Showing posts with label music. Show all posts
Showing posts with label music. Show all posts

Sunday, 2 September 2012

On the wind down...

Following hot (or actually more lukewarmly) on the heels of the critically acclaimed A change of pace, (OK maybe not critically acclaimed, but pretty damn decent!) we have yet another playlist with which to chill your video gaming soul.

In attempt to showcase video game music in it's purest form and display just how splendid it can actually be, this collection consists of nothing but regular ol' background music. There are no piano, orchestral or acoustic versions present...just fantastically produced and engineered in-game music. For those unaware or perhaps even uninterested in video game music, I would urge you to give this playlist a listen and see if it helps to change your opinion.

Once again, the RPG features heavily with pieces from some of the musical heavyweights of the genre (Mitsuda, Uematsu, Kikuta etc), but there are also a couple of surprises waiting and a certain David Wise flying the flag for England.

Anyways, here is the complete track listing and for anyone who's interested in having a listen, the download link can be found below.

VGM Unwinding Vol II: BGM Galore
  1. Frontier Village Dali - Final Fantasy IX OST
  2. Lost Fragments - Chrono Cross OST
  3. The Treasure Which Cannot be Stolen - Xenogears OST
  4. Interrupted by Fireworks - Final Fantasy VII OST
  5. Underwater Exploration - Super Mario Sunshine OST
  6. Fear of the Heavens - Secret of Mana OST
  7. The Village of Chirping Birds - Genso Suikoden II OST
  8. Forest Interulde - Donkey Kong Country 2: Diddy's Kong Quest OSV
  9. Angel Culture - Grandia OST
  10. Peaceful Days - Chrono Trigger OSV
  11. Hope - Wild Arms OGS
  12. Heart Softening (Ode to Nanami) - Genso Suikoden II OST
  13. Stickerbrush Symphony -  Donkey Kong Country 2: Diddy's Kong Quest OSV
  14. Singing of the Gentle Wind - Xenogears OST
  15. Dream of the Shore (Boarding Another World) - Chrono Cross OST
  16. Brinstar Sector 2 - Super Metroid OSV
  17. Epilogue (To Good Friends) - Chrono Trigger OSV
  18. Good Egg Galaxy - Super Mario Galaxy OST
  19. Balrog - Street Fighter II Turbo OSV
  20. Find Ilia - The Legend of Zelda: Twilight Princess
  21. A Peaceful Time Together: - Legend of Dragoon OSV
  22. Mining Melancholy - Donkey Kong Country 2: Diddy's Kong Quest OSV
  23. Celes - Final Fantasy VI OST
  24. Requiem of Grief - Genso Suikoden II OST
  25. Everyday Dream - Legend of Mana OST
  26. Marin sings the Ballard of the Windfish: The Legend of Zelda: Link's Awakening
I own physical and official copies of all albums/games this music was taken from


Once again, feedback and/or suggestions for future uploads are more than welcome. There are another 30 or so of these on the way so...happy listening!

Thursday, 24 November 2011

A change of pace...

Chicks dig...ocarinas?
Ever since the heady days of my youth when I first heard the magical, jingly melody of Bubble Bobble on the Commodore 64, I've had a deep seated love of video game music. From the epic to the chilled, these days my iPod is overflowing with music from some of the industry's most gifted composers, and there aren't many days go by without me having a little listen to the likes of Kondo, Mitsuda and Uematsu.

As this is music that I genuinely enjoy listening to, I thought I'd share some of the more downtempo examples with anyone and everyone who visits Crystal Blue Dreams.

Below is my first and (to this day) favourite playlist, first created in 2007. It is very RPG heavy but that's because RPGs tend to have the best relaxing music...and for those not fond of the genre, there are some non role playing bits and bobs knocking about in there too.

Anyways, here is the complete track listing, and for anyone who's interested in having a listen, the download link can be found below.

