Showing posts with label final fantasy. Show all posts
Showing posts with label final fantasy. Show all posts

Tuesday, June 2, 2015

Album Review: OC Remix's Final Fantasy 2: Rebellion


Final Fantasy 2: Rebellion
A Final Fantasy 2 OC Remix Album

Written by Careless


From the first haunting notes to its impressive jazzy conclusion Rebellion is a professional, hard hitting wave of nostalgia and quality music. Paying homage to arguably one of the most obscure chapters in the Final Fantasy series (FF2 premiering in the US for the first time in 2003!), each of the 21 tracks is a different artist’s interpretation of Nobuo Uematsu’s early work. If you have never heard the Original soundtrack it’s certainly worth a listen and contains some of Uematsu’s best pre-SNES work.

If you like rock or metal covers there is no shortage. Rebellion boasts tracks like Dr. Manhattan’s arrangement of The Last March, Bonker’s Rebel Dream, Kidd Cabbage’s Battle, Viking Guitar’s Torchlit, IanFitC’s Imperial Rapture, and Tuberz McGee’s Personification of Evil. As an OC Remix compilation album Rebellion also delves into other genres of music like dubstep, flamenco-folk, and some that are more difficult to classify. On the whole Rebellion is a very satisfying listen and there’s so much diversity from one track to the next that you’ll never feel stagnant. My only personal distaste stems from the talking elements which take place on top of some tracks which I otherwise found enjoyable. It’s worth noting that some of the arrangements also delve into other works by Uematsu, and that many of them are over 6 minutes in length. My personal favorite tracks are a FF 1-3 solo piano arrangement by PacificPoem titled Dawn of Heroes, Brandon Strader’s Castellum Infernum, some1namedjeff’s Preluematsude, and Bonker’s Rebel Dream.

In conclusion:

If you’re looking for new music Rebellion definitely worth checking out! Even if you think OC Remix might not be your thing, there are some really dynamic songs on here that you’ll want in your collection.


Final Fantasy 2: Rebellion will be available on June 8th at: http://rebellion.ocremix.org/ 

Monday, August 11, 2014

Travel Journal: Orlando Nerd Fest

Guest of Honor Nobuo Uematsu

The last few days have been pretty incredible...
Though I have little idea how this festival went from concept to reality, the Orlando Nerd Fest was a great success from my perspective and marks one of the best weekends in memory. It maybe sounds a bit cliche but it's no less true and my only regret of the weekend was not being able to see more.

The Power Rangers walking into the Eyeshine set
Friday
I started the day off with work, doing whatever it is I do until it was time for dinner. Kaitlin and I caught a bite to eat at a local diner and got to the Orlando Nerd Fest (ONF) in time to catch Eyeshine's set. (also, free parking!!!) I've been performing at the same events as Eyeshine for over half a decade, and it's always nice to see Johnny and his band in action. When a group of people dressed as Power Rangers walked in, Johnny Young Bosch (the black Power Ranger, Vash the Stampede, and the frontman of Eyeshine) even busted out the Power Ranger theme in their honor. It was a pretty cool.

The mysterious yet entertaining guitarist
From there we wandered to the Jam Space, which also boasted an arcade-based game set. We played the various pinball machines that were present, that boasted various themes: Cats, Rednecks, Firemen, Star Trek, and Tron. Tron was by far the best. We also got a shot at Wreck it Ralph and a few other arcade games that were present before noticing a few familiar faces taking the Jam Space stage... We found seating and watched the performance of the UCF-based Geekapella, whom we'd talked with at Comic Con last weekend, and who I'd seen perform at Nerdapalooza two years prior. Their beat-boxing skills are still second to none, and their acapella renditions of nerdy songs were enjoyable. After them, a young man who never actually gave his name played acoustic guitar and sang songs with the audience. It was pretty endearing and based on how nervous he looked, we'd guessed it was his first performance. He did a great job though and remains one of the unexpected highlights of the weekend... Another unexpected thing was the turkey sandwiches that the hotel sold in their little cafe. They looked uninspired and overpriced, but were fresh and surprisingly tasty. We enjoyed second dinner (it was getting late and we were going to be up fairly late) while intermittently catching parts of Sci-Fried, the guys who put together ONF. Sci-Fried, made up of men who look rough but are the nicest people you will ever meet, typically performs a lot of high-hearted rock songs about Star Wars, the Evil Dead, and Star Trek, but their set at ONF had a number of newer songs that were a bit deeper. I say this as someone who enjoys songs like I Wanna be Your Jedi. Their new stuff was pretty well received and it was clear that they were having a blast.

We met up with Kaitlyn (a friend from college I will refer to here as Kat as I was also traveling with a Kaitlin), and caught up with Gerard (the Master of Ceremonies for the weekend) for awhile. Kat has a condition where it's hard for her to stand for extended periods, and we like hanging out as a group, so we sat down for awhile before catching Vivid's first US performance. For those who don't know Vivid, their music is featured in Bleach, and Mobile Suit Gundam AGE. They are also an extremely tight live band. Shortly after, the one man band: Professor Shyguy took to the stage. I've been following Shyguy for awhile now, perhaps two years, and every time I see him perform he is absolutely amazing. He does drums, vocals, guitar, chiptunes, and keyboard, sometimes all simultaneously, all while being a pretty snappy dresser and an extremely friendly guy.
He was the big act that Kat, Kaitlin, and myself wanted to see on Friday and he delivered. He had the Doubleclicks join him for a rendition of TMBG's Ana Ng, Steffeny from MPFM join him for a Lil' John cover, and Marc with a C join him for a ridiculously hilarious/awkward love song. We stood and danced for his entire set.

Throughout the evening we bumped into familiar faces, caught up with members of Those Who Fight (which I regret missing and whom I wish had more music online), and ended up sticking around for a mysterious band called Steam Powered Giraffe after we were told by a friend that Professor Shyguy was a part of this band. Though it turned out to not be true (Prof. Shyguy is not in Steam Powered Giraffe, he's in a band that sounds similar, called the Aeronauts) we stuck around anyway and found seats near the edge of the room. The next two hours were pretty incredible. It turns out that Steam Powered Giraffe used to be in a mime troupe (which I verified on wikipedia), and that their specialty is stage banter and improvised comedy. Walking out in incredible makeup, moving and talking like robots, and gifted with really great voices, they were a pleasure to watch. This was the most surprisingly fantastic act of the weekend for me, which I had pre-judged based on the name (I expected something heavy and industrial), and whom I was really happy to have seen. Though Kaitlin didn't particularly enjoy their music (which I would almost call folk rock, in a very good way), their comedy bits were top notch and kept her interested. I need to buy one of their CD's... Due for an 11:30am sound check the following morning, we turned in as things were winding down.



