to just listen to independently. GC: I think something like your version of Bubblegum K.K. [the Spotify version doesn't have K.K. singing on it – GC] is really impressive because I can't stand K.K. Slider's stuff, even though I'm a big Animal Crossing fan, but that is a really lovely tune that you've teased out of it. CR: Yeah, it's like the K.K. songs… that's exactly what I do in a Broadway show. Some composer or songwriter plays the guitar or the piano and they write a little song and then I take their song and… I mean K.K. Slider could have just been a Broadway composer. GC: [laughs] I'm just thinking back to the conversation I had with Eímear Noone, where I was trying to diplomatically describe how I was sick and tired of the modern obsession with sub-Hans Zimmer style, non-melodic rubbish. CR: [laughs] GC: And I mentioned how I noticed how so much Nintendo music is heavily jazz influenced. It can't just be Koji Kondo because it's all the time. Like, the remake of Mario Vs. Donkey Kong is filled with some really smooth jazz tracks, for no apparent reason. CR: The Mario Kart World soundtrack is basically a big band fusion album. GC: Yeah, it's great! CR: All those composers, I think, were highly influenced by the still massive Japanese jazz fusion scene of the eighties and nineties, and we're still seeing the result of that. GC: Eímear knows her stuff, she was describing how a lot of American musicians in the eighties and nineties were learning at a jazz school, I think it was in L.A., and that's why there's so many memorable TV and movie tunes in the eighties, because there was such an emphasis on melody. And that strikes me as very similar to video games, because the point was you could listen to the Knight Rider theme, or whatever, a hundred times and never get sick of it. CR: Yeah, it's like melody forward, melody forward. And that's why my fans get mad at me because I sort of tend to gravitate towards Nintendo, but it's because they have themes and melodies and harmony that are the most translatable to being arranged. Because you can take apart all the set dressing, take out all the furniture, take down all the decorations off the wall, and the melody is just super strong and the chord changes are super strong and they're recognisable no matter what you do to them, because they're composed in this idiom that takes to arrangements really well, as opposed to a lot of other modern film scoring sounding games, like you're describing, that are very textural and symphonic and… you know… GC: Boring? CR: [laughs] Yeah… exactly. Not just for arranging, because they're not melody forward. There's a big Japanese jazz fusion band in the seventies and eighties and nineties called T-Square. Do you know about them? GC: I don't think so. CR: Yeah, this band, T-Square is a very, very influential Japanese jazz fusion band over there, that highly influenced a lot of video game music composers. And the members of T-Square play on all these Nintendo soundtracks, and like Masato Honda is the sax player of T-Square. He's the guy that plays that Cowboy Bebop solo that everyone loves, the saxophone solo, and they all play on a lot of Nintendo soundtracks and stuff. Yeah, T -Square is a big thing. Koji Kondo cites T-Square as a lot of inspiration for his stuff. GC: Another more obvious question but what do you consider to be your best track, your best arrangement? And I'll tell you whether you're right or not. CR: [laughs] That is really tough. That's a real Sophie's choice. I mean, I will say that as the seven years have gone by, I think my craft as an arranger has gotten more honed in and more interesting and more efficient. That's tough. I mean, I really… I think doing Still Alive in the style of Frank Sinatra is pretty inspired. I really like Pollyanna, which we did on the last one, but also Tifa's Theme came out really beautifully. I think the modal jazz Song Of Storms is a good one. I don't know, Rosalina In The Observatory is really beautiful. GC: I really liked the OutRun one you did, which I didn't think would work. That's a very distinctive sound, but it's not jazz. But it totally worked for me. CR: Yeah, and I remember somebody suggesting that in the Discord and being like, 'Oh, this is cool.' I actually admittedly have never played OutRun but it was a really cool sound. And that's the perfect combination of dedicated fans of OutRun, but not so popular. That was the perfect slightly B-side video game music one to include the GC: What am I hearing?! OutRun is the crown jewels of video game music! The best of the best for MIDI music or whatever it was. CR: [laughs] GC: But I think Big Blue is my absolute favourite of yours. The saxophone solo in that is just incredible. It's the only one of your videos I don't really like, because the animation is too good and it covers up the saxophonist. CR: Yeah, yeah, Grace Kelly. GC: She's absolutely amazing. It's like… I've never heard a saxophone make that noise before and it goes on forever. CR: I started making a rule where the animators would get a little excited and I'd be like, 'Okay, but you have to back off a little bit. You can't just cover them.' GC: