The Greatest Game Music

Reviews of truly outstanding game music

  • Soundtracks
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Cthulhu Saves the World Soundtrack

Cthulhu Saves the World Soundtrack

Cthulhu Saves the World Soundtrack, Gordon McNeil, 2010

With the rise of indie games, the number of 8- and 16-bit styled titles has exploded. One of the most beloved genres from that era in gaming were JRPGs. It’s no surprise then that the retro game market has been flooded with titles that try to recapture the magic of genre classics like Final Fantasy, Dragon Quest, Star Ocean, Tales of… the list goes on and on. One of the better JRPG throwbacks was Zeboyd Games’ Cthulhu Saves The World. For the game’s soundtrack, Zeboyd Games turned to Gordon McNeil.

McNeil had provided a couple of tracks to Zeboyd Games’ earlier Breath of Death VII: The Beginning. His contribution to Chtulhu would be significantly larger, clocking in at more than 70 minutes of music. McNeil’s stylistic approach to scoring this hybrid parody/homage was unsurprising. In his words: “Since I was a tod I’ve wanted to score an RPG of the J variety, so I jumped at the chance. The whole idea behind Zeboyd’s RPGs is to make as much an honest tribute as well as parody, and so I decided to go whole hog and put together as iconic a JRPG soundtrack as I could.”

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Tagged With: 2010, Gordon McNeil, Mixed Music Genres, RPG, XBox 360, Zeboyd Games

Dark Law: Meaning of Death Soundtrack

Dark Law: Meaning of Death Soundtrack

Dark Law: Meaning of Death Soundtrack, Satoshi Nagano / Michihiko Shichi, 1997

By 1997, software supply for the SNES has dwindled to a trickle – but intriguing new games for the ageing console still popped up here and there. One such title was developer Sakata SAS’ Dark Law: Meaning of Death, the sequel to 1991’s Dark Lord. While the premise of its fantasy narrative was fairly pedestrian (ancient evil returns – and kidnaps the damsel in distress!), Dark Law surprised with its unexpected take on RPG gameplay tropes. Focused less on combat and more on exploration and puzzle solving, Dark Law was considerably less linear than most other JRPGs. Instead of following a clearly delineated path, gamers would select from a series of short stories or scenarios that ultimately all turn out to be connected with each other. And true to its ominous name, Dark Law: The Meaning of Death dealt with unusually sombre subject matter (at least for a 16-bit RPG).

To craft the game’s soundtrack, Sakata SAS hired a team of game musicians going by the name of Target Laboratory. Led by veteran composer Yusuke Takahama, Target Laboratory had been active since the mid-1990s. Four of its members worked on Dark Law – Takahama himself as sound producer and Nobuo Horie on sound effects, while Satoshi Nagano and Michihiko Shichi handled composing duties. Both artists – fairly new to the industry – had collaborated on previous Target Laboratory projects such as 1995’s Kat’s Run: Zen-Nippon K Car Senshuken and Tokimeki Card Paradise: Koi no Royal Straight Flush. Nagano’s career seems to have trailed off after a few more Target Laboratory games. Shichi joined developer Omega Force and became sound designer and director of their Samurai Warriors and Dynasty Warriors franchises – before joining tri-Ace and sound directing high-profile titles such as the later Star Ocean games and Resonance of Fate.

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Tagged With: 1997, Michihiko Shichi, Mixed Music Genres, RPG, Sakata SAS, Satoshi Nagano, SNES

Diablo Soundtrack

Diablo Soundtrack

Diablo Soundtrack, Matt Uelmen, 1996

When Blizzard announced Diablo III at the 2008 Blizzcon Worldwide International, they chose a simple way to do so. All guitarist Laurence Juber had to do was to play the first few chords of the original Diablo’s signature tune. Of course, the piece in question was Matt Uelmen’s immortal “Tristram”. And according to Diablo III’s lead composer Russell Brower “over 10,000 people in the room knew EXACTLY what was coming”. Such is the power of a truly classic soundtrack composition that it can become the most memorable and thus quickest reference to the game or film it accompanied. That makes it all the more remarkable that it took 15 years for this composition – and the rest of Diablo’s music – to get a soundtrack release.