This was my view of the Earthbound Papas set
Saturday
We got a cup of tea, bumped into Vivid on the walk downstairs, and chatted briefly with their frontman/vocalist. There was a clear language barrier but it was really neat to meet them and exchange a few words. We got a second cup of tea from the cafe downstairs, sitting a few tables from Nobuo Uematsu (we left him well alone, I just mention this because it's something we realized as he was walking out of the cafe), and passed Steam Powered Giraffe's meet and greet session. It was cool getting to see them outside of their makeup and costumes.

We got to the main room just in time to catch Eight Bit Disaster, a sax-led group I'd seen earlier at last year's Escapist Expo, and while I wasn't particularly in love with the band last year, they have improved tremendously! They've become a pretty fantastic act and hit their set HARD with songs like Tank (Cowboy Bebop), Bad Dudes, and the Game of Thrones main theme. This was one of the few acts of the weekend where Kaitlin smiled and expressed interest in the music, and again, I highly recommend seeing them live if you get the opportunity. Sadly, I had to leave them to set up all of the remaining logistical nightmares for my own performance that I'd neglected. I'd forgotten to give crucial details to some of the folks who were going to be a part of our show. I also missed much of the Killer Robots set too, as started my own sound check and final preparations.

As suspected, our show went pretty well because we had a lot of fun. Victory. Personal highlights included being joined by Stemage and Lauren the Flute, and having the audience sing along to our sound check. It's still strange to me that we have fans. After we cleared off the stage and signed things for people, we caught the Returners, whom Kat and I dearly loved. Their rendition of Starcraft - Terran 2 in particular is now one of my favorite songs of all time. Kat and I immediately preordered their upcoming album (...do it!), and caught the front end of the Metroid Metal concert. It was mesmerizing, hypnotic. Music that's been deeply ingrained in my subconscious for years being performed live in front of me. Then we reluctantly broke away to catch the costume contest. Shortly before the contest I had joked that I'd seen a fantastic FF VI Terra cosplayer and didn't need to see the contest to know who was going to win... I was surprisingly right, though there were a few other really great costumes I'm glad I didn't miss.

The three of us (Kaitlin, Kat, and myself) caught dinner at the diner from Friday and got back in time to catch the sound check for Critical Hit, an 8 piece VGM gypsy-rock group. Having only heard a few recordings by Critical Hit in the past I wasn't exactly sure what their live show would be and enjoyed their performance. To start, during a technical difficulty at the opening sound check the violin and the cello players rocked a half dozen bonus songs (from Zelda to Flight of the Bumble Bee) to an extremely enthusiastic audience. They played 10 songs of variety from slow folk-like RPG tracks to upbeat rock arrangements. Kaitlin, who has a very small musical pallet for VGM, said that Critical Hit was actually her favorite act of the entire weekend, and after their set we all stood next to the main stage for an hour in anticipation for the main event of the weekend, the Earthbound Papas. Nobuo Uematsu and the Papas gave one of the best performances I've seen. Being extremely familiar with their ultra-precise and extremely complex music I was wowed as they hit every note, rocked every solo, and did so while being so relaxed and happy. They premiered a new song (Kefka's theme), rocked Dancing Mad, Seymour's Fight, FF VII Battle Theme (which I'd never heard before!), Decisive Battle, Force Your Way (VIII), The Festival of the Hunt, and ended the night with the best rendition of Clash at the Big Bridge I will ever see. I was floored. We all were...

Later that night I found myself socializing with bands, attendees, and ONF staff members. I got to chat with Sara Andon from Critical Hit (who's worked with Placido, Daft Punk, and many other amazing projects), Steffeny from MPFM, elements of the Killer Robots, and a few other fine folks throughout the wee hours of the morning until I discovered it was 5am. As I generally go to sleep around 9pm or 10pm this news hit me particularly hard, and I abruptly ended my discussion on the finer points of tectonic plates with gentlemen I'm confident had too much to drink to turn in for the morning.


Sunday
Sunday was a bit of a blur. Extremely exhausted by my old man sleeping cycle being thrown off, I trudged to the jam space for a noon performance with the rest of the band. Professor Shyguy joined us on bongos, Lauren joined us on flute (which she assembled in less than 10 seconds when we started playing music from Chrono Cross), and an extremely enthusiastic audience sang along. The audience told us what to play, we obliged. It was a really fun time, and in my sleep deprived state I'm told I didn't notice the next performer for a song or two longer than I should have. I'm really sorry to that guy, a chip-artist, and felt really bad about it later. Should he ever happen to read this, know that I totally didn't mean to be so much of a careless ditz and that I really apologize.

At about 1pm I got some unpleasant news and had to depart for home somewhat urgently. I rushed through a few goodbyes and departed before I could catch MPFM.
Despite only getting to experience about half of this 5 day music festival, ONF was an extremely good time. I really appreciated the opportunity to talk to everyone that I did, from birthday James to the curly haired girl with faceblindness and her husband. I lead a pretty normal life 95% of the time and often forget that people besides me actually hear the music I make. Talking with folks like that in person was extremely motivating, and the musicians I saw were also very inspiring. I got a lot of ideas and feel like the weekend had a very positive effect on me. The event organizers did a great job making everyone feel at home for the most part and putting together a really laid back convention. Sure there were a few small hiccups, there always are, but Orlando Nerd Fest was a great festival, and I really look forward to next year!

Tuesday, November 26, 2013

Distant Worlds (A Final Fantasy Orchestra)

Thoughts on Distant Worlds.


Back in March there was an announcement that the Final Fantasy orchestra known as Distant Worlds would be performing in Miami, so I purchased tickets the same day and eagerly waited 8 months to see the first orchestral production of my adult life. (Disclaimer: I saw an orchestra when I was 7 but have long since developed an appreciation for music) The four hour drive to Miami wasn't too bad and by the time we arrived, roughly an hour and thirty minutes before the performance, over a hundred people were already waiting outside the building dressed in sharp suits, nice dresses, cosplay, and the occasional person in regular day-clothes. As the event was a special date for my girlfriend and I, and as Distant Worlds is an orchestra, we opted to dress sharply which fit in with the population, generally made up of people in their 20's and 30's. We brought our 3DS, which many other well dressed people openly sported, and were not disappointed when we acquired 50 or 60 street passes before the doors even opened. It was a truly classy gathering of nerds.