VGM Unwinding Vol I: Original and Best
  1. The Prelude - Final Fantasy IX OST
  2. Theme of Crysta - Terranigma OST
  3. Kakariko Village - The Legend of Zelda: Hyrule Symphony 
  4. Holding my Thoughts in my Heart - Final Fantasy VII OST 
  5. Reminiscence - Genso Suikoden Music Collection: Produced by Hiroyuki Namba
  6. Another Gardov - Chrono Cross OST 
  7. Shattering the Egg of Dreams - Xenogears Light: An Arranged Album 
  8. 600 AD (Chrono Trigger) - OC Remix
  9. Descendent of Shinobi - Final Fantasy VII Piano Collection
  10. Orrizonte – Genso Suikoden II Music Collection: Orrizonte
  11. In the Earthen Womb - Illusion of Gaia OSV
  12. Because I Love You (Mother 2) - Orchestral Game Concert Part 1 
  13. Radical Dreamers (Chrono Cross) - Eminence Symphony Orchestra: Passion 
  14. Theme of Celes - Final Fantasy Potion: Relaxin' with Final Fantasy
  15. The Sandy Beach of Ganbo - Grandia OST
  16. Theme of Evergreen - Terranigma OST
  17. Stickerbrush Symphony - Donkey Kong Country 2: Diddy's Kong Quest OSV 
  18. Torvus Clockwork (Metroid Prime 2: Echoes) - OC Remix 
  19. Maian Tears - Perfect Dark OSV
  20. Faraway Promise - Xenogears OST
  21. My Lady's Sigh - Genso Suikoden II OST
  22. The Place I'll Return to Someday/Melodies of Life - Final Fantasy More Friends: Music from Final Fantasy
  23. Village Theme - SimCity OSV
  24. Fisherman's Horizon - Final Fantasy VIII: Fithos Lusec Wecos Vinosec
  25. Theme of Final Fantasy - Final Fantasy: 1987 - 1994
I own physical and official copies of all albums/games this music was taken from 

Download VGM Unwinding Vol I: Original and Best

I'm probably going to post a few more of these playlists over the coming weeks, and if they prove popular enough then I'll make sharing them a regular feature on the site.

Also, if there are enough requests, I'll definitely consider suggested playlists.

Happy listening!

Friday, 26 August 2011

Gaming's great intros part II: Secret of Mana


Anyone who is fan of the RPG genre will doubtless have heard of the Mana Series, and anyone who is a fan of Secret of Mana will no doubt remember the first time they fired this game up and witnessed Hiroki Kikuta's orchestral masterpiece.

From the second you hear the haunting cry of the wolves, you know you're in for a real treat, and this feeling is only amplified when the screen finally stretches fully open and you are treated to the sight of the Mana Tree in all her crowning glory. As the epic story scrolls on by, the glorious musical score (performed by actual instruments - then a first on the SNES) weaves a tale all of it's own and shows how Square were quite simply on a different plane to everyone else. When the music finally reaches it's angelic crescendo, accompanied by a  flock of birds flying across the screen, you get the feeling that what you've just seen is beyond epic.

The most amazing thing about Secret of Mana (or Seiken Densetsu II to coin it's proper name) is that as good as the intro sequence is, the game is even better. Released in the UK way back in 1994, Mana went a long way to satisfying a rabid hunger that had grown within British gamers. With competition being thin on the ground, and coming mainly in the shape of the vastly underrated Soul Blazer and the near perfect Zelda III, Square aimed for the top with their long awaited ARPG and achieved it with consummate ease. Boasting a story that would put most traditional RPGs to shame, an ingenious battle system and the ability to have two friends join you for the ride, Mana literally wiped the floor with anything that came sniffing for it's crown.

Visually and sonically stunning in every way, Mana showed it's true class by remaining one of the greatest games on the SNES for the entire life span of the little 16bit wonder, and indeed it was only usurped as the little grey box's finest ARPG by the eventual release of Enix's majestic Terranigma in late 1996.

Perhaps the greatest testament that I can pay this incredible piece of cinema though, is that even by today's standards, it still looks and sounds genuinely inspired. And while Hiroki Kikuta may have never topped his work on Secret of Mana, he can rest assured that there is a place in the history books reserved for him and his piece of audio perfection.

A more in depth look at Square's finest action adventure game (to be released in the west anyways) is on it's way, but for now...help yourself to a look at one of the finest pieces of video game cinema ever conceived.

