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<title mode="escaped" type="text/html">SHHHHHHHHHH</title>
<tagline mode="escaped" type="text/html">GAME MUSIC BLOG OF TROELS BRUN FOLMANN</tagline>
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<issued>2006-11-19T20:53:00+00:00</issued>
<modified>2006-11-21T11:05:32Z</modified>
<created>2006-11-19T21:13:36Z</created>
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<title mode="escaped" type="text/html">TRL score receives the D3 award</title>
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<div xmlns="http://www.w3.org/1999/xhtml">The Tomb Raider Legend score received the D3 award today. The award was given for best game music in competition with great music from Farcry and Hitman. I feel humble and blessed for the award and surprised as always. <br/>
<br/>Read more (in Danish) by <a href="http://www.gamesection.dk/nyheder.asp?nid=2132">clicking here</a>
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<issued>2006-11-15T13:06:00+00:00</issued>
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<created>2006-11-15T13:12:37Z</created>
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<title mode="escaped" type="text/html">New score nomination for Legend</title>
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<div xmlns="http://www.w3.org/1999/xhtml">The world is INSANE! I just received news that the Tomb Raider Legend soundtrack is up for another nomination at the D3 Expo in Copenhagen this coming weekend (November 18-19 2006). D3 is one of the largest electronic entertainment expos in northern europe and its really a great honour being a virtual part of this event.<br/>
<br/>Read more (be warned - its in Danish) by <a href="http://www.d3expo.dk/">clicking here</a>
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<issued>2006-11-01T16:49:00+00:00</issued>
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<created>2006-11-01T16:55:39Z</created>
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<title mode="escaped" type="text/html">M4G Interview</title>
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<div xmlns="http://www.w3.org/1999/xhtml">Here is a recent interview with M4G.<br/>
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<strong>Biography:</strong>
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<br/>2006 BAFTA award winning composer Troels Folmann is the man behind the next-generation Tomb Raider soundtracks. Troels has extensive background in scoring commercials, video game soundtracks and Hollywood blockbuster trailers. His recent game credits include: Tomb Raider: Legend, Tomb Raider: Anniversary Edition, Project Snowblind, Defender of the Crown, Sabotage, and Metronome. Additionally, Troels Folmann has a background as a Ph.D. scholar in interactive game music with focus on "micro-scoring", which is an advanced methodology for the creation of true adaptive scores. M4G caught up with the composer to find out more about scoring next-gen Tomb Raider.<br/>
<br/>
<strong>M4G: First of all congratulations with your recent BAFTA nomination and award. How does it feel?</strong>
<br/>
<br/>Troels Folmann: Thank you very much. It was quite an honor receiving the nomination and literally a shock to receive the BAFTA award. The award is super heavy by the way. It is 18 mighty pounds, but I guess it is to keep the speeches short.<br/>
<br/>
<strong>M4G: Can you tell us about your musical background and how you got into scoring music for games?</strong>
<br/>
<br/>Troels Folmann: I don’t really have a traditional musical background. The only person in my family who ever played music was my granddad – who had the unfortunate hobby of building AND playing violins. I did not speak before the age of six, which left me with a lot time to screw around. I had a passion for smashing things, so I inherently learned drumming that way. I firmly believe that the sense of rhythm should come before the sense of tonality. The understanding of rhythm is essentially for learning human movement and dexterity. So I kept on drumming for many years and started playing piano too, so eventually I developed some proficiency in music.<br/>However I also had a side passion which was games and game music. I started composing music on my ZX Spectrum 48k and Commodore 64. I always enjoyed game music and I still recall the many wonderful C64 tunes by Rob Hubbard, Galway, Daglish and others. The SID chip on the 64 had an amazing potential, but things really got wild when I got my Amiga 512, which had stereo capabilities and so forth. I eventually got a sampler for the Amiga and I don’t know how many complaints we got from our neighbors. <br/>
<br/>My favorite game on the C64 and the Amiga was Defender of the Crown, which was a multi-genre type of game in medieval England. Ironically this would also become the first larger commercial game I scored. Cinemaware made a version of Defender of the Crown for PS2/PC/Xbox and I had the pleasure of scoring it. But the real entrance to game scoring came through MODs. I did many scores for different MODs and I would highly advice aspiring composers to do the same. The MOD communities are amazing now and I still try to support them occasionally. I personally some of the greatest games came out of the MOD communities. Think Counter Strike, BF Desert Combat and so forth. <br/>
<br/>
<strong>M4G: How and when did you start working with Crystal Dynamics?</strong>
<br/>
<br/>Troels Folmann: I originally came to Crystal Dynamics as a Ph.D. scholar related to my research in game music. I was amongst the first people in the world to conduct deeper academic research into the media. However I tend to have a pragmatic view on things, so it was important for me to conduct studies together with the industry, which is one of the reasons I synced with Crystal. One of my prime research subjects is something I call: “Micro-scoring”, which we ended up using extensively in Tomb Raider: Legend. <br/>
<br/>Micro-scoring is essentially about breaking the game score into a variety of small components that are assembled in real-time according to player action and/or interaction. The micro-scores are made in such a way that they adapt to player action or interaction. You have to imagine that there are thousands of things going on in the game environment – the idea behind micro-scoring is to support the major elements in the environment. An example can be a 5-second score for breaking pillars or rolling stones. While motion picture scoring would typically have a musical element to support such an action, it would normally be dismissed in the game world. However the micro scoring techniques allows us to do just that.<br/>
<br/>
<strong>M4G: How long did you spend writing and implementing the music on Tomb Raider: Legend?</strong>
<br/>