We were briefly interviewed for a website, got our tickets from Will Call, picked up physical copies of the Distant Worlds I & II CD's and found our seats near the front of the stage. As we chatted and watched the people around us, as one by one musicians slowly took the stage. The musicians seemed generally older, in their 40's or 50's perhaps, and my mind spun as I heard them each practicing parts from various songs that have been ingrained in my subconscious for decades. I heard a brass instrument practicing Man with the Machine Gun, a violin play a part of Clash at the Big Bridge, and for once in my life, these people were actually practicing the songs I thought I heard them practicing, not simply something that sounded similar.


As the stage nearly filled I noticed a man in a man holding a violin who the other musicians seemed to look at for cues. I suspected that he was the local coordinator for Mr. Arnie Roth, the conductor of Distant Worlds. I was once told that orchestras don't generally physically travel from show to show, but that a few key members do, and that the rest of the performers are locals who specialize in being very good at learning and performing the music of another conductor. This seemed to add up, because most of the musicians looked local (as opposed to from Japan or Stockholm), and the excitement on the face of the coordinator was plain to me. It seemed like he'd been waiting for this day for a very long time and was proud of his orchestra. As a performing musician I was overwhelmed with the sheer volume of instruments on the stage. An entire music store worth of string instruments, a drum set, brass section, wind section, and a harp! I silently contemplated how difficult I thought it was to arrange a song written for the 4 layers of a Nintendo cartridge to fit a 5 or 9 piece band, much less an orchestra of that size. In one brief moment, seemingly out of nowhere, Nobuo Uematsu took to the stage and the roar of cheers was almost deafening, pulling me from thought. As Uematsu walked back stage and Arnie Roth took the main stage there was more cheering, midst Arnie's calm but proud (in the good way) introduction to the music and the orchestra.

For those of you who don't know Arnie Roth, he's the guy who put together Distant WorldsPlay! (a video game symphony), and is involved with the band Mannhein Steamroller (do yourself a favor and check out Creatures of Levania)He's also collaborated with many well known video game composers and is known for staying true to the composers and to their music. Though most of the audience didn't notice until he was formally acknowledged, Uematsu himself humbly sat in the 10th or 15th row of the general audience to watch the performance unfold. 

Arnie Roth & Nobuo Uematsu
After a moment of powerful silence the first song began, a medley of songs from Final Fantasy 1 through 4 called "Medley 2002." The music, the combined efforts of dozens of talented musicians working in perfect tandem, was truly magical in quality. It's a shame that words like "masterful" and "perfect" are as overused as they are within our modern vocabulary because they truly describe what I saw and heard. This talent, combined with the fact that the songs being performed were incredibly important in me personally caused me to literally tear up and miss out on the well executed video that accompanied the first medley. I should mention that the videos throughout the evening were a mix of concept art by Yoshitaka Amano, gameplay, and cinematic footage that fit the theme and game of the music being played. 

A list of songs I can remember being played include the Medley 2002 (which includes the FFI: Overworld theme and FFI: Matoya the Witch), FF IV: Battle with the Four Fiends, FF VIII: Eyes On Me, The Final Fantasy Victory Theme, FF VI: The Phantom Forest, FF X: To Zanarkand, FF XII: Kiss Me Good-bye, FF VII: Opening - Bombing Mission, FF VII: Aerith's Theme, FF XI: Vana'diel March Medley, FF VIII: Man with the Machine Gun, FF IX: Melodies of Life, FF V's Main Theme: Ahead on our way, FF VIII: Don't be Afraid, A Chocobo Medley that included what I think was Mambo de Chocobo, an amazing new Battle Medley that included Clash on the Big Bridge, Fight With Seymour, and FF VII's Battle Theme (Which Arnie called Still More Fighting), and the Final Fantasy Main Theme (the Credits roll).

Highlights for the evening included first class performances by Susan Calloway (the singer songwriter who Nobuo Uematsu personally hand picked to work with), a completely unexpected arpeggio added to the Phantom Forest, and the entire battle medley (which was amazing). In one of the most beautiful songs of the evening Nobuo Uematsu himself came on stage to play keyboard as Arnie Roth played lead violin for what we were told was the world premiere of Distant Worlds' FFVI: Dark World. It was hauntingly powerful and it's the only rendition of the song I've ever heard outside the game. Another pleasant surprise was an encore of One Winged Angel where Arnie informed us that they didn't have a choir so the audience would get to sing lyrics with Uematsu himself! It was a larger than life moment where not everyone was sure if he was joking or serious. It wasn't until the end of the first chorus that most people actually started singing but the underlying message was clear... Distant Worlds would not have been possible without the support of the people in the audience, or the greater audience that's supported Square Enix's fantastic franchise, Final Fantasy. There was a lot of excitement in the room (two people got engaged during the show, earning a cool thumbs up from Arnie), and though those present were from many walks of life we all shared in a common interest, a passion for the music of Nobuo Uematsu.

Myself and Kaitlin
with Susan, Arnie, and Uematsu
Sitting so close to the performers I was able to occasionally hear Arnie humming parts of the songs aloud, see the growing of a subtle grin on the face of the coordinator (the gentleman with the violin) each time the audience cheered, the sound of Nobuo Uematsu solo-whistling the Victory Theme, and the words that were spoken that didn't reach the microphone. Words of congratulations between Arnie, Susan, Uematsu, and the coordinator. Words of thanks to the audience that never reached the microphone.

Kaitlin and I were able to meet and congratulate the trio after the concert, still glowing with joy (which is amazing considering Arnie had been conducting for over two hours!). They signed our CD's, took a picture with us, and thanked us for coming to see the show. Having an appreciation for what Arnie had put together, for Susan's talent, and for Uematsu's profound influence on my life, I wanted to say more but I completely choked up upon meeting them and instead of "thank you for one of the best nights of my life" I was only able to get out the words "thank you." Before I knew it, we were already out the door, back in the car, back on the highway, and back home. Distant Worlds Miami was an experience I will never forget and one that I hope many more people will get to enjoy.