No wonder that “Tristram” is still fondly remembered by millions of gamers. In short, Uelmen’s composition is a masterpiece of subtly evoked atmosphere. Those opening strummed guitar chords herald a piece that still remains fascinating for its ambiguous, multi-layered atmosphere.

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Tagged With: 1996, Blizzard, Matt Uelmen, Mixed Music Genres, PC, RPG

Dragon Quest III Soundtrack (Nintendo 3DS)

Dragon Quest III Soundtrack

Dragon Quest III Soundtrack (Nintendo 3DS), Koichi Sugiyama, 2017

While its predecessors had been immensely successful in their own right, it was really with 1988’s Dragon Quest III that the venerable franchise turned into a commercial juggernaut. The original NES game itself sold a staggering 3.8 million copies in Japan alone. Add in a few more million copies for the game’s various remakes and Dragon Quest III turns out to be the franchise’s most successful entry (it also spawned an urban myth about the Japanese government blocking future releases of Dragon Quest games on school days to curb truancy). The game itself didn’t revolutionise the JRPG genre, but developer Chunsoft still expanded upon the gameplay of the first two Dragon Quest titles with the introduction of a character class system. This feature would become a staple of future Dragon Quest games.

After Dragon Quest II’s music had been a marked improvement over its predecessor, Koichi Sugiyama returned for the Dragon Quest III soundtrack, further expanding its breadth and diversity. Sugiyama continued to move away from the template he had established on Dragon Quest I, now including a greater number of location-specific compositions (as opposed to using the same composition for each town / dungeon / castle etc.) The NES score’s quality remained somewhat patchy, but the soundtrack also featured several highlights such as the magisterial ending theme “Into the Legend”.

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Tagged With: 2017, Chunsoft, Dragon Quest (Franchise), Koichi Sugiyama, Nintendo 3DS, Orchestral, RPG

Dragon Quest IV Soundtrack (Mobile)

Dragon Quest IV Soundtrack

Since an internet search for screenshots of the mobile version’s cover came up empty, a screenshot of the PlayStation port’s cover has been used above.

Dragon Quest IV Soundtrack (Mobile), Koichi Sugiyama, 2014

It is to the credit of developer Chunsoft and publisher Enix that coming off the jaw-dropping success of Dragon Quest III, they decided not to play things safe with the next game in the franchise. Instead, they went to shake things up, going so far as to turn the game’s story into a series of initially unrelated chapters that introduce the various party members – before they all come together in the final chapter. Other innovations included day and night cycles, an early artificial intelligence system to give non-playable party members combat instructions, and the choice of which characters to use in battle. Dragon Quest IV turned into another million-seller for Enix – not quite as successful as its predecessor, but 3.1 million copies sold just in Japan for the NES original is not exactly a bad result either.

As per tradition, Koichi Sugiyama was back on board to score the Dragon Quest IV soundtrack. It turned out to be one of the most expansive NES scores ever written, clocking in at nearly a whole hour (looped). Sugiyama once more increased the breadth of the score, writing a theme for each world map, as well as several other location-specific compositions – on top of the pieces written for the usual suspects (town, dungeon, castle etc.)

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Tagged With: 2014, Chunsoft, Dragon Quest (Franchise), Koichi Sugiyama, Mobile, Orchestral, RPG

Dragon Quest V Soundtrack (PlayStation 2)

Dragon Quest V Soundtrack

Dragon Quest V Soundtrack (PlayStation 2), Koichi Sugiyama, 2004

Considering just how big the Dragon Quest franchise has always been in Japan, it was a bit of surprise to only see it landing on the SNES in 1992 – maybe the last big 8-bit franchise to make the jump. Of course, once Dragon Quest V was released, it was another massive success for Chunsoft and Enix, selling 2.8 million copies on the SNES. Add in sales of its remakes (PlayStation 2 in 2004, Nintendo DS in 2008 and mobile phones in 2014) and the figure exceeds six million units.