<br/>Troels Folmann: I worked 2 months of developing music documentation on Legend. The majority of composers normally get started right away, however I conducted pretty extensive research into the game before I started scoring it. I studied the different locations in the game and their original music styles. I then bought some of the cultural signature instruments like Peruvian Pan Flutes, African Whale drums, Armenian Duduks, Tibetan Horns and learned how to play them in a decent fashion. I bought all the instruments at a great ethnic music shop called Lark in the Morning.<br/>I then compiled all the information into a 100 page soundtrack document, which allowed me to know exactly what I was going for in the individual levels. I then started scoring the game, which took aprox. 8 months and the final result were over four hours of orchestral- and electronic music. <br/>
<br/>Tomb Raider is a very difficult game to score, since the game consists of so many known world locations. Lara is a world traveler and to a certain degree I am a world composer. I don’t lock down on one particular style, but I try to learn and understand all music styles. I am particularly interested in contemporary music, so anything on the motion picture soundtrack scene or the electronic charts will get my attention. <br/>
<br/>
<strong>M4G: How does the experience of scoring Tomb Raider: Legend compare with your previous game projects? Given the popularity of the original music, was composing for such an established and recognizable franchise a daunting task?</strong>
<br/>
<br/>Troels Folmann: Tomb Raider: Legend was very different from most other projects I have been working on. I had just completed the cinematic score for the award winning Project Snowblind before Legend. Snowblind was an original title, so it was more open in terms of creative expectations, which allowed me to pursue new directions. However Tomb Raider is one of the most well established franchises in the game industry, so it is naturally succeeded by many levels of expectations. The fans have expectations. The team and producers have expectations. The publisher and marketing groups have expectations. It is my job to funnel all the expectations into a soundtrack that got mass consumer appeal. I believe this was my biggest task on Tomb Raider Legend and it was a major professional accomplishment for me to succeed in this. <br/>
<br/>The original game had many beautiful scores my Nathan McCree, so it was about finding a careful balance between the original material and yet provide innovation at the same time. The original Tomb Raider got this great four note them, which I also use in the beginning of the Legend theme.<br/>
<br/>
<strong>M4G: Where was the score recorded and how many minutes of music were recorded live? Is there any electronic/synth material featured in the soundtrack? If so, how do the two styles complement each other?</strong>
<br/>
<br/>Troels Folmann: The Tomb Raider: Legend score seems to surprise many people, since none of the music was ever recorded live. All the music was recorded on my 9 PC 20Ghz / 20GB / 10TB render farm, which is custom build for orchestral scores. The symphonic mockups are starting to sound so real that the majority of people cannot hear the difference any longer. I actually found quotes noting that the score was recorded by the London Symphony Orchestra. Unfortunately I can dismiss that rumor.<br/>
<br/>I added a variety of more contemporary electronic elements to the Legend score, whether it was mixing the orchestra with synths, breakbeats or solo voices. I also had the pleasure of beta testing some great technology, while we were in production. One of the great tools was a great symphonic choir library (EastWest Quantum Leap Symphonic Choirs), which essentially allows the user to type in any text and have the choir sing it. I used this extensively for one of the levels in Legend, where the choir would subtly provide the player with hints.<br/>
<br/>I personally believe that orchestral scores goes well together with electronica. It naturally depends on the context, but the two really work great together for the most part. One thing I really enjoy is epic scoring, which is the large, Hollywood type of scores. There is a common misconception that these are most symphonic by nature. While the certainly incorporate the whole orchestra – they also contain many electronic elements. Whether it is double stacking strings, applying drones to support and phatten the basses or adding a variety of percussion to get that off-the-wall type of sound.<br/>
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<strong>M4G: Did you include any musical references to the original Tomb Raider soundtracks? What kind of instrumentation did you use for the main Lara theme(s)?</strong>
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<br/>Troels Folmann: I philosophically believe that all music is referencial in nature. The Legend main theme is a really good example, since it starts out by playing the original theme on the Duduk – then followed my the new theme played on a middle eastern violin - then followed by a solo female voice singing verses from an old Gaelic folk song – then followed by an epic choir singing the new theme. The main theme ends in an explosion of orchestral elements, choirs and solo voices – slowly fading out with the Gaelic folk song. The main theme also includes a variety of layered percussions, guitars, drones, sound effects and plenty of reverb.<br/>
<br/>
<strong>M4G: You’ve referred to your Tomb Raider: Legend game score as “feature film music.” Some argue that a lot of orchestral music in games is generic and too much like other film soundtracks – were there any specific music styles or film soundtracks that inspired the original score for next-gen Tomb Raider?</strong>
<br/>
<br/>Troels Folmann: One of my prime targets for the Legend score was to make it sound similar to a feature film soundtrack in terms of compositional and technical quality. One of the problems with conventional “game music” is simply related to the compositional quality. Motion picture tends to invest way more on music and the results are obviously different from games. Why should game music not sound good? Why shouldn’t we compete with the many amazing motion picture scores? The argument is typically that we are different, which is true. Games are different from movies, but I don’t think that means that we should have weaker sounding music in the games. Another argument is that game music should be ground-breaking, creative and innovative. <br/>
<br/>I think that’s great, but the music still needs to sound good. So either way...it all comes down to the quality of the music, so when I mention “feature film music” I refer to the compositional and technical quality of the music. Innovation is great, but it’s got to have that hook into commonly accepted consumer expectations and conventions.<br/>
<br/>In other words, I am a commercial artist doing commercial art, which means that I have to embrace and innovate conventions and stereotypes. I know many artists that follow their heart and gut feeling, which I highly respect. But dealing with mass consumer scoring is about professionalism and scoring for the masses. I call it "embracing the cliché", which is easier said then done.<br/>
<br/>Another reason why I am interesting in feature film scores is related to the emotional experience. Ask yourself this question "How often do I have an emotional experience in a movie?” Now ask yourself "How often do I have an emotional experience in a games?”<br/>
<br/>
<strong>