Monday, September 23, 2013

Music/Creative: LET ME TELL YOU A STORY

"Let me tell you a story!"
Surprisingly the most simple and straight forward of the albums I've worked on, LET ME TELL YOU A STORY was a leisurely and relaxing journey of self-exploration. It was just released on Saturday, and I've spent much of the last few months working on it so it seems the appropriate topic for this week's post.

Baba Yaga
Art by Francesco Francavilla
How did the album get it's name? It actually started off as sort of a joke phrase that Moose and Kit gave to a reporter for the Examiner every time she asked a question about our new album, Unavenged. She heard them use the phrase so much she erroneously credited it as our album title in the subsequent article about our Unavenged album release show. We noticed the mistake months after the show, thought it was pretty hilarious, and wound up going with the idea that perhaps the reporter was on to something, and it might be fun to make it look like the article was written using 4th dimensional thinking. We started thinking about album art around the time we started recording the first track (Heart of Fire) in the summer of 2012. We were thinking of featuring the band looking over a fence at Baba Yaga's hut, kind of like the little rascals, but one of us had the idea that it might be more awesome to have a photo of Kit holding a bootleg-looking NES cartridge with the album title scrawled on it sort of like Steal this Album by System of a Down. We (except for Rook) sort of stopped talking about album art altogether until the week the art was due in 2013 when our initial ideas were refined by Rook's genius into the final format we used.

Original Album Mockup
Writing
I'd argue that the real beginning to LMTYAS started back in the Self-Titled days, as Adam was recording drum tracks for me to write original songs on top of. He recorded drums for a song we dubbed "Red", which was very experimental, almost a-rhythmic (but following a bpm), that felt more like an old Japanese samurai showdown background-noise track than a song. I spent about two years on and off trying to take a stab at it until finally I had a vague outline. The original idea was for a God of War war-song (which fit the vibe of the drums) but it wasn't until Lobos (Lords of Thunder) introduced me to a game called Another World that I finally was able to get a clear vision. You see, Another World is a really cool game that's extremely dear to Rook. She used to tell me these stories about a mysterious game from childhood that she could not remember the name of, or find, where she was chased by a shadow-beast, attacked by ooze monsters, and hunted, even through her dreams for months after borrowing it from a cousin. Thanks to Lobos reintroducing her to the game (introducing it to the rest of us as well), I played through it countless times and watched playthroughs (I'm admittedly pretty bad at Another World) for hours until I was sure that I understood what the game was really about, because I really liked it too. I made attempts at writing a new song on top of Adam's "Red" drum track (from scratch) and presented my work to Konami. It wasn't until a few afternoons of Konami of I jamming that we made huge revisions (he re-wrote large chunks of the song) and ultimately finished writing the song together. Sure we had no idea what sort of solo we'd put at the end (which I'd later make up and play for the first time while recording the final version on the album), or the exact vocal melody but I could really feel the haunting desolation of the game, the excitement of the action-filled ending, and the giant pterodactyl flying off into the horizon at the end of the song.

Swamp Witch was written in a single night with the same Johnny that wrote Unavenged with me, this time after a hearty Thanksgiving dinner in '11 as family played board games around us. We met up the following spring to write Not You... though he only recorded a few sampled parts that were later Frankenstein'ed to create a song demo in Mixcraft, which Konami also had a hand in putting together.

I had little to do with the writing one of my favorite songs on the album, Death of a Friend, save for the lyrics, which thanks to the half-dozen lyrical interpretations I've heard thus far (each swearing that it's about a different video game or movie villain) I feel was vague enough to allow people to insert their own personal demons, while I still feel that it's very personal to me. Working with Dr. Wily of the NESkimos on this track was also a big honor. He's been an inspiration over the years and is someone I've always looked up to... In both senses of looking up to someone.




Ocean Kiiiing
(photo by Jeff Douglas?)
Ocean King
Fueled by a strong desire to take over the world, I wrote Ocean King between classes when I was 11. I appreciate it as being the oddity it is... Essentially a torn piece of paper with lyrics on it put into a time capsule, discovered over a decade later by the same goofy nerd next to a scrap of paper that read "Dear Me, you never write... Please make this song and send me some of your favorite video games and something to play them on. I'm sure i'd like them if you do, and i'm bored." 

Upon its discovery, I played a brief live demo of the song for the band back in '10 and it wound up being the straw that broke up the old Random Encounter, so when the new band got together I avoided mentioning it for a year. One night I recorded a demo and shared it with them. It wasn't all that well received (at least by Moose) but when I explained that there would be puppets involved, and played a demo of the song, in person, with the Ocean King himself, that I got them to get it.

A younger Ocean King
Crown yet incomplete
I recorded a demo version of Ocean King for the -72 single-, which people liked, and started recording the final version over 15 years after it's initial inception. With the exception of the backing vocals at the end (recorded at the Geek Easy), the clapping (Geek Easy), the cannon-shot (recorded at the Pirate Festival), the bass, and the piano (recorded by Helios, the other founding member of Random Encounter), I'm extremely proud to say that I recorded everything else on my own, including the different voices. I didn't pitch correct my way to reach notes and I didn't get a guest artist to sing... Instead I recorded the song in small doses from December through July and lost my voice more times than I can remember trying to get some of those high notes (or the pirate laugh) just right. Ocean King has been surprisingly well received, and I dread the very thought of ever trying to write any kind of spiritual successor.

I should also mention at this point that Hiro (formerly of Random Encounter until a car accident chipped his teeth back in 2008) also lent us his chops and did a fantastic job recording trumpet parts for Cave Story! If you listen carefully you can hear them carefully blended in, or maybe the subtle the violin parts in the opening track: The Day After.




