The Guardian (USA)

Psychedeli­cs, spies and Swedish jazz: how Deathloop made video games sound cool

- Dom Peppiatt

How do you make music sound cool? How can you explain why the soundtrack to, say, any of the spy films of the 1960s still sound cool decades later? How can Foxy Lady still get into your body and make you groove so much, 55 years since Jimi Hendrix laid down those slick licks? Jungle, Thundercat or Lil Nas X might be able to tell you – but so can the people behind the soundtrack to Deathloop, one of the most effortless­ly classy-looking (and sounding) games in years.

Arkane’s mind-bending sci-fi thought experiment is a masterclas­s in cool. From its retro-futuristic take on 60s chic to its stylish, the world is your oyster level design, Deathloop understand­s that making you – and the people you play as – feel cool is essential. Dual protagonis­ts Colt and Julianna are sassy, glam, and sophistica­ted, sure, but it’s the music that infuses Deathloop with its suave vibe.

“Music is more than 50% of the personalit­y of this game and this world,” says composer Tom Salta. “It immediatel­y creates an emotional connection and immerses you in another time and place.”

For Deathloop, that time and place is Blackreef in the 60s, a peculiar island where a space/time anomaly causes everything in a certain radius to loop every 24 hours. Want to know what it feels like to Base jump with no safety apparatus? Don’t worry, you’ll come back to life tomorrow. Want to party so hard your body gives out on you? No fret, you’ll wake up again on the morning before. Want to indulge in all the excesses of an alt-history 1960 with no consequenc­es? Unleash your inner Jim Morrison, no one will blame you.

“My biggest concern was finding a way to sound late 60s but still have attitude, action, and punch,” says Salta. “Surprising­ly, there’s not a ton of toughsound­ing music from that era, so I had to home in on specific grooves and styles to support the hyper-action fighting in the game.”

In Blackreef’s residentia­l district, Updaam, you might see a bunch of girls wearing bubbles over their heads performing a gig, or a massive party in a rich investment banker’s mansion, or residents milling around, preparing for the chaos at the end of the day before everything loops for the 700th time. But whoever is around, you are likely to get into a fight.

“The first piece of music in the game that came together and made me think: ‘That’s it, we’ve got it,’ was the fight music in Updaam,” Salta says. He namechecks the bass groove on one of his favourite Yes tunes, Roundabout, as a starting point: “That kind of feel seemed perfect for what I was after and worked really well.” From there, Salta brought in his friend and jazz keyboard legend, Philippe Saisse, “who put down a ripping Minimoog solo” that gave him confidence that Deathloop’s sound was coming together.

The music direction in the game can be traced back to just three tracks: Daniel Pemberton’s His Name Is Napoleon Solo from The Man from UNCLE, Tonbruket’s Linton and Pierre Henry and Michel Colombier’s Psyche Rock.

“That last one I like so much because it is a concentrat­ion of 60s rock ingredient­s with a touch of zany, experiment­al electronic music,” says Arkane Lyon’s audio director, Michel Trémouille­r. “Tonbruket is more personal. I love Swedish jazz, so I’m fan of Esbjörn Svensson Trio, for which Dan Berglund was the former double bass player, and he is currently Tonbruket’s leader. In addition to their experiment­al approach to pop-rock music, they provide vintage and neo-psychedeli­c vibes, but with a more saturated and contempora­ry sound. They’re really hypnotic.”

For the game’s main theme, where Salta needed to cut all that effortless cool with some suspense, more unconventi­onal methods were used to nail that classic spy-thriller sonic aesthetic. Because Deathloop needed to sound like Deathloop (it couldn’t just be a Bond or Bullitt knock-off), Salta opted to create a special signature sound for the game.

“One of the more unconventi­onal instrument­s I explored was a Clavinet, instead of a guitar,” he says. “In fact, the main theme has no guitars whatsoever, which is quite unusual for this style of music.”

The concept of cool involves having confidence in what you’re doing without being too serious about it. Cool is playful and knowing, but not pretentiou­s or arrogant: direct, intentiona­l, relaxed. For Salta, “there’s a certain attitude … tough but not too serious.” For me, this perfectly describes Deathloop: it makes you feel like a bona fide badass, creeping around a stylised version of the 60s. You might have a controller in your hand instead of a pistol, but you still feel like George Lazenby or Steve McQueen.

 ?? Photograph: Tom Salta ?? ‘Music is more than 50% of the personalit­y of this game’ … Deathloop soundtrack composer Tom Salta with his Minimoog.
Photograph: Tom Salta ‘Music is more than 50% of the personalit­y of this game’ … Deathloop soundtrack composer Tom Salta with his Minimoog.
 ?? ?? Suave and sassy vibe … Deathloop. Photograph: Bethesda
Suave and sassy vibe … Deathloop. Photograph: Bethesda

Newspapers in English

Newspapers from United States