<br/>M4G: What are the main differences between scoring for film and games? Are there any similarities? Does a composer need to play games in order to create a great game soundtrack?</strong>
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<br/>Troels Folmann: Great questions. First of all there is a difference between the predictable and static aspects of movies compared to the unpredictable and dynamical aspects of an interactive experience. Secondly there is a difference in terms of the emotional experience. Movie scores tend to provide a deeper emotional experience, which is partially related to the fact you fully control the story in a movie, but also to the compositional qualities of a motion picture score. <br/>
<br/>I essentially believe music has the same role in games, which is to be the emotional glue between the player and the game. But it is more difficult to do an emotional game score, since you need to compose in a way that be triggered in real time. This is one of the main reasons why I invented my micro-scoring methodology. Micro-scoring allows scores triggered in real-time as the player progress through the environments. <br/>
<br/>The next games we are making are going to bring this even further. We now have technologies that allow us to trigger music based on what the player is looking at, which is a huge step forward for us in terms of recreating a real-time generated musical experience. There is no doubt in my mind that game composers should have a deep understanding of the media and play games. This demand is going to increase as we get more demanding in terms of creating custom scores in the game. I'm currently working full-time with sound designers, audio engineers and programmers to make this happen. <br/>
<strong>
<br/>M4G: What are the main challenges of next-generation game music?</strong>
<br/>
<br/>Troels Folmann: First of all we have to increase the overall quality of game music. I still hear a lot of bleeps and bloops and it hurts my heart every time. The quality of music is also related to the level of emotional content in the music. It is great to have these big, banging, epic tunes. But music can do so much more and we sometimes aim for the lowest co-nominator in game music. However there is also a huge challenge in terms of creating more complex interactive experiences. I personally believe we need to dissect the music into myriads of small pieces that are assembled in real-time in order to recreate a believable interactive experience for the player, but it needs to go hand in hand with the emotional experience, which is extremely difficult.<br/>
<br/>
<strong>M4G: Why do you think it has taken developers so long to realize the potential of truly adaptive audio? Is it a lack of commitment and innovation from composers and producers or just a reflection of limited audio engines?</strong>
<br/>
<br/>Troels Folmann: What is true adaptive audio? Essentially I believe it is real-time generated music and we are many console generations away from this. There used to be real-time generated midi based music, but the midi sounds were terrible and it just didn’t work right, which is another great argument for the quality of music in games. I would personally prefer to have a great sounding music experience than a bad sounding adaptive midi score. But the real hurdle is the technical constraints. You would need hardcore DSP capabilities beyond anything we have now and many terabytes of source data you could use. Additionally you would need AI music systems that would adapt to player action, interaction and player preference. The next-generation of consoles is not going to bring this to the table. <br/>
<br/>Essentially we get more bandwidth for triggering and pre-buffering audio, but its nothing like a real-time generating system. We have some of the best audio engineers in the world at Crystal Dynamics and the way we overcame the hurdle was to program custom technologies for micro-scoring. We can essentially trigger scores anytime in the game and it is an extremely complex journey that takes composer, audio engineer and audio programmers to collaborate on daily basis. <br/>
<br/>Essentially the ability to collaborate, communicate, negotiate are such important tools for any professional composer. <br/>
<br/>
<strong>M4G: What’s next for Troels Folmann? Any franchise/titles you’d like to score in the future?</strong>
<br/>
<br/>Troels Folmann: I am currently working on some unannounced projects, which includes mixtures of full symphonic orchestras and choirs, massive percussion ensembles and electronica. I love scoring Tomb Raider, since it is extremely diverse and compositionally demanding. I would also enjoy scoring a game with highly emotional content, but I am not exactly sure when that game will be out.<br/>
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<br/>Source: <a href="http://www.music4games.net/Features_Display.aspx?id=114">Music4Games.net</a>
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<issued>2006-10-25T09:29:00+01:00</issued>
<modified>2006-10-25T09:58:35Z</modified>
<created>2006-10-25T08:47:23Z</created>
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<title mode="escaped" type="text/html">The life of a composer -  vs 0.1</title>
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<div xmlns="http://www.w3.org/1999/xhtml">Its been a long time ago, since I was really pseudo-academic ... so here we go!<br/>
<br/>I guess we all wonder what we do- and why we do it? The life of a composer certainly seems to strike me as a very complex and strange issue. So please allow me to share openly what’s going through my mind on an everyday basis and see if you can relate.<br/>
<br/>The life of a composer is challenging - because you essentially need to provide other people with an interesting aural experience. You can naturally compose for yourself, which is a great introspective journey. But as a living - you need to compose for other people then yourself. So composing for others is strange discipline that takes both intro- and extrospective skill sets from you.<br/>
<br/>I often think of composition as sculpting. The composer can sculpt any figure she/he desires. Your sculpture can be complex, simple, colorful or monochrome - it all comes down to its expression - and expression is really what it’s about.<br/>
<br/>One of my good friends once told me that music is about tension and release, which I guess is the means of any expression. So as a composer ... we try to express conditions of tension and release. Life and death. Hate and Love and so forth.<br/>
<br/>But there is another important component as well, which is life force.<br/>
<br/>I normally hear about 50 pieces of music every day, whether it’s on youtube, ipod or concerts. The thing that strikes me most is that music needs to have life put into it. You can have an excellent musician with amazing technical skills - and it doesn’t reach you on an emotional level - because there is no life force in the music. Music by itself is pretty boring. Its the human element that makes it interesting. The expression. The emotion. The tension and release.<br/>
<br/>So... Life force is crucial for any good composition. It doesn’t need to be a powerful, epic and bombastic piece of music. But it needs to have a layer of intensity and willingness in order to reach people.<br/>