Katamari on The Rocks
This specific version of the song, the one that we recorded and now exists, has been stuck in my head since late 2007, just waiting to become a reality. Back in the Self Titled days Adam did a personal favor for me and recorded drums for one of my favorite tracks of all time, Katamari on the Rocks, the intent being that I'd eventually record a rock version of it with Juja (who I was working on the Sonic Suite with at the time) or perhaps find new friends to record it with. Because Juja didn't know the song, and the "new" Random Encounter really had its hands full recording Unavenged, I sought out Stemage (aka Metroid Metal, aka one of my favorite people/musicians of all time) who happened to share in my passion for Katamari. Due to issues with the way Adam and I recorded the drums, they needed to be rerecorded, so I sought out one of my favorite drummers of all time, Phil Robertson, to record the drums at studio quality. I also messaged an old acquaintance, Syesha Mercado, (who's sister is a good friend of mine) to sing the lead vocals but that fell through (she's kind of famous/busy, so I understand). I was still able to arrange the song to be a little closer to its original form than I'd originally intended, and as such, we'd need high quality male-lead vocals and some really strong accompanying vocals. My friends brentalfloss and Amanda Lepre rose to the call in a heartbeat and recorded their respective parts in different parts of the country without having the other person's tracks for reference and did a fantastic job! My "soulful 70's" vocals accompanied them as sort of an after-thought to make it feel more full. 

In retrospect, I'm not sure that most of the people who worked on the song were able to envision the finished product because I'm sometimes bad at communicating things, and in instances like when an uncredited vocalist (for legal reasons) sang a random riff off the star spangled banner, or when I asked my friend if I could record their dogs barking, or car honking, I'm not entirely sure they envisioned the parts ending up in the middle of the chip-solo breakdown.

Another big addition to Katamari on the Rocks was the chiptune solo (an excellent arrangement of Lonely Rolling Star by Under Polaris). My vision for this part was the end of the first game, where you have only a few seconds left on the timer, when everything you run over makes lots of noise, when the music starts to fade, when everyone & everything (dogs/phones/people/etc) is stuck together to form a single glowing star, and you get a feeling that perhaps finally your Katamari is finally big enough to please your strangely well-endowed space father-King. In many ways the creation of this song mirrored the creation of a good Katamari, containing a diverse array of artists who would otherwise not have normally worked together but wound up combining to create something fantastic. The only other last minute addition was the audience singing from a fateful recording session at the Geek Easy in A Comic Shop, Orlando.

The Geek Easy Chorus!
Speaking of which, the audience recording session at a Geek Easy (Summer 2013) was a heck of a lot of fun. The basic idea was given to me in a conversation with my friend (the awesome photographer) Jeff Douglas and it wound up being one of the best parts of my album creation experience. We basically invited 70 or 140 of our best fans/friends (open invitation) to a free concert with free beer/pizza, where we had them join us in song at certain sections. They recorded the "heave ho"s to Wind Waker, the "La la la"s in Not You, the chorus of Ocean King, Katamari, and parts for another new song that won't be released for awhile, and did so in the time it normally takes me to do something unimpressive like cook dinner!

Rewinding to the recording process, which I already explained started prematurely in the summer of 2012. That summer we were invited by a local college to record tracks for a song for free in their studio space and have our recording be the student project for that semester (editing/mixing/mastering). I'm not sure why, but we never wound up using those tracks, despite getting a cool music video from the experience, and as a band we got distracted by countless awesome show opportunities, so we didn't start recording again until April 2013.

My accordion parts were recorded a lot more professionally, from Unavenged to LMTYaS, largely due to the sheer volume of recording and experimentation I'd been doing with Juja. Practice does make perfect it seems. As far as overall process, Kit programmed song demos of every song in MIDI at a specific BPM, and gave them to Moose, who recorded drums in a studio over the course of a few months. After each track was synced (the guy exporting the drums was fairly new to his DAW and I had to personally sync each part of each take of the drums together for the first few sessions), Rook would record some of the most solid tracks I've ever worked with (No, i'm not just saying that!), Kit laid down his guitar tracks (I'm told he recorded countless versions of each part using different tone/FX settings and only shared his top 2 or 3 with us), and Konami and I would essentially improvise parts to make each song sound full and complete. I'd admit, I had no idea what I was going to record for Tal Tal heights when Konami "accidentally" recorded the parts I played live, making them sound worlds better than they would on accordion, or what I could possibly contribute on the accordion to the layer-heavy Swamp Witch. The band encouraged me to be as creative as I wanted to be (which I was hesitant to do for some reason), to add glockenspiel, piano, and whatever else I wanted. With those freedoms (which I obviously can't replicate live) I'd more or less spend days asking myself if a song could benefit from adding something or if it sounded best "as is."


Field Recording
Best done with food
The best example of this is Wind Waker. Originally intended to be just a brief transition song, Konami sent me a brief arrangement of the song, played on two guitars. I can't remember if he extended it on his own, or if I asked him to add one or two parts in, but slowly it grew and I started adding layers to what he gave me. First I added the bare accordion parts, then I started layering. 
Everything on this album was Dual-Tracked (the exact same parts recorded twice on different accordions and panned, creating a more full sound) or triple tracked, which I'd discovered entirely on accident while working on a song for the Spectrum of Mana project. As I added accordion layers some worked and some (like a brief attempt at the Steve Zissou "boat" theme towards the beginning of Wind Waker) didn't. Once the song started to feel full I took it a step further, inspired by... cheezily enough my childhood, and the silly wind intro Juja or myself put in Shadow's Theme on Pixel Glass... I recorded going out on the Sarasota Bay on a sailboat, walking the beaches nearby, and brought the recording device on a short walk to my favorite (childhood) ice cream shop to record the ambient nautical sounds that made up a big part of my life childhood. Towards the end I added nautical bells, a very quiet kick drum track (actually just me kneeing a wooden desk), and a star trek inspired whistle at the beginning. Used to the old whaling songs, and recently invigorated by seeing a lovely band called "Skinny Lester" I felt the track needed a solid "heave ho" call, and someone to yell "coming about" to have the feel of a true sea shanty, which the Geek Easy Chorus was happy to oblige for me. I should also mention that a lot of the inspiration for my experimentation came from the encouraging words of Akash Thakkar, who I'd recently met at MAGfest XI and have been in correspondence with. At the very end I wanted to add a solid shoe-tapping rhythm throughout and settled for tapping my hands on a computer desk with various Equalization passes run through it, with an extra layer of tapping on a hard cover book for good measure.

The time is 6:10:50
It feels like the arrangements for most of the songs went sort of like that, where we would add entirely unexpected elements to the songs while recording what we'd never considered before, like Konami's groovy solo in Zozo, the guitar solos in Wind Scene, Kit's thrash-metal section in Purple Angel, or the key changes in Death of a Friend, which I discovered only when I started recording my parts.