For a franchise that has a reputation for not changing much from instalment to instalment, Dragon Quest V does try some interesting things. First and foremost, there’s the way its narrative is structured, covering thirty years of the main protagonist’s life, from birth to the point when he is married and has a family. And while Dragon Quest V didn’t invent the idea of collecting monsters (the Megami Tensei series had been there first), it was still a relatively novel concept that would soon become ubiquitous via the Pokémon franchise.

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Tagged With: 2004, Chunsoft, Dragon Quest (Franchise), Koichi Sugiyama, Orchestral, PlayStation 2, RPG

Dragon Quest VI Soundtrack (Mobile)

Dragon Quest VI Soundtrack

Dragon Quest VI Soundtrack (Mobile), Koichi Sugiyama, 2015

Dragon Quest V was the first game in the franchise to hit a 16-bit platform. But while it sported one of the era’s more original and moving narratives, its presentation felt like a relatively minor upgrade over its NES predecessor. Thankfully, Dragon Quest VI fixed this particular issue. Released in 1995, Dragon Quest VI wholeheartedly embraced the SNES’ technical capacities, featuring far more detailed and colourful graphics. Players also got to enjoy a much larger game world, thanks to Dragon Quest VI’s ‘real world / dream world’ set up. Development duties passed from Chunsoft on to Heart Beat, founded in 1992 by Manabu Yamana, director of Dragon Quest III-V. Needless to say, Dragon Quest VI became the best-selling game of 1995 in Japan. On top of those 3.2 million SNES cartridges, it later also sold an additional one million copies on the Nintendo DS.

Of course, Koichi Sugiyama returned once more to deliver the Dragon Quest VI soundtrack. On this occasion, he was joined by two unusually famous collaborators: seasoned fellow game composers Hitoshi Sakimoto and Tsukasa Tawada, who handled sound design duties. Maybe as a result, Dragon Quest VI’s instrument samples are a marked improvement over those used on previous SNES Dragon Quest games. However, their quality is strangely inconsistent – listen to the watery strings on “Monsters” and “Eternal Lullaby”. Then again – as always – all eyes were on the orchestral arrangement of the score anyway, released less than two weeks after the game and once more performed by the London Philharmonic Orchestra. A re-recording with the Tokyo Metropolitan Symphony Orchestra followed in 2006. Compared to other games in the franchise, Dragon Quest VI received relatively few ports – to the Nintendo DS in 2010 and smartphones in 2015.

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Tagged With: 2015, Dragon Quest (Franchise), Heart Beat, Koichi Sugiyama, Mobile, Orchestral, RPG

EverQuest II Soundtrack

EverQuest II Soundtrack

EverQuest II Soundtrack, Laura Karpman, 2004

In some ways, EverQuest II ended up between a rock and a hard place. Its predecessor EverQuest – together with Ultima Online – had established MMORPGs as we know them today. That meant expectations for EverQuest II were high, to say the least. To the credit of developer Sony Online Entertainment, they released a polished product, accessible and among the best MMORPGs released up to that point. It just wasn’t the kind of quantum leap that EverQuest had been. And then World of Warcraft landed and changed MMORPGs forever. EverQuest II was ultimately far from a commercial flop – it did peak at 325,000 subscribers – but it didn’t stand a chance against World of Warcraft and the millions of subscribers it attracted. Still, EverQuest II retained a dedicated fan base, with the sixteenth expansion Reign of Shadows released in 2020, fourteen years after the base game’s release.