<br/>I think this is one of the forgotten secrets of most great music.</div>
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<issued>2006-10-24T08:35:00+01:00</issued>
<modified>2006-10-24T20:37:44Z</modified>
<created>2006-10-24T07:40:53Z</created>
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<title mode="escaped" type="text/html">GDC 2007 lecture approved</title>
<content mode="escaped" type="text/html" xml:base="http://www.deffmute.com/blog/" xml:space="preserve">Hell yeah! The GDC advisory board just approved my very loud upcoming lecture!&lt;br /&gt;&lt;br /&gt;&lt;a href="https://www.cmpevents.com/GD07/a.asp?option=C&amp;V=11&amp;SessID=3847"&gt;Click here to read the full description.&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The lecture is called "The Art of Epic Scoring" it focuses on scoring the upcoming Tomb Raider game and provides insight into epic Hollywood scoring- and orchestration techniques, which is highly demanded in both motion pictures and games. The art of doing epic scores involves exclusive techniques in scoring, orchestration and arrangement, including integration of sound design in music, mixing and mastering techniques. &lt;br /&gt;&lt;br /&gt;The session also goes in-depth of trailer- and percussive scoring, which requires a unique approach on its own. The prime focus of this session is to provide the audience with applicable knowledge in epic scoring techniques and give a sneak-peak into the creation of the next-generation Tomb Raider soundtrack.</content>
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<issued>2006-10-11T18:48:00+01:00</issued>
<modified>2006-10-18T00:19:56Z</modified>
<created>2006-10-11T17:52:27Z</created>
<link href="http://www.deffmute.com/blog/2006/10/cdm-interview.html" rel="alternate" title="CDM Interview" type="text/html"/>
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<title mode="escaped" type="text/html">CDM Interview</title>
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<div xmlns="http://www.w3.org/1999/xhtml">I recently did an interview for CDM (Create Digital Music). Feel free to read the interview here or from the <a href="http://createdigitalmusic.com/2006/10/11/cdm-interview-tomb-raider-legend-composer-troels-brun-folmann-on-adaptive-micro-scoring/#more-1664">original source</a>. <br/>
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<strong>CDM Interview: Tomb Raider: Legend Composer Troels Brun Folmann on Adaptive “Micro-Scoring”</strong>
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<br/>The latest installment in the famed Tomb Raider series has done very well under its new developer, Crystal Dynamics. Tomb Raider: Legend debuted at No. 1 on the UK sales charts and has sold nearly 3 million units since release. Composer Troels Brun Folmann, Ph. D. scholar in Adaptive Game Audio from IT-Universitetet i København, was recently awarded a BAFTA award for Best Original Score for Tomb Raider: Legend. We had the opportunity to talk with him about composing for games, adaptive music, and more.<br/>
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<strong>Create Digital Music:</strong> Troels, first of all, congratulations on your recent BAFTA award for your Tomb Raider: Legend score!<br/>
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<strong>Troels Brun Folmann:</strong> Thanks. I’m still having problems sleeping!<br/>
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<strong>CDM:</strong> So this is something I struggle with on a daily basis (with my own surname) — can you tell us how to correctly pronounce your name?<br/>
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<strong>TBF: </strong>Haha! I don’t know to be honest. When I order something at Starbucks, they always ask for my name twice. First I go, “Troels.” Then they go, “Charles?” Then I go, “Ehm…Troels.” and get a cup of coffee named “Charles”. The solution was to change my name to “Troy”, so I use that all the time now at Starbucks. But the most common English pronunciation is “Trolls”.<br/>
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<strong>CDM:</strong> Tell us a little bit about your background, for those who may not have read your blog, etc.<br/>
<br/>
<strong>TBF:</strong> The majority of composers always have these cool stories about how they played at the age of 2 and so forth. Unfortunately my story is a little less sexy. I couldn’t speak before I reached the age of 6 and I was generally regarded as a loss for humanity. Nobody in my family played music except of my grand-dad, who was a terrible hobby musician. When I was about 10 years old I decided to follow his majestic path. I eventually became a Ph.D. Scholar in Dynamic/Adaptive music for games and tried building bridges between the academic world and the games industry. But enough about me, please. You can find my narcissistic weblog at www.deffmute.com if anybody should care to drop me a line.<br/>
<br/>
<strong>CDM:</strong> Adaptive music for games is a fairly new concept, what made you decide to pursue that field for your Ph. D. work?<br/>
<br/>
<strong>TBF:</strong> Good question. I would not say that adaptive music is a new concept, but the problem is that it’s never really been working. One of the main limitations is the fact that current generation of consoles like the PS2 and Xbox have very little RAM allocated for audio. Typically, sound designers have a mighty 2MB to play around with. True adaptive music needs be generated in real-time, and even the next-generation consoles like Xbox 360 and PS3 will not have resources enough to do this on a larger scale.<br/>
<br/>However, there are ways to work around the limitations. This usually involves the creation of custom technologies. I invented a methodology known as “micro-scoring”. It’s basically the idea of chopping your score down to very small components and triggering them in a way that compliments the game experience.<br/>
<br/>
<strong>CDM:</strong> For those who may be considering such an academic pursuit, do you feel that your post-graduate studies have helped you as a working composer?<br/>
<br/>
<strong>TBF:</strong> This is a very difficult question. Did academia help me become a better composer? No. Did academia help me get a better understanding of communication, clients and business? Absolutely. I would advise aspiring composers and musicians to pursue conservatory degrees or just experiment on their own, since classic academia is far away from the game business. However, I would advise all professional composers to take communication, client relationships, networking, promotion, sales and business seriously. You may be the greatest composer in the world, however you need more than your music to get by, in my opinion. A talent is a person that excels under a given set of circumstances. Professional music composition is bread and butter. Communication is key.<br/>
<br/>Anyway, let’s get back to your question regarding academia. I do think there is a potential in academia to support this, but the current research on interactive music is highly sparse and I had a hard time finding serious research material to support scientifically valid statements, while I was a scholar.<br/>