The others all did more than just 'contribute' to LMTYAS and I genuinely feel that the album was co-arranged/produced/everything by the band in full, which I've never felt before. The freedom to focus on specific elements of creation and know that (for instance) Kit is going to be putting the track listing in a solid order, that Rook has all the visual stuff covered, that no mistake will get past Moose's critical ear, or Konami's ingenuity in arrangement was very unifying and freeing. I was able to focus my efforts on creating good music, less on Quality Assurance, minimally on how all the pieces need to fit together. While I discussed my own contributions to the album above, it shouldn't just go without saying that the others were just as instrumental in the creation of LMTYAS.

After the tracks were recorded, I handled the editing and syncing stuff that most bands are reluctant to admit happens but that is unavoidable when people record with their own start/stop times, when you try to sync up 4 accordion/guitar layers seamlessly, or when you have people record parts to a song but they don't have access to the same versions of the song. We had a band album pre-mix listening party, sent to the tracks to the fantastic Michael Moore (not the film maker) to mix them, had a series of pre-mastering album listening parties, sent them to Rob Kleiner, had a pre-print album listening party, sent the music to be printed on CD's, and prepared for the album release show...




The release show itself took a solid week of nonstop preparation (I was out of the country the week prior) and practice. We confirmed our set list the weekend before the show at our practice, and as the band selected a Wind Waker to be in the set my terror level rose from "I can do this" to "er.... 50% of the time I can do this and not screw up." For me, the entire week was spent learning and practicing the songs I improvised parts for on the album and was not used to playing (Tal Tal, Wind Scene, Wind Waker, Another World, Death of a Friend, etc). It was fairly stressful because I learn to play by using and need each song to be known by muscle memory, which is a time-consuming process that takes multiple days to accomplish. Basically you play a song a few dozen times each day and by the next day you'll be a little bit better at remembering the song without thinking about it. After awhile your muscles know the song and you can focus your mind on other things, like not staring at your hands. The key to muscle memory learning (for me) is always getting a good night's rest between practices and having multiple days to improve. In the end 7 days was JUST enough time to learn everything I needed.

The day before the show the band got together, practiced, and hung out, just like old times. We live far apart from each other, so we seldom get to enjoy social time together. I also got to really meet and interact with Professor Shyguy in person that day, and he's rapidly become one of my favorite people to be around. We did some talking and I hope one day to maybe collaborate with him on a song or two. Perhaps "Hear My Voice"...? We'll see. -After some last minute work by Rook, some last minute shopping at the local Halloween stores, and a last minute battery run (for our wireless stuff) by the band we were as ready as we were going to be.

ALBUM RELEASE SHOW MADNESS!!!
The album release show itself was a blast. While we were all extremely nervous when we arrived at the empty venue, things gradually got less terrifying as we finished our sound check hours before the show, as we ordered 30 large pizzas for our friends/fans who would be showing up, as over 350 people came and showed their support, as the earlier acts (and subsequently DJ Roborob) smoothly rocked house, as video games were played, as dozens of 3DS Street passes were earned, and as we saw countless familiar faces ranging from people we'd met at our last show to a girl who's had a "#1 Random Encounter fan" shirt she hand made back in 2007! Glow sticks, foam swords, and various cardboard cutouts of aquatic animals were passed out, new material was played (pretty much the album from start to finish), Moose became a human sock puppet, Kit jumped more then ever, dueling guitar solos happened, Rook delivered some solid and energetic bass solos, an inflatable baby Mario was kept away from people in red shirts, Konami sang, I rocked out with a chainsaw and hockey mask for Zozo, Dr. Wily joined us on stage for Death of a Friend, and the audience showed more support than I thought was possible on a completely new set of songs, singing along and clapping throughout the night.

The difference from Self Titled (obscure/unacknowledged) to Unavenged (some people know about it/we sold a dozen copies at our album release show) are small when compared to the jump from Unavenged to LMTYAS. It's the difference of being knowledgeable on sound design, being 100% proud of what you've released, knowing that you could have done nothing better, and having a following that cares. I'm really happy that everything happened the way it did and am proud to present our newest album to the world.

LET ME TELL YOU A STORY

Tuesday, August 27, 2013

Gaming: The Classic Final Fantasy Series

Art by Yoshitaka Amano
Not many people seem to know about the classic Final Fantasy series, the ones that don't have an "X" in the title, so this post is aimed to fix that by going through the series from its inception through the end of the Playstation era. 

Note:As many consider the music from the series to be a significant attribute to its success, I've also linked each title to a clip of battle music from the game so you can listen while reading.


This was the original game that sparked the series. Originally released for NES, it's long since been ported to the Playstation, Game Boy Advance, Playstation Portable, iPhone, and more. It's my recommendation that you actually don't play or emulate the original game in it's original NES format unless you're a hardcore gamer, due to the unintentional difficulty spikes that were fixed in subsequent releases. These are issues like having to purchase each item 1 at a time (this takes forever and makes you hate the shopping music), not being able to just click "fight" and allocate all attacks on a single monster for fear that any "extra" attacks you allocate to the enemy won't automatically target a new one if you kill the one you targeted, having to wait 5 seconds while text shows you the increase in every minute statistic each character gets at each new level, having D&D style "spells per day" that only regenerate by sleeping in a bed, having enemy attacks that can permanently kill members of your party (no phoenix down can save you from Astos's RUB attack), silly spell names that can only contain 4 letters, glitched hallways with a 50% random encounter rate with each step (Gulguru Volcano's west hall), randomized boss fights (rather, a random number of Mind Flayers in the Marsh Cave), random encounters that run away from you after you reach level 8, having to watch painfully slow spell animations as AoE spells hit each individual enemy in a cluster, random enemy spells some bosses have that can instantly kill half, none, or all of the party in a single hit, etc...