I think that helps to illustrate just how good the music is originally that you can do that with it. That and the Pokémon Battle music… I don't know why they went so hard with that, because that is an incredible tune. It goes so far beyond what was necessary. CR: [laughs] That Pokémon stuff, it's so chromatic and so intense. It's awesome. GC: This incredibly powerful music, all to illustrate a mouse hitting a pigeon. CR: [laughs] GC: But I'm also interested in the stuff you've done where you don't change nearly as much, like Lonely Rolling Star. Which I guess is because it was already very jazzy. CR: Yeah, exactly. The chord changes in that are already very jazz influenced. And I sort of like to do a little bit of each thing in the band, where I'll take some tunes and completely reimagine them and take them out of their original context and go crazy with them in completely different ways. And then I like to balance that with things that are a little bit more like, 'Let's just expand upon the original and I'll just inject my flavour on top of it.' But the original core of the feeling I like to maintain, it's depending on the song. So I like a balance. GC: The other one that impressed me was, I Want To Take You For A Ride, which in my head… that had lyrics, but it got re-released recently and I realised it's just that one line repeated again and again and again. CR: [laughs] It's a four bar loop. That's it. GC: So who wrote the lyrics for that? Was that you? CR: Do you know this band Lawrence? Have you heard of them? GC: No, I can't say I have. CR: It's sort of like a funk soul, younger band named Lawrence, that's gaining popularity very quickly here in the United States. And they've been doing some shows in London too, that have done quite well. They're selling very well, but they're a brother and sister whose last name is Lawrence, and they have this funk band and they're great, but I'm friends of theirs here in New York and they love The 8-Bit Big Band and I love their band and we're always talking about, 'Oh, we got to do something together.' And that loop of the 'I want to take you for a ride' has kind of become an internet meme. It is kind of an inside joke. And so I just had the idea where, 'Okay, well if that was the chorus of a song, what would the rest of the song sound like? And so, I sort of presented that idea to them and I'm like, 'What if we collaborated on this and turned it into a whole song?' And so they wrote the lyrics and the rest of the melody and then I took it and I arranged it into the track. And so we worked together on that. And they're the two of them that are the singers on that track. That's Lawrence, that's Clyde and Gracie Lawrence. GC: So just to clarify, you're just doing the one concert in the UK? CR: That's right. I'd like to do more but it's just one for now. GC: I don't say this in an accusatory way, but I don't think Americans or Japanese realise just how different the retro scene is in Europe and the UK. I'm the right age, but I never saw a NES in the flesh until I was in my twenties. It came out here late and was ridiculously expensive. CR: So it was ZX Spectrums…? GC: Yeah, and Commodore 64 and then later Amiga and Atari ST. And then during the 16-bit era consoles took over and things aligned more with the US, although the Mega Drive was always much more popular than the SNES. CR: I just want you to acknowledge that I did say zed-ex spectrum and not zee-ex Spectrum! GC: [laughs] Oh sorry! But to me you just said that normally, so it didn't register that you were making an effort! CR: [laughs] GC: So all we ever get is other people's nostalgia. We very rarely get treated to nostalgia for things that were actually popular at that time. But there are some, I say with some pride, some amazing UK chiptunes artist from that period. Do you know who Ron Hubbard and Martin Galway and Tim Follin are? CR: Tim Follin I know. I know Tim Follin. GC: He did some NES stuff, I think. CR: Woo! That stuff's awesome. I really want to cover some of that, either of the Follins, because that's some truly adventurous chiptune writing. Holy s***. GC: Would you consider doing a UK tune that presumably your core audience wouldn't have heard of? CR: It's funny, actually. My core audience on Discord, all the fans, they actually really loved Tim Follin. People really laud him all the time. GC: His Ghouls 'N Ghosts tracks are amazing. But there's one by Ron Hubbard, who I believe worked in the US in his later years, called Monty On The Run. That's considered the best chiptune from the UK. CR: Monty On The Run. Okay, I'm going to check it out. GC: It's on Spotify and seems to be official or semi-official. CR: Ron Hubbard, okay. GC: And the Ocean Loaders, I dunno, would you have heard of that from the Commodore 64? CR: Yeah, my Commodore 64 knowledge is not great… GC: Ocean Loader is on Spotify, which is Martin Galway. And then I think Speedball 2 is probably the best Amiga tune, but I couldn't find an official version of that. It's not very jazzy though, so I dunno how you'd ever do that. CR: You never know. That's the thing about being an arranger, is you hear something and you have