So it is clear that a number of recent titles have ventured into new and exciting realms of audio and controller technology. One game I would like to look at in particular is FretNice. Developed by Temco and released in 2010 for X-Box 360 and PS3. The game attempts to build upon a traditional platform format, with the addition of player interactivity more akin to the likes of Guitar Hero and Rockband, and giving the user direct input into the creation of the soundtrack.
The game is designed for use with a Guitar Hero controller, and therefore incorporates physical actions of instrumental playing into the game experience. Simple controls include: Green/Yellow buttons - Left/Right movement; swing the controller up (or Red button) - Jump; all colour buttons (whilst jumped) - Attack. In addition to this the player is also required to strum in order to carry out the button’s functions.
As the player progresses through the level, enemies are destroyed by firing chords at them, and which chord is needed is related to the appearance of the creature, in terms of their facial attributes (eyes, mouths, noses, etc). So for example: a creature with two eyes needs a two note chord, one with three eyes requires a three note chord, and so on. Therefore, as is mentioned in the tutorial level of the game, this involves players attacking enemies by how they think they would sound.
The audio environment is made up of two main layers: the background featuring simple looping pop music backing tracks, and the foreground that features all the sounds that are triggered as a result of player input and on-screen action. The music system is designed so that as you walk around and attack enemies, the resulting pick-up sounds and different attack sounds are all in key with the musical backing. The pick up sounds work in a similar way to a feature seen in ‘Super Mario Galaxy’. where the musical pattern is played through one note at a time, as a new pick-up is touched. The footstep system works similarly, with a percussive loop being activated whilst the player is moving along; the bongo notes being roughly in time with the footsteps. On the other hand the attack system works in a different way, which creates a possibly unwanted side-effect: each of the five ‘attack’ buttons is assigned to play a note, from the key that the backing track is in; but although these sounds are individually consonant with the music, together and in different combinations they can become dissonant.
However the games creators may have been well aware of this and included it intentionally for a couple of reasons. Firstly it is loosely addressed in the ‘Story’ section of the website, which outlines the intentions of the game and includes phrases such as “unique style of music” and “new type of music”, which suggest that that the in game music is supposed to be different to traditional accepted consonant rock. [FretNice 2010] Secondly, there is the knock on effect that as gameplay becomes more intense and more ‘attack’ is needed, the music becomes more dissonant; so perhaps this was also designed as a way to provide audible feedback on how intense the players situation is.
The points raised above about dissonance, open up an interesting discussion about music perception: do these note combinations only sound harsh to Western ears, used to the harmony of Western pop music? From a scientific stand point the notes in question are two far apart to cause any ‘clash’ in physiological terms, so it is possible that ears from another culture with different tonal systems, may not describe the relationships as dissonant at all. However taken from a Western viewpoint and combined with the use of phrases such as “new…music”, the use of dissonance can be seen as an attempt to break from the norm and explore new devices of game audio.
Because of the nature of how the output audio track is compiled, it means that each time the game is played the resulting sound will be different: pick-up will be collected at different times and different combinations of 'attack' notes will be triggered.
REFERENCES
FretNice. 2010. FretNice: Story. Temco LTD. <http://www.fretnicegame.com/fretnicegame/index.html>[Accessed 15/11/2011].
Tom McShea. 2010. Fret Nice Review.Gamespot UK. <http://uk.gamespot.com/fretnice/reviews/6250267/fret-nice-review/platform/ps3>
[Accessed 15/11/2011].
Games-
Donkey Konga. 2004. Nintendo.
FretNice. 2010. Temco
Guitar Hero. 2005. Activision.
Rockband. 2007. Harmonix.
Wii Music. 2008. Nintendo.
Videos-
Fret Nice Gameplay. 2010. <http://www.youtube.com/watch?v=lYfIdaTZuHk> [Accessed 15/11/2011].
Wii / Music Orchestra. 2008. <http://www.youtube.com/watch?v=De0K8ufUxtg> [Accessed 15/11/2011].
Gameplay: Donkey Konga. 2010. <http://www.youtube.com/watch?v=nrFt6guz7A8&feature=fvst> [Accessed 15/11/2011].http://www.fretnicegame.com/fretnicegame/index.html
Gameplay: Donkey Konga. 2010. <http://www.youtube.com/watch?v=nrFt6guz7A8&feature=fvst> [Accessed 15/11/2011].http://www.fretnicegame.com/fretnicegame/index.html