So, with all of the above issues you're probably wondering how this game single handedly saved SquareSoft, sparked some very big careers, and captivated enough people to warrant a sequel. Final Fantasy plays like an old school 2nd edition D&D game. You create a party of 4 characters from a list of classes (the Black Belt is pretty much useless), learn a few spells, buy equipment from town, journey into the wilderness to rescue the kidnapped princess, and save the world from certain annihilation! In the newer ports they swapped Spells per Day with MP but almost all of the core things that make it great remain intact (though I prefer the old school graphics and original music). Final Fantasy has one of the deepest plots you'll find in an NES game, involving elves, dwarves, pirates, dragons, an airship, and even "timey whimey" time travel stuff. As one of the first console RPG's it's one of the founding fathers of turn based combat. Each class has it's own unique features such as the ability to cast magic, use certain weapons, and wear certain armor but you have no options or diversity in terms of leveling up, except that a few randomly determined statistic increases will give each character a slightly bit of variety (more STR/HP/ETC). Final Fantasy is also surprisingly lengthy for an NES game and can take more than 16-20 hours to beat on your first play through the game! It also has a surprisingly vast amount of concept art by Yoshitaka Amano and a fantastic soundtrack by Nobuo Uematsu. I highly recommend that you at least considered picking up this classic because that's exactly what it is... a timeless classic made playable for more casual gamers (...perhaps "non-masochistic" is a better term).




Because the real Final Fantasy II wasn't released in the US until it's debut on the Playstation 1, the game many people called Final Fantasy II was actually Final Fantasy IV, released on the SNES. I didn't really play a whole lot of the real Final Fantasy II because it didn't have a traditional leveling system (you level each spell/attack individually instead by using every attack in the game repeatedly) and was turned off by the strict level grinding requirement about half way through the game... The game also notably features a system where you can ask questions about certain key words to almost everyone you meet. This is both really awesome and infinitely frustrating, similar to a certain sidequest in FF XII... from Dalmasca...




Like the above, the real Final Fantasy III wasn't released in the US until it's debut on the Nintendo DS. I'm vastly enjoying the port but it wasn't available before the Playstation 2 so I'm not going to review it here. In the US, the SNES game called Final Fantasy III was actually Final Fantasy VI. They did this so us Americans wouldn't feel too left out or confused when we couldn't get a copy of the real FF II, FF III, or FF V. All of these efforts were completely undermined however when FF VII came out directly after "FF III."





This was the first Final Fantasy on the SNES and is the one that many people still acknowledge as being the "finest fantasy." With a huge graphical, mechanical, and audio improvements from the NES games and a lengthy story it's not hard to see why this game made such an impact. FF IV features pre-determined characters who fit a pre-determined class (bard, sage, knight, dragoon) and much of the beauty of the game comes from the character interaction and deep story. While you can only control 4 characters at a time (which you can't swap out), the game forces circumstances on you to where you're playing as specific characters throughout different parts of the game and they all seem to get a fair amount of screen time. The combat system is almost identical to the original Final Fantasy, the Dark Elf king from FF 1 makes a surprise guest appearance, and FF IV was the first in the series (in the US) to introduce a character named Cid and the giant race of birds known as chocobo, staples of the series. After playing Final Fantasy IV, it was a mystery how SquareSoft could possibly top themselves.






About this time a series of Final Fantasy games started popping up on the game boy known as Final Fantasy Legend (I, II, and III). These aren't actually Final Fantasy games, they're a part of the SaGa franchise, but are close enough to where no one at this time really knew the difference... Actually, most people still don't know the difference. You start the game by picking 4 characters, choosing their race (mutant/human/cyborg) and gender. The games only get more strange from there and as you find your way to the shops you'll have the option to purchase a sword, a bow/arrow, a staff, or an uzi. You read that right, an uzi!
Not all armor is created equal...
These games also features items like "NUKE"s (kills pretty much everything on the screen) which can be found in treasure chests, deities from Norse and Greek mythology, time travel, cyborgs, biker gangs, people jumping out of windows, and some of the strangest plots in the Final Fantasy series. FF Legend II is often regarded as the best of the series (which received a stellar remake in 2009 that's only available in Japan), and the gameplay was a mix of the first final fantasy (turn based combat), combined with a level-up system that resembled something from FF II. One of the most big differences in the Legend series from the main games is that every weapon you purchase has a limited amount of uses before it breaks and you need to find a suitable replacement. This means you'll always have a spare sword/fireball/chainsaw/rocket launcher with you just in case!






Another Game Boy release, this isn't really a Final Fantasy game so much as it's a part of the Secret of Mana series. While it was a fun action-RPG introduced as "a Final Fantasy spinoff" its storyline and gameplay clearly relate strongly to the Mana series.





There's always been a trend towards simplifying games to attract a previously unaccessable fanbase and Final Fantasy Mystic Quest succeeded where many have failed. FF MQ is the beginner's guide to Final Fantasy, and even though I played it well after going through FF I, VI, and VII, I found myself loving it. There are no random encounters. Instead enemy sprites roam the levels! You can use weapons you have to interact with the maps you travel through! The game automatically equips the best possible equipment you have! Enemy bosses have different sprites that show battle damage as they lose Hit Points! It's got a fantastic soundtrack and the creative team from the main series also has a guest cameo! Final Fantasy Mystic Quest is innovative and unique enough to be my recommended starting point for someone new to RPGs that wants to play something from the SNES era, though it often gets mediocre reviews because of its simplistic plot, lack of variety in combat attacks, and short length, especially when compared to the rest of the series.




One of the harder games in the main series (if not flat out the most difficult), FFV is sprinkled with boss fight after boss fight, lengthy dungeon after lengthy dungeon with little reprieve from the minions of ExDeath. The game is huge, spanning multiple worlds, and though you maintain control the same 4 characters throughout the entire experience there's one thing that prevents it from getting too repetitive. What really makes FF V shine is the Job System (originally seen in FF III), in which each of the main characters gains xp for both their character level and their Job level. You freely swap through various Jobs (fighter/monk/black mage) and as a character improves their Job level they get access to more abilities, eventually unlocking the 'master' ability that they will permanently have access to.
Two of the optional but extremely difficult boss fights at the end of the game almost require you to master something like: Dragoon (You and always equip Lances), hunter (attack twice with each attack), ninja (can equip a weapon in each hand, doubling your attacks). Final Fantasy V also has a great soundtrack that's worth checking out... Which is a good thing because it took me almost a month of level-grinding to master most of the classes. Perhaps it's the difficulty spike and some of the quasi-perverted content hidden in the game that prevented a US port until the Playstation era. It's also worth mentioning that FF V has a full length feature film sequel (it's an anime) called "Final Fantasy: Legend of the Crystals." I found it vastly enjoyable as a kid but haven't seen it recently to verify it's as awesome as I remember.