this bag of musical soup in your brain and something hits it a certain way and you're like, 'Oh, what about this?' You just never know. GC: So what are you looking for now when you consider a new song? Are you looking for a challenge each time? At this point you've done most of the more obvious choices. CR: I still play a lot of games. And then in the fan Discord server, there's a suggestions channel where the kids are always hipping me to new games that are really cool that people love. GC: Never mind the kids, when are you going to do Bubble Bobble? CR: [laughs] I know that's a great one. That theme is very deeply ingrained in me, and that is actually a very good idea. GC: I think that's probably my favourite arcade tune, you can just listen to it endlessly. CR: That's a funny one. That's a good idea actually. I should do that. But it's like things like this, where you're just having a normal conversation and then something hits you in a way and it's like, 'Oh, I'll do that. That'll be fun!' And then over the course of a year or so… I actually do 8-Bit Big Band arrangements usually to procrastinate my actual arrangements that I have to do for my real career. GC: [laughs] I was just going to ask, when do you fit them in? CR: I fit them in when I should be doing other things. [laughs] And then I'll do two or three arrangements and then we'll schedule a recording session. We'll go in and record the tunes. We do that three or four times a year. And then we have an album. GC: I mean this in the best way possible but when I see your videos all I can think is, 'Why don't these have 10 times more viewers than they do?' Because they're fantastic. CR: I agree. I agree. [laughs] GC: Does it pay for itself? I mean, I guess it must do If you're touring? CR: Yes and no. The truth of the matter is I like… completely don't keep track, because first of all, I don't think anybody starts a jazz orchestra to get rich. That's certainly not going to happen. But I think if I were to do the math of all the money that I've spent on the recording sessions and the editing of the videos and the artwork and the musicians and the studio, probably I would still be pretty deeply in the red. But I don't want to know, because that's not why I do it. And I think from what I can tell, based on the revenue, the ad revenue, and the streaming revenue, if I stopped recording, if I stopped making new content, maybe I would break even in five, eight years. I don't know. It is at a point where I think it probably is self-sustaining, but I also don't know and I don't really want to know because I'm not doing it for that reason. I don't know. GC: Well, that's nice to hear. I greatly admire that. CR: I make money doing Broadway and musical theatre. That's how I pay the rent. And I like doing that, obviously, but that I'm very well aware of the finances of and The 8-Bit Big Band is… even though it has blown up to be a very major part of my life, still feels like a passion project. GC: That's nice to hear. But perhaps we could just end on a slightly more serious note. Is there anything you would advise video game composers in general, in order to keep video game music distinctive, while still moving forward and not being stuck in the past? CR: Well, I guess I would say the good news is you do have some game companies like Nintendo that are still theme driven, melody driven things. And also, the other good news is I feel like this problem, of all these AAA games just trying to sound and play like all these other AAA games that are feeling generic, like you're saying, the indie game scene is still pretty active and pretty innovating still in a way that is really good. I mean, have you played Shovel Knight or have you listened to the Shovel Knight album? GC: Oh yes, that's great. CR: That is serious music. I mean, that stuff is awesome. Wow! That Jake Kaufman, that composer… he is, for me, up there with the vintage pioneers of chiptune, like Tim Follin. His writing is incredible. I mean, it's like if Mozart wrote chiptune music. It sounds partially like good old-fashioned Mega Man and partially like Mozart's beautiful études and sonatas that are like, holy s*** man. So, I think the good news is there's people out there still doing it but, like you said, the bell curve has gotten big and the bigger it gets the more middle is just going to be mostly just generic. GC: But if you think back even just 20 years. Back then a lot of the big mainstream video games had memorable tunes. If you say the word Halo to me, I will immediately start humming the tune and I'm not even a particularly big Halo fan. CR: Right, that's true. GC: Or Metal Gear Solid, they all still had memorable melodies that would instantly flick something on in your head, which I would've thought was quite useful to companies. CR: I agree. I agree. Yeah, that is lost a little. I can't sing the main theme to… I don't know. Destiny? GC: Yeah, exactly. Destiny was such a drop from Halo. Maybe not technically but it's like… I not only can't hum any modern Final Fantasy tune, I probably couldn't even recognise it. CR: I've been playing Clair Obscur: Expedition 33. GC: Oh well, that is