<br/>
<strong>CDM:</strong> Let’s talk a little more in detail about Tomb Raider: Legend. First off, this was the first TR title for Crystal Dynamics, but you had been working with them for some time. Can you tell us how you came to work with them, and how you eventually came to be the composer for TRL?<br/>
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<strong>TBF:</strong> Tomb Raider has sold over 30 million units through its 10 year lifespan. Crystal Dynamics has a long history in action-adventure games and Tomb Raider: Legend was a unique opportunity for the studio to embrace the brand and renew it at the same time. I originally came to Crystal Dynamics as a Ph.D. scholar, while conducting field studies into the game business. I have always had a very pragmatic approach to things, since I don’t believe in dry and boring academia. I had previously worked with Crystal on their award-winning FPS “Project: Snowblind” and we had a very inspiring collaboration. Crystal Dynamics invited me over to conduct field studies and invent new methodologies for interactive scoring in Tomb Raider: Legend. The collaboration grew and I had an extremely high ambition for the score. My ambition was to do a consecutive, non-repetitive score for the game, while ensuring “Hollywood-quality” music at the same time. Game music has a nasty tendency to become repetitious and loop-like in its nature, so I invented the “micro-scoring” methodology to avoid this.<br/>
<br/>Micro-scoring is essentially about breaking the score into a variety of small components that are assembled in real-time according to player action and/or interaction. I scored over 4 hours of orchestral/electronic music for the game and it took me about 8 months to finalize the whole project. All the music was scored on my 9 PC renderfarm (which comprises approximately 20GHz of CPU, 20GB GB, and 10TB of storage).<br/>
<br/>
<strong>CDM:</strong> TRL is obviously a very different project from Project: Snowblind, with an installed fan-base, a legacy of games and films - what was your initial approach for keeping true to the history Tomb Raider, while imparting your own distinct qualities?<br/>
<br/>
<strong>TBF:</strong> It’s very delicate work, handling a highly known brand such as Tomb Raider; everyone has different expectations. The role of a commercial composer is to unify the expectations and channel them into something that will please most of the involved parties. It is my job to understand the needs of the client/publisher, the in-house team and producers, marketing and sales, fans and gamers - and compile all these expectations into the score. I am a commercial artist doing commercial art, which means that I have to embrace and innovate conventions and stereotypes. I know many artists that follow their heart and gut feeling, which I highly respect. But dealing with mass consumer scoring is about professionalism and scoring for the masses. I call it: ” embracing the cliche”, which is easier said then done.<br/>
<br/>
<strong>CDM:</strong> In other interviews and articles, you’ve touched upon the music system for TRL. Can you tell us how the adaptive music system for TRL differs from other music systems?<br/>
<br/>
<strong>TBF:</strong> Allow me to go into detail on micro-scoring. One of the ways that games differ from motion pictures is in the interactive nature of the media and the fact we can never fully predict player behavior. The micro-scores are made in such a way that they adapt to player action or interaction. You have to imagine that there are thousands of things going on in the game environment — the idea behind micro-scoring is to support the major elements in the environment. An example can be a 5-second score for breaking pillars or rolling stones. While motion picture scoring would typically have a musical element to support such an action, it would normally be dismissed in the game world.<br/>
<br/>However, micro-scores allow us to support that action. For Tomb Raider: Legend, we spent a long time creating a highly advanced proprietary streaming system that allows us to trigger micro-scores all over the game world. So, essentially, I can place scores for any change in the game, which is naturally a complex and time consuming process. The trend of games - particularly next-generation 360 and PS3 - is one of complexity. Everything is getting more detailed, whether its multiple translucent layers of textures, real-time generated light and shadow maps, massive streaming game worlds and so forth. Audio and music is no exception. The need for dissecting music into smaller fractions is becoming increasingly important in order to support the decisions and experiences of the player.<br/>
<br/>However, there is one component more important than any of the technical features, and that is one of emotion. I personally believe music is the emotional glue between the player and the game. Now the second question would be, “How often do we become emotional by playing games (aside from slamming our mouse or controller after being fragged)?” I believe the answer to this question describes how much we still have to face as composers in interactive media.<br/>
<br/>
<strong>CDM:</strong> We are hearing more and more adaptive soundtracks in current and next-generation titles. Being able to stream multiple music stems at will based on any number of variables - player interaction, geometry, scripted events, etc. - not only changes the way we experience the game from a purely musical perspective, but can also draw the player into the action more, providing a more cinematic, and possibly emotional, feel to the experience. With that in mind, how has working with adaptive systems affected your composing methods? Put another way, how has working with an adaptive music system altered your composing style as opposed to composing for linear media (such as film)?<br/>
<br/>
<strong>TBF:</strong> The ability to understand game technologies and mechanics is becoming increasingly important for the composer. The amount of complexity and micro-scoring will increase in order to ensure a smooth and complimentary game experience. There is no doubt that adaptive mechanisms do change the way I compose and approach scoring.<br/>
<br/>Let me provide you a little insight into some of complexities we faced on Tomb Raider: Legend. First of all any game level is made of smaller “units”. So whenever a player moves around in the level, she/he will cross multiple units and unit boundaries. Whenever this happened, I placed a score, so you have to imagine a variety of subsequent scores for each level in the game. We basically used our streaming engine to support this and a variety of cross fade and mixing techniques to have seamless transitions the score.<br/>
<br/>However, we also placed a variety of small micro-scores that support scripted events, cinematics and so forth. All these elements mean you have to keep a consistent approach to your scoring. You have to ensure music is in similar keys, so the score transitions don’t stand out. You have to ensure that rhythmic transitions are smooth, which can be really difficult with different measures and BPM. I sometimes had to create micro-scores that worked as transitions, so essentially scoring a bridge between the different scores. The hardest thing is to ensure that all this can work at anytime in the game. You never know when the player decides to do something, move forward or backward in the game. The score needs to follow every possible action, which is quite complicated.<br/>