Lennus: The little RPG that (almost) could

Blue trees, pink buildings and a guy called Chezni...small wonder it bombed in the US
Time now to dive into the surreal (and very pastel) world of Lennus, a much maligned and in my opinion, misunderstood RPG for the SNES. Published by Enix in the US inexplicably as 'Paladin's Quest’ (there are no mention of Paladins at any point in the game), Asmik's Lennus is at first glance your bog standard Dragon Quest and Phantasy Star imitation. However, as is sometimes the case, if you delve a little deeper and look past the obvious flaws, you'll find a sweet little game just waiting to be loved.

Anybody who has read my homage to Super Play will know that when I was a youngster, I generally only bought games that received favourable reviews in the magazine. However, there was something about Lennus that that interested me from the first time I saw it way back in 1994, and even though it received just a meagre 62% in it's review, it charmed it's way into my head, and there it stayed for almost 17 years.

This year I finally got round to giving Lennus a long awaited play through...at this point I should clarify that I'm going to carry on calling the game by it's original title, not the meaningless name of 'Paladin's Quest' that Enix fobbed it off with.

To this day, I still find it strange that Enix decided to bring Lennus to America as one of it's first SNES titles. I can see why they were drawn to the game, because it is possibly the closest thing the SNES had to Sega's Phantasy Star, but given the relative lack of interest in RPGs at the time in the west and the game's decidedly strange 8bit graphics, it seems like an ill conceived decision, and ultimately was. Lennus was pretty much dismissed out of hand by magazines and gamers alike, the result of this complete lack of interest from the American press and public, extinguished any slim hopes the game had of making it to shores of Blighty (just for a change).

And that’s something of a shame because Lennus is a curiously unique little thing that actually has a lot going for it.

The story, though in no way revolutionary is full of quality touches and despite being held back by the translation from Japanese to English, it certainly has a unique style that can get very dark at times. There are overtures of love, loss, insanity and more than a smattering of racial prejudice and contempt...and of course, there's the maniacal dictator trying to take over the world (obviously). Large portions of the plot are left open to interpretation, although I suspect this may have been unintentional.

The plot centres around 13 year old Chezni; the game's main protagonist (thankfully you can change his name) who is a student at the famous Magic School of Naskuot, and who also happens to be unusually adept at controlling Spirits (casting magic). After caving into some peer pressure at the school, Chezni enters the forbidden Tower of Ganbid and subsequently activates Dal Gren; an ancient machine with awesome destructive capabilities...in true RPG style, the tower was neither locked nor guarded! This results in mass chaos for most of the world, and forces Chezni to set out on a mission to correct this (pretty almighty) gaffe. Along the way he meets Midia, a young girl who has an unspoken bond with our hero, and together they must discover their lineage of the heroes of lore; Kormu and Sophie and rescue the world from impending darkness.

The world of Lennus is made up of a vast ocean and a land mass that is split into two continents by a large equatorial river. The story begins on the northern continent of Naskuot, which is your (almost) typical fertile and hospitable RPG country, complete with beautiful (albeit blue) forests, fields and mountains. As well as being home to the grand Magic School, Naskout also boasts the resplendent city of Juryan and the Skuruu camp (literally a village in the sky).

Saskuot on the other hand is (predictably) a harsh and barren land, full of jagged mountains and snow covered tundra. It is also under the rule of the megalomaniac Zaygos, who's seems intent either on ruling or destroying the world, naturally this has made it's inhabitants pretty hostile toward anyone from the north.

The two continents are linked (as are some of the major towns) by the sprawling Rope Network System. This is a neat way to get about the world of Lennus, and is basically a large cable car that connects the (very) spaced out populace of both continents. It can be somewhat of a godsend when you're fed up of walking long distances with nothing but innumerable random battles for company.

Visually Lennus really is out there on it's own. At first glance, it looks a bit like a NES game on steroids, but when you step out into the world, you get a taste of what the designers were going for. Apparently the graphics are inspired by a famous Japanese artist, I've no idea how accurately they represent his style but I like them a lot. Everything looks very alien and otherworldly, right down to the mountains and trees, and even the buildings seem organic somehow...as if they were grown rather than built. What stands out most to me though is the near total absence of primary colours. Just about everything in the game has a pastel colour to it, there are liberal uses of cyan, pink and purple and this just adds to that bizarre feel.