fantastic in every way. CR: Yeah, that has a really cool soundtrack. That's really interesting. GC: Again, the only ones that are good are the ones that are purposely looking back at the past. And that seems a shame. More Trending CR: I know, it's sad that melody is considered retro. Maybe it'll swing, maybe we're just in a phase, it'll come back around. GC: Okay. Well thank you very much for your time. That is fascinating. I hope I wasn't too ignorant of your trade, but I personally really appreciate all your work. CR: Yeah, thanks for having me. GC: Thank you. Email gamecentral@ leave a comment below, follow us on Twitter. To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. MORE: 90s Amiga mascot is coming back with a sequel his original creator hates MORE: Baldur's Gate 3 devs reveal the weirdest and most bizarre fan stats MORE: Battlefield 6 beta isn't for two days but 9,000 people are already in the app


Metro
15 hours ago
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Baldur's Gate 3 devs reveal the weirdest and most bizarre fan stats
For the second anniversary of Baldur's Gate 3, Larian Studios has shared new player stats and a thank you from its CEO. This week marks the second anniversary of Baldur's Gate 3, the surprise smash hit of 2023, that managed to snatch that year's Game Of The Year award from the likes of The Legend Of Zelda: Tears Of The Kingdom and the Resident Evil 4 remake. To honour the occasion, developer Larian Studios has shared some new player statistics. Rather than the usual stuff about player choices and preferences, though, Larian opted to focus on the community's more… niche proclivities. This includes the number of people who respected their companions' character classes, with one especially unpopular choice prompting Larian to question some players' well-being, asking, 'Are you folks doing okay?' According to the stats shared on X, only 350 players opted to respec the character of Minsc (an optional companion you can only encounter in Act 3) from his usual ranger class into a death domain cleric. If you've played Baldur's Gate 3, you're probably just as baffled as Larian is, since this class simply doesn't suit Minsc from either a gameplay or character perspective, especially since it involves necromancy – a far cry from the ranger class that's all about nature and bonding with (living) animals. The death domain cleric class is more associated with Shadowheart, since she already starts the game as a regular cleric. Larian's stats reflect this, with Shadowheart being the most respecced companion in the game, at 4,890,005 times, and usually as a death domain cleric, if not a life domain cleric. Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. Fans are also baffled by other obscure player achievements. For instance, the fact that 598 players adopted a baby with companion character Wyll. However, their shock is more due to the fact that they didn't even know this was an option. 'Wait what? You can adopt a child with Wyll????' writes one baffled fan on Reddit. This has prompted several others to explain how to achieve this, followed by some admitting they now plan to pull this off for themselves. 'And now I need to try that,' writes one, 'How am I supposed to stop playing Baldur's Gate 3 if there are still things I need to try?' Other fans are more shocked by the stats for the game's Honour Mode. For context, Honour Mode is an extra-hard difficulty level that includes permadeath and a single save slot. So, if you die, the game ends, and you have to start over from the very beginning. The fact that some players have managed to beat the game on Honour Mode isn't itself surprising, but according to Larian, 4,647 players have achieved this with a level one character. 'How the f*** can you beat honour mode as a level one ????' reads the top comment on Reddit, with a fellow fan replying with, 'I'm certainly not going to find out.' More Trending It's definitely the kind of challenge you'd have to be a real masochist to attempt, although one fan suggests the strategy is to use 'many item exploits and tons of barrels.' Meanwhile, Larian CEO Swen Vincke shared his own message for the two-year anniversary, adding that it's thanks to the success of Baldur's Gate 3 that the team can work on 'our next crazy thing.' Exactly what Larian's next project is remains a secret. Beyond vague hints that it might be sci-fi, Vincke has offered no real information and only asked fans be patient: 'We're working hard to ensure you'll have plenty of fun. Like really – loads of it.' Larian is actually meant to be working on two new games, though neither is Baldur's Gate 4. Licence holders Hasbro and Wizards Of The Coast, however, absolutely want a sequel and have been speaking with other potential partners about it. Email gamecentral@ leave a comment below, follow us on Twitter. To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. MORE: Baldur's Gate 4 was playable before it was cancelled admits Larian Studios boss MORE: Baldur's Gate 3 boss criticises 'boring' DLC and explains new five year plan MORE: 'Almost all video games should cost more' says Baldur's Gate 3 publisher