The developers put significant effort into the game’s audio – reviewers commented on the impressive amount of recorded speech, delivered by high-profile actors such as Christopher Lee and Heather Graham. For the EverQuest II soundtrack, Sony turned to Laura Karpman. Karpman, making her game score debut, was an intriguing choice. A classically trained composer and jazz performer, Karpman had written for the concert hall, but also for film, television and theatre. By the time she worked on EverQuest II, she had already gathered several Emmy Award wins and nominations. Her most significant assignment had been the score for Steven Spielberg’s TV series Taken. EverQuest II was the beginning of a productive career in video games for Karpman, while she continued her work in various other media. Meanwhile, in 2016 she became the first woman elected to the music branch of The Academy of Motion Picture Arts and Sciences Board of Governors.

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Tagged With: 2004, Laura Karpman, Orchestral, RPG, Sony Online Entertainment

Gokinjo Bouken Tai Soundtrack

Gokinjo Bouken Tai Soundtrack

Gokinjo Bouken Tai Soundtrack, Akihiko Mori, 1996

Gokinjo Bouken Tai is one of those 16-bit games that could have only come out of Japan – and of course was never released anywhere else. It’s a joyous, upbeat adventure, befitting its protagonist – young kindergartner Mana, who lives in a small Japanese town with her family. What makes Mana special is her ability to see and interact with youkai – Japanese spirits, gods and demons. Gokinjo Bouken Tai’s gameplay arguably hews closely to traditional JRPG tropes. However, its anime-inspired, unusual setting and the obvious love and care that has gone into creating its colourful world turn it into a small, largely undiscovered gem.

Approaching the end of his sadly short career – and coming off the creative triumph that was Mystic Ark – composer Akihiko Mori turns in another outstanding effort, once more expanding his stylistic palette while maintaining the strengths that had made previous works so outstanding. Given the game’s quirkiness and its kindergarten-aged protagonist, it’s no surprise that the Gokinjo Bouken Tai soundtrack is more overtly child-friendly than a magnum opus like Mystic Ark or a whirlwind action score like Shien’s Revenge. But this is children’s music done right – with just as much care for  substance and attention to detail as any great work of art, regardless of genre.

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Tagged With: 1996, Akihiko Mori, ITL, Mixed Music Genres, RPG, SNES

Hero Quest II: Legacy of Sorasil Soundtrack (Amiga CD32)

Hero Quest II: Legacy of Sorasil Soundtrack

Hero Quest II: Legacy of Sorasil Soundtrack (Amiga CD32), Patrick Phelan, 1994

While it was based on a popular fantasy board game license, Hero Quest didn’t exactly set the video game world on fire upon release in 1991. Ultimately, it didn’t leave much more than a reasonably positive impression with reviewers and gamers. Still, developer Gremlin Interactive must have felt that there was enough life left in the license to squeeze out another Hero Quest game. Hero Quest II: Legacy of Sorasil was released in 1994, reusing its predecessor’s engine and isometric view. The game didn’t deliver much in terms of new ideas or innovations and consequently reaped the same muted response as the first Hero Quest. The fact that Legacy of Sorasil hit store shelves towards the end of the Amiga’s lifespan didn’t help – and its showing on the Amiga CD32 was doomed by the console’s quick demise.

Hero Quest’s biggest achievement might have been its music. Neil Baldwin (on the NES) and Barry Leitch (ZX Spectrum) delivered a couple of classic fantasy scores that both made full use of the limited sound capacities of their respective platforms. For the Hero Quest II: Legacy of Sorasil soundtrack, scoring duties went to Patrick Phelan. Phelan had only entered the game industry in 1992, but quickly established himself as one of Gremlin Interactive’s go-to composers, working on its Zool, Lotus and Top Gear games. Interestingly enough, on the Lotus and Top Gear series, Phelan took over from Leitch, who had scored earlier franchise iterations – and this trend would continue with Legacy of Sorasil.

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Tagged With: 1994, Amiga CD32, Gremlin Interactive, Hero Quest (Franchise), Orchestral, Patrick Phelan, RPG

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