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<strong>CDM:</strong> As you compose more music for games, have you found any tools that are particularly useful or valuable?<br/>
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<strong>TBF:</strong> One of the most important things to me is instant access to my music, which is why I had to custom build a 9-PC renderfarm for my composition. Orchestration is particularly demanding and I never liked bouncing much. The way I built my render farm is pretty simple actually. I have 2 PCs for strings, 2 PCs for brass, 1 PC for woodwinds, 1 PC for percussion, 1 PC for choirs, 1 PC for ethnic instruments and my main computer. I use a variety of commercial and custom sample libraries. My favorite orchestral library is East West Quantum Leap Symphonic Library (particularly the XP edition). The guys also released an amazing choir library, which allows you to type in any text and have the choir sing it. (Ed: See our episodic review of EWQL Symphonic Choirs.) They also have a fantastic percussion library called Stormdrum and soon coming out with Stormdrum 2, which is going to be even wilder. I also enjoy many of the open-source VST instruments and effects, but my main source for basic effects is my trustworthy UAD.<br/>
<br/>I am gradually moving more and more into custom recordings and sample design. I bought a variety of ethnic instruments from ethnic instrument online-store, Lark in the Morning, and used them all over the Tomb Raider score. I like musical sound effects a lot and these are hard to come by in the commercial library world. I bought anything from the Armenian Duduk to the Japanese Shakuhachi - from Bolivian Pan flutes to African Whale drums. My audio engineer bought a saw and I would highly recommend you … not do the same! We have also done custom sample recordings of two orchestras, which is something I would advise all professional composers to do at some point. The amount and quality of the content is absolutely amazing and allows you to shape your templates in a much more advanced and personal way.<br/>
<br/>
<strong>CDM:</strong> Can you tell us a little bit about your ‘typical’ approach to composing a piece of music for a game? I realize your process may differ based any number of factors, but maybe you have one or two methods that you normally start out with?<br/>
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<strong>TBF:</strong> It depends on what type of music I’m composing. When I orchestrate I normally flesh out the whole score as a piano composition. I used to have a more impressionistic approach and compose on the fly; however, I realized I got more consistent results when I sketched in advance. As far as tips and tricks, there are a few things I rely on when composing. First of all, I never use quantization on orchestration. A real orchestra never plays completely synchronously and this is an important element to keep in mind. It’s basically about invoking life into your composition and your samples. Sometimes I try to think as the conductor. Whether it is a slight change in tempi or trying to create more dynamic movements with crossfades and volume adjustments. Another trick is to apply individual reverbs to different orchestral sections. Strings, Brass, Woods, Percussion and Choir react very differently to reverb, so applying individual convolution reverb to each section is quite beneficial. And make sure you have at least one convolution in the master output section as well. It’s really about recreating the beautiful, complex reflections you hear in a concert hall room and you can do this by combining multiple reverbs.<br/>
<br/>When I do electronica it’s different. I have no consistent methodology for electronica. It can be anything from laying down a nasty groove to routing an arpegiated synth through a glitch module. Anything from putting down a deep drone and placing a super reverbed female voice or tuning down my drums 24 semitones, distort them and see where it goes.<br/>
<br/>So long story shortÖ I compose differently for each individual style of music.<br/>
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<strong>CDM:</strong> Aside from the previous Tomb Raider scores, what other music influenced you during this particular project?<br/>
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<strong>TBF:</strong> Oh dear … You ready? Hans Zimmer, Howard Shore, Pat Metheny, Thomas Newman, Gabriel Yared, David Arnold, Herbie Hancock, Boomjinx, BT, Jerry Goldsmith, Gorecki, Hans Gregory Williams, Don Davis, Danny Elfman, Alan Silvestri, John Williams, James Newton Howard, Edward Shearmur, St. Germain, ES Posthumus, Gustav Holst, Bill Brown, James Horner, John Barry, Trever Rabin, John Adams, Bernard Hermann, Alex North, Peter Gabriel, Sting, Sly and Robbie, Enya, Ennio Morricone, Thomas Bergersen and many, many others.<br/>
<br/>
<strong>CDM:</strong> Anything new and exciting on the horizon for you?<br/>
<br/>
<strong>TBF:</strong> I am currently working on some unannounced projects, which are stretching my compositional palette further than ever. Imagine something between epic orchestral, glitch based electronica, large percussion ensembles and full symphonic choirs.<br/>
<br/>
<strong>CDM:</strong> Thanks for spending time with us!”<br/>
<br/>
<strong>TBF:</strong> The pleasure has all been mine. If anybody wants to know more, feel free to contact me through my weblog at www.deffmute.com.<br/>
<br/>Source: Create Digital Music, October 11th, 2006.</div>
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<issued>2006-10-05T22:29:00+01:00</issued>
<modified>2006-10-16T16:54:21Z</modified>
<created>2006-10-05T21:39:23Z</created>
<link href="http://www.deffmute.com/blog/2006/10/bafta-awarded.html" rel="alternate" title="BAFTA awarded" type="text/html"/>
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<title mode="escaped" type="text/html">BAFTA awarded</title>
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<div xmlns="http://www.w3.org/1999/xhtml">Soooooooooooo ... The soundtrack for Tomb Raider Legend just received the BAFTA award for best original score ... <br/>
<br/>Read more <a href="http://www.bafta.org/site/page413.html">by clicking here</a>
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<issued>2006-09-27T09:55:00+01:00</issued>
<modified>2006-09-27T09:17:29Z</modified>
<created>2006-09-27T08:56:45Z</created>
<link href="http://www.deffmute.com/blog/2006/09/talent-vs-03.html" rel="alternate" title="Talent VS 0.3" type="text/html"/>
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<div xmlns="http://www.w3.org/1999/xhtml">So I use 9 computers in order to compose orchestral music. This guy doesn't even use one and sounds hysterically cool. I particulary enjoyed the mid-section, where the artist "Schlomo" goes in slow motion and reverse lyrics, while keeping beat going forward by using traditional vocal scratching. Enjoy this human beat box talent in full action.<br/>