Originally known as Final Fantasy III in the US, this was the last of the Final Fantasy games released on the SNES, is what I personally consider to be the "finest fantasy" in the series, and is often cited as one the greatest RPG of all time. FF VI boasts a deep story that intertwines the lives of 14 unique characters, an epic soundtrack that many consider the best in the series, and it's two player! Yes, you read that right, you can either control the entire party of 4 (your favorites, hand picked from the 14 permanently playable characters) or split the team with a friend. FF VI also features one of the most expansive open-worlds you can explore on an SNES, each location on the map containing hidden items, unique sub-stories, and music. Characters follow individually pre-determined jobs that define their character (Shadow is a Ninja, Loche is a thief-er... "Treasure Hunter", etc) but thanks to the introduction of the Magicite System you can shift a character's stats as they level, and choose what sort of magical abilities/spells you want them to learn. FF VI also has one of the longest endings you'll see in a video game, one of the most epic final boss fights, and one of the greatest video game villains of all time (often given this award by IGN, Game Informer, and any other news agency that has a "greatest video game villain" article). Final Fantasy VI is also the favorite game in the series of concept artist Yoshitaka Amano.



This was the RPG that was praised for being one of the greatest games created for the original Playstation entertainment system and you'll likely be hard pressed to disagree. Final Fantasy 7 had breathtaking graphics for its time, had a comparably lengthy soundtrack to FF VI, and was a whopping 3 discs in length! FF VII introduced the Materia System (which acted similarly to magicite), minigames (like snowboarding and chocobo racing/breeding), had two completely optional playable characters (Vincent and Yuffie), dozens of side quests, and was one of the first video games to feature vocals (in the song "One Winged Angel"). All of this, plus the extremely unique and memorable world (places like Junnon, Midgar, and the Golden Saucer) it's no wonder why this is one of the most popular games in the series and why it has the most spin-offs (Crisis Core, Advent Children, Before Crisis, Dirge of Cerberus, Last Order). Final Fantasy VII was also one of the first video games known to move people to tears.






Despite some rather strange moments in the story, Final Fantasy VIII was a massive graphical and audio improvement over it's predecessors. A whopping 4 Playstation discs in size, with graphics that resembled people instead of polygons, music played on high quality instrument patches, an expansive in-game trading card game, hours worth of side-quest content, and an engaging story, FF VIII was easily one of the most expansive console RPG's available at the time of its release. It was definitely one of the most pretty. While some people have issues with elements of the story or the writing style, it has really solid combat mechanics (where you're given an incentive to tap "R1" at the exact moment your characters strike the opponents for extra damage) and is generally considered to be a cinematic masterpiece. FF VIII uses a fixed-class system combined with "Guardian Forces," giant monsters you can summon to fight on your behalf, and a unique magic system where you "Draw" magic spells (which have a limited number of uses) from enemies and the environment around you. It's also pretty much impossible to unlock all of the secrets in this game without a strategy guide or walk through.




During the Playstation Era of Final Fantasy a few spinoffs of the series were released: Chocobo Racing (a mario-cart knockoff), Chocobo Dungeon (an adventure game starting a chocobo), Chocobo Dungeon II (the sequel), and Final Fantasy Tactics. FFT was one of the first games to take place in Ivalice (the world in which the Ivalice Alliance games like FF XII take place), and is a 3D strategy RPG that feels like a table-top rpg with 2d art. You control a team of characters, maneuver them through a three dimensional environment in true turn based combat, and use strategy to defeat an enemy force that's generally as powerful as you are. There are a few key characters in the story you play as but there are also many non-vital characters you can recruit (chocobos, humans, monsters, dragons, etc) for your team. FFT uses the FF III/V job system, so you can freely swap your characters from Knight to Archer to Black Mage between fights and gear your team towards the next skirmish. With the exception of a few key characters, when one of your characters dies in battle they stay dead forever and you're forced to recruit someone new if you want to replace them. This, combined with the brutal class-warfare driven story, enemies that are easy to hate, and the sheer hours you can spend customizing each character give the game a very unique feel and make it easy to form emotional attachments. Every battle very well could be your last with one of your teammates and even casual random encounters can destroy you. With the unique combat mechanics and art style, a new composer, and an incredibly lengthy story (I clocked over 156 hours of gameplay on my first time through... not including game overs) Final Fantasy Tactics is one of the most unique and enjoyable games created by Square. The differences leave no questions as to why it wasn't included as a part of the main series, and the constant throwbacks to elements from the main series leave no question that it's a Final Fantasy game. Final Fantasy Tactics is one you certainly shouldn't miss, especially now that it's been ported to the PSP and PSN virtual consoles... Because it's just a regular CD disc, you can also play a copy of the original game on your computer if you have a Playstation emulator, but I recommend the rerelease over this because they added a number of enhancements to the later editions that added more things to do.





While some criticize this game for it's toonish graphics and comparably lighthearted story (compared to FF VII or VIII), FFIX is a strong adventure that perfected many of the things FF VIII hadn't quite worked out. With the most expansive soundtrack in a Final Fantasy game written by Nobuo Uematsu (which he often describes as being his proudest creation), a deep story, a diverse set of main characters, monsters that shift their difficulty based on your level (eliminating the need to level grind), stylized graphics, and a number of fantastic new mini-games (including a new TCG, Chocobo digging games, and "friendly" random encounters) FF IX is often dubbed the "finest fantasy" in the series. The favorite of Uematsu himself, IX "feels" the most like a direct sequel to one of the original games. It contains references to its predecessors like "rat tails", moogles, summoned monsters, a Cid, and limit breaks, but it also contains elements like traditional Final Fantasy airships, dwarves, talking monsters, and appearances by characters who appeared in previous games. Final Fantasy IX can be completed in around 9 hours if you really know what you're doing. I spent one summer trying to accomplish this task to unlock a hidden sword at the end of the game but you can easily spend over 40 hours on it if you take your time. FF IX also has so many hidden side quests that people are still finding new ones!... oh and don't bother buying the original Prima strategy guide, because it constantly makes you visit their website ("Find out more at our website") which is no longer active.



And Beyond...

While the Final Fantasy series continues well past this list (FF Crystal Chronicles, X, X-2, XI, Tactics Advance, T:A-2 etc) I found the cleanest break was to stop at the end of the Playstation 1 era, a break where almost everything on my list is still widely regarded as some of the Finest classic Fantasy RPGs ever made. Feel free to share your own thoughts or memories in the comments section.