The inhabitants in the world of Lennus also benefit from this crazy graphical direction, and there are a myriad of bizarre species to interact with, each with it's own colourful and unique make up .

This appearance really appeals to me and even though the visuals do look a tad basic, you can tell that the developers at least tried to do something different, and shy away from the usual rolling green hills and grey castles found in most other RPGs of the period. Lennus genuinely does look unlike anything I've ever seen on the SNES.

For me, music is where Lennus excels most and is what really makes it stand out from it's contemporaries. This is no doubt thanks celebrated composer Kōhei Tanaka (of Patlabor, Gunbuster and Alundra fame) who created a soundtrack that has real class to it. While you do have to put up with some of the obligatory RPG fodder, most of the tracks (although short) are atmospheric and convey a wide range of emotion. It's best offerings are easily amongst the best I've heard on the SNES (high praise indeed), with the soothing town theme and the hauntingly beautiful Godom Lullaby being the pick of the bunch.

Gameplay in Lennus will be instantly familiar to anyone who's ever played a console RPG, but there are some quite intriguing twists to help set it apart from it's then rivals; titles such as Magic Knight Rayearth (in Japan) and Mystic Quest (in the US).

Whilst wandering the world map or a dungeon, enemies are encountered at random; the battles are fought in the traditional turn based manner and viewed in the first person (ala Dragon Quest). The system itself does take some getting used to, the commands are laid out in such a way that each button (or direction on the d-pad) corresponds to an action, and it can be operated using one hand (perfect for the lazier gamer!). I read many complaints about how this system is cumbersome and hard to navigate, but to be honest I found it quite intuitive and refreshing. Either way, after a short while (unless you're retarded) you’ll find yourself flying through it with relative ease.

For the majority of the game you will only have two permanent members in your party out of four available slots, the remaining slots can be if you so choose, filled by mercenaries. These characters can be hired from almost every town in the game (usually in the local taverns), the majority will demand hard cash for use of their services, but there are a few that will ask to join your party for more personal reasons (revenge, repaying a debt etc). The mercs, while controllable, come pre-equipped with spells and weapons etc, that cannot be altered, this therefore adds an extra dimension to the way you play through the game. Do you take a chance and spend the money to hire help, or struggle through with Chezni and Midia and gain more experience in the long run?

Another oddity which really adds to your tactical planning in battle is a total lack of magic points (MP) within the game. Whenever a character casts a spell, they do so by using their own life force, therefore reducing their hit points (HP). This also means there is no generic healing magic to call upon (although there is one spell to heal the entire party...at the cost of the caster's life). Healing is achieved through the use of bottles which can be found throughout the quest and filled up (with a healing potion of sorts) in shops throughout the land. Though bottles vary in size, getting larger as the game wares on, they are only good for 9 uses each, it sounds pretty basic, but it makes you think twice about steaming into a new area without first checking things out and getting prepared.

Perhaps predictably, magic is not learned in the traditional manner. The characters gain Spirits (a bit like Secret of Mana) and by combining two of the eight available, the player can cast a variety of spells. There is no leveling up the spells as such, instead the character gains more of an affinity with a certain Spirit the more it is used.

It is worth baring in mind that Lennus is one of those RPGs in the traditional Japanese style...there are parts where levelling up relentlessly is essential in order to progress through some sections. While I don't mind this, I can understand how for some, it's like having teeth pulled out.

Despite all the things Lennus does well, there is no disguising the fact that this game has some biblical flaws, and in the cold light of day, it isn’t hard to see why the general reception in the west was so poor.

For it's American début Lennus was given to Enix for translation, and unfortunately (and unusually for Enix) it seems that the translators either really disliked the game or had all been replaced by brain damaged apes, because the translation is nothing short of abysmal.

It appears to me, (but I could be wrong) the English characters used in the translation were too wide for the original text boxes and, as a result anything classed as a name gets restricted to just six characters! Rather than correcting this within the game's code, it seems Enix just decided to abbreviate…everything. This is actually worse than it sounds because it has a catastrophic effect on not only the story but also (more crucially) items and spells, which are a massive part of this game. The result is that the names of the majority of spells and items are completely unfathomable unless you refer to a walk through or go with trial and error. I found this to be an unbelievable ball ache, and I was playing on an emulator with save states…so I can only imagine how much rage this would have caused back in the day when you got killed in battle because you ended up casting twelve incorrect spells.