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<issued>2006-09-14T20:01:00+01:00</issued>
<modified>2006-10-07T04:56:52Z</modified>
<created>2006-09-14T19:05:08Z</created>
<link href="http://www.deffmute.com/blog/2006/09/trl-score-bafta-nominated.html" rel="alternate" title="TRL score BAFTA nominated" type="text/html"/>
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<div xmlns="http://www.w3.org/1999/xhtml">The world is wonderful, strange and lyrical place. The score for Tomb Raider Legend was recently nominated for British Academy of Film and Television Arts award for best original score. I don't expect it to win or anything like that. But I do feel proud of being in such a great company amongst other amazingly beautiful scores and games.<br/>
<br/>Check all the awards <a href="http://www.bafta.org/site/Jahia/cache/offonce/pid/413">here</a>
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<issued>2006-09-05T05:26:00+01:00</issued>
<modified>2006-09-27T09:00:29Z</modified>
<created>2006-09-05T04:29:40Z</created>
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<div xmlns="http://www.w3.org/1999/xhtml">Allow me to follow up shortly on the discussion on talent vs. exercise. I recently saw an awesome video (see below) with a street drummer playing on buckets. The video describes why expensive music equipment won't make you a better player - similar to the fact that a 10MP digital camera won't make you a better photographer - and running shoes don't run by themselves.<br/>
<br/>Check it out - and feel the raw power of a fast playing talent.<br/>
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<issued>2006-08-16T16:52:00+01:00</issued>
<modified>2006-08-16T16:03:24Z</modified>
<created>2006-08-16T16:01:40Z</created>
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<br/>Imagine what the shape of music would look like? Imagine Madonnas "Like A Prayer" in a graphical format. Sounds strange? Well it is! The image above is a graphical representation of Madonnas hit song based on a midi version of it. Imagine randomization of music visualizations - or graphically music DNA. The potential for generating new, multidimensional interactive music pieces could be amazing with a high resolution imagine technology for music visualization.<br/>
<br/>Anyway... Time to lay off the mushrooms.<br/>
<br/>Enjoy the picture - and <a href="http://www.turbulence.org/Works/song/index.html">feel free to check out more here</a>
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<issued>2006-08-13T18:50:00+01:00</issued>
<modified>2006-08-13T18:30:26Z</modified>
<created>2006-08-13T18:27:26Z</created>
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<title mode="escaped" type="text/html">Exercise vs. Talent</title>
<content mode="escaped" type="text/html" xml:base="http://www.deffmute.com/blog/" xml:space="preserve">Here is a thought... Does talent exist - and how does it compare to exercise?&lt;br /&gt;&lt;br /&gt;I personally don't believe I have a talent, but I do believe that I have becomed a better composer through exercise and screwing around. I don't mean exercising like in practicing violin scales 10 hours pr. day, but I am talking about having fun by spending countless hours with my computers in the trial-and-errors of music composition.&lt;br /&gt;&lt;br /&gt;So what is talent? Well... Lets take a look at the dictionary:&lt;br /&gt;&lt;br /&gt;- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -&lt;br /&gt;&lt;b&gt;tal·ent&lt;/b&gt;   &lt;a href="https://secure.reference.com/premium/login.html?rd=2&amp;u=http%3A%2F%2Fdictionary.reference.com%2Fbrowse%2Ftalent"&gt;&lt;img src="http://cache.lexico.com/dictionary/graphics/AHD4/JPG/pron.jpg" alt="Audio pronunciation of &amp;quot;talent&amp;quot;" border="0" /&gt;&lt;/a&gt;  &lt;span style="display: none;"&gt;(&lt;/span&gt;&lt;span style="border-style: solid; border-width: 1px; color: red; background-color: rgb(255, 255, 204);font-family:verdana,sans-serif;font-size:7;"  &gt; &lt;/span&gt;&lt;br /&gt;&lt;i&gt;n.&lt;/i&gt; &lt;ol&gt;&lt;li&gt;A marked innate ability, as for artistic accomplishment. See Synonyms at &lt;a href="http://dictionary.reference.com/search?q=ability"&gt;ability&lt;/a&gt;.&lt;/li&gt;&lt;li&gt;&lt;ol type="a"&gt;&lt;li type="a"&gt; Natural endowment or ability of a superior quality.&lt;/li&gt;&lt;li type="a"&gt; A person or group of people having such ability: &lt;cite&gt;The company makes good use of its talent.&lt;/cite&gt; &lt;/li&gt;&lt;/ol&gt;&lt;/li&gt;&lt;li&gt;A variable unit of weight and money used in ancient Greece, Rome, and the Middle East.&lt;/li&gt;&lt;/ol&gt; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -&lt;br /&gt;&lt;br /&gt;Well. I guess this kinda makes sense. The dictionary refers to talent as being related to an accomplishment. How do you accomplish something without having exercised in it?&lt;br /&gt;&lt;br /&gt;I guess the natural answer would be that some people can accomplish faster then others. While this may be true it is still related to exercising. The more we know about a given topic - the faster we learn. However some people do learn faster within a given topic, but is this the true essence of talent? The ability to learn faster?&lt;br /&gt;&lt;br /&gt;Hmmmmmmmmmm ...&lt;br /&gt;&lt;br /&gt;Could it be that talent is really the ability to work through? I mean... Think about Tiger Woods, Mozart, Stevie Wonder and so forth. They all started in a very early age and dare I say ... got an ability to work through ...&lt;br /&gt;&lt;br /&gt;I dunno ... I need help on this topic!&lt;br /&gt;&lt;br /&gt;My preliminary conclusion is ... 80% exercise, 20% weird blobbish substance called talent ...</content>
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<issued>2006-08-02T15:31:00+01:00</issued>
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<created>2006-08-02T14:40:03Z</created>
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<div xmlns="http://www.w3.org/1999/xhtml">I really enjoyed giving a lecture at GDC 2006 and the feedback from the session was positive, which inspired me to submit a lecture proposal for GDC 2007. The core idea is to describe the compositional tools and technologies behind epic scoring techniques, which is in high demand in both motion pictures, games, trailers and so forth ... or in other words ... create the loudest, larger-then-life, badass booming lecture at GDC 2007.<br/>
<br/>: )<br/>
<p>The art of doing epic scores involves exclusive techniques in scoring, orchestration and arrangement, including integration of sound design in music, mixing and mastering techniques. Epic scoring also covers trailer- and percussive scoring, which requires a unique approach on its own.<br/>
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<p>More info later.</p>
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</author>
<issued>2006-06-28T10:28:00+01:00</issued>
<modified>2006-07-30T21:22:52Z</modified>
<created>2006-06-28T10:05:56Z</created>
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<title mode="escaped" type="text/html">Prolly last set of music reviews</title>