As mentioned, whoever translated Lennus seemed to do their best to ruin it and it definitely shows in some of the game's dialogue. It often sounds like conversations are deliberately rushed or drastically shortened. Other than being generally annoying, the worst part of this awful "localisation" effort is that it butchers the story...you can almost see a brilliant little tale trying to force it's way out from behind the mediocre and sluggish sentences. I know RPG's were (and probably still are to an extent) a niche genre back then but that's no excuse from a company who's 'bread and butter' was in RPG gaming.

My other big complaint concerns the character development (or lack thereof). Other than Chezni, Midia and Zaygos there isn't really anyone else in the game who gets a decent amount of back story and padding out. For me, they missed a trick here because it would not only have expanded on the game's potentially decent plot but also added a few hours extra to the play through time (which is less than stellar). RPGs are about stories and their characters, a chance to get closer to some of the game's more interesting denizens would only have been a positive in my book.

Having said all that, I feel a genuine affection for Lennus; it's an honest little game that tried hard to break away from the generic RPG formula, but retain that familiar feel. It leaves you with a warm glow inside when you play it and a tinge of sadness when you finish it...a sure sign of a good game in my book. And the fact that is a good game, in my opinion makes it even more of a shame that it got sold short, if Enix had only bothered to spend more than half a day on the translation, then it would have easily enjoyed success Stateside and possibly (eventually) made it’s way over here. It would never have troubled the RPG cognoscenti, but it was more than capable of rubbing shoulders with the likes of Lufia and Mystic Quest...and that would have been more than welcome here in the UK.

Probably the biggest tragedy borne out of Lennus’ failure though is that if the game had made an impact on its release stateside, then we may well have seen it's awesome sequel (imaginatively titled Lennus II) released in an official capacity in the west too. Luckily, there is a solution on this front though; Lennus II is available to play in English thanks those ROM hacking heroes over at Dynamic Designs. I for one still hold a faint hope that one day; they will step in and give the original game the proper translation it has always deserved.

Although Asmik were never renowned for wowing the world with their SNES offerings, in Lennus they really did produce a little gem. Sure, it’s rough around the edges and the visuals don’t do much to push the system, but I think it has more than enough in it’s locker to stand out in the vast crowd of SNES RPGs. Anyone who considers themselves a pointy hat fan or has a soft spot for the traditional console RPG really should give it a whirl. It will never reach the bar set by the Chrono Triggers of this world, but it will provide a good 20 odd hours of solid gaming enjoyment.

Can't really argue with that can you?

Wednesday, 27 July 2011

Gaming's great intros part I: Soul Edge


Namco's early mastery of the Playstation provided us with some titles of real quality. Almost single headedly, they managed to show what could actually be done with Sony’s grey box of tricks and gave us a real insight the then 'next generation'. The release of 1996’s Soul Edge cemented their reputation as one of the machine’s most talented development studios, and as pioneers in glorious, over the top intro sequences.

Launched at the height of the new FMV/CG animation rush, Soul Edge boasted what was easily the greatest intro of any game during the 90's (possibly ever in fact). Indeed, the opening homily of “transcending history and the world” (which I’m sure is voiced by Resident Evil’s ‘Barry Burton’) is enough to send shivers down the spine, and it provides a moment of serenity before all hell breaks loose and we are treated to numerous displays of outrageous swordsmanship and carnage.

Although the CG models may now be starting to show their age, the overall feel of the intro has stood up well to the test of time, and it still remains an audio ‘tour de force’ with it’s sweeping strings the perfect accompaniment to the stomping drums and typically over the top guitars.

It is worth noting that this is the intro for the original Japanese release and is therefore uncensored. For some reason, we poor saps in the west were deemed too impressionable to watch Li Long clean house with a set of nun-chucks and too excitable to watch Sophitia bathe in a lake…without her swimming costume!

Soul Edge itself will be given a more in depth look further down the line, but for now, enjoy this fantastic piece of CG artistry, and epic tale of ‘Soul and Swords’.