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<span style=";font-family:arial;font-size:100%;">I am sorry this blog is so painful to read. I just happened to stumble across yet another set of Tomb Raider Legend reviews and "accidently" snapped up a few additional comments about the now, old and forgotten, soundtrack for the game.<br/>
<br/>Check 'em out at your will:</span>
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<br/>Gamespot<br/>
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<blockquote>"...The music is also excellent, and provides a perfect backdrop for a grandiose, globe-trotting adventure..."</blockquote>
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<a href="http://www.gamespot.com/psp/action/tombraidervii/review.html" style="font-family: arial;">Read the whole review here</a>
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<span style="font-weight: bold;font-family:arial;font-size:100%;">ACE Games</span>
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<span class="bodytext" style=";font-family:Verdana,Arial;font-size:100%;">"...The                soundtrack is a work of genius. There's a certain meditative quality                to the jungle levels, which almost hypnotises you. With the peaceful                surroundings of the jungle itself to lull you, the sunlight glistening                through the trees and the subtle tingles of the music combined,                you can really find yourself relaxing in this game.<br/>
<br/>That is until                some inconsiderate henchmen runs up and starts shooting at you.                Then the soundtrack quickly evolves into a trip-tropic mood, upping                the tempo but not ruining your well-balanced and karmic state of                mind. It's not all hippy love and brown rice though; the music beefs                up as the action becomes grittier later on..."</span>
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<a href="http://www.acegamez.co.uk/reviews_xbox/Lara_Croft_Tomb_Raider_Legend_Xbox.htm" style="font-family: arial;">
<span class="bodytext">Read the whole review here</span>
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<span style="font-weight: bold;font-family:arial;font-size:100%;">Sony PSP World</span>
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<blockquote>"...We've certainly come a long way from the standard of audio in the first PS1 games. Both the music and voice work are of a very high quality especially when you consider that there's no real 'Hollywood' talent. The music is both atmospheric and, occasionally very haunting adding much to the games overall atmosphere..."</blockquote>
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<a href="http://www.pspworld.com/sony-psp/games/tomb-raider-legend-003763.php" style="font-family: arial;">Read the whole review here</a>
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<span style="font-weight: bold;font-family:arial;font-size:100%;">Cheat Code Central</span>
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<span style=";font-family:arial;font-size:100%;">"...</span>
<span style=";font-family:Arial,Helvetica,sans-serif;font-size:100%;">The games audio is one of                              its shining stars as ...                              the musical score hasn't been sacrificed in the least                              for the handheld. Use headphones and marvel at the                              quality</span>
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<a href="http://www.cheatcc.com/psp/rev/tombraiderlegendreview.html" style="font-family: arial;">Read the whole review here</a>
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<span style="font-weight: bold;font-family:arial;font-size:100%;">Gaming Excellence</span>
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<span style=";font-family:arial;font-size:100%;">"...</span>
<span style="text-align: justify; line-height: 16px;font-family:arial;font-size:100%;">As with every Tomb Raider game to date, the audio presentation is beyond reproach. The music sets the tone perfectly for the continuing adventures of Lara and is easy to adapt to the ever-changing happenings on the screen</span>
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<a href="http://www.pspworld.com/sony-psp/games/tomb-raider-legend-003763.php" style="font-family: arial;">Read the whole review here</a>
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<span style="font-weight: bold;font-family:arial;font-size:100%;">Game Chronicles</span>
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<span style=";font-family:arial;font-size:100%;">"...The music is perfect thanks to a wonderful score by Troels Folmann that blends into the background creating just the right mood for the stunning visuals. It really helps to sell the moment in scenes like Lara reaching the top of the cliff overlooking the massive waterfalls of Ghana, or when she has an emotional “reunion” with her mother.</span>
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<span style="font-size:100%;"> In all, there is about five hours of original music much of which is divided into micro-scores that are cued to various actions allowing it to overlap so you can actually compose your own soundtrack by the way you play the game. It’s truly an adaptive soundtrack.</span>
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<span style="font-size:100%;"> The sound design is just as impressive. Consider this. The original Tomb Raider had a single sound for footsteps and we all remember those almost-sexual grunts and groans as Lara clambered over rocks. In Legend, Lara can have anywhere from 300-600 sound effects going on all at once..."</span>
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<a href="http://www.pspworld.com/sony-psp/games/tomb-raider-legend-003763.php" style="font-family: arial;">Read the whole review here</a>
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<span style="font-weight: bold;font-family:arial;font-size:100%;">Gaming Trend</span>
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<blockquote>"...Music has always been a strong part of the Tomb Raider games, and Legend is no exception. Ever-present but never obtrusive, Legend's soundtrack nicely conveys a sense of wonder in the puzzle tombs as well as an appropriate sense of peril in the battle and boss segments..."</blockquote>
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<a href="http://www.gamingtrend.com/Reviews/review/review.php?ReviewID=597" style="font-family: arial;">Read the whole review here</a>
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<span style="font-weight: bold;font-family:arial;font-size:100%;">Gaming Horizon</span>
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<blockquote>"... The music has been overhauled slightly, now with some spots featuring a techno feel, but the game still has a strong remnant of the classical touch that the series has used almost exclusively – especially while exploring tombs and examining massive environs..."</blockquote>
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<a href="http://reviews.gaminghorizon.com/media2/1150137540.234.html" style="font-family: arial;">Read the whole review here</a>
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