Tumgik
#first time working with the gen 4 soundfont
scorchrend · 2 years
Text
youtube
i made this all day. Have it (art under cut)
Tumblr media
61 notes · View notes
latin-dr-robotnik · 4 years
Text
What went wrong with Classic Sonic’s music in Sonic Forces? (ft. beevean)
Tumblr media
The following is a project I’ve been cooking for some weeks, trying to find out some reasons behind the general lackluster feeling that surrounds Classic Sonic’s music in Sonic Forces. As you may have spotted already, this is not a solo project, since I’ve had the opportunity to talk about this very same topic with @beevean and she raised quite a couple of interesting points that I’m going to bring up as we go through. 
Also, Spanish speakers: you can catch the Spanish version of this post here, it’s probably a more polished experience with additional text.
Long post below, so, bring up a ladder and a boombox, I’ll explain along the way. (there’s also a tl;dr at the bottom if you are that type of person)
Sonic Forces stands as a divisive point in the Sonic fandom, that much we all know, and we are not going to discuss the game’s general quality at all on this post. But we are going to take a solid look at Classic Sonic and, most importantly, its music, since I consider that’s the most clear symptom of a bigger problem with Classic Sonic in general, in this post-Generations Modern Sonic world.
A quick look at Classic Sonic
When Classic Sonic debuted in Sonic Generations (2011) as this new-but-also-old Sonic, gaming as a whole was still being bombarded with this “retro-revival movement” that brought back many classic franchises (like classic Mega Man with MM9 and 10 after a decade since MM8), and SEGA itself was in the middle of that train with the recently released Sonic 4: Episode 1 (2010). While Sonic 4 tried to marry Sonic’s current style with classic level tropes and even Genesis-inspired music in a seamless way (showing Sonic’s physical transition from his Sonic 3 days to Sonic Adventure as a smooth one), this new “Classic Sonic” guy in Generations suffered from a mixed message about his origins: is he Sonic from the past, from an alternate universe, or both? Is his music supposed to sound like arrangements of his classic 16-bits tunes or just modern-sounding remixes like the rest of the soundtrack? The fandom still debates about it to this day.
This all led to the introduction of a character that, although considered a “Sonic” like the other “Modern” one, could not establish his own identity beyond Generations’ anniversary-title plot threads. No unique music style, no unique traits, he was just a simpler Sonic.
Major manifestation of the Classic problem.
Fast-forward some years to November 2017, Sonic Forces’ release date. Besides gameplay, story and character criticisms, the music of Forces turned out to be quite controversial for a part of the fandom. Although I personally consider the Avatar songs as top-tier Sonic music, I share similar concerns as the rest about the rest of the game’s music, specially the Classic Sonic level themes. 
With Forces, it seems the composers managed to solve some of Gens’ Classic Sonic music problems, as this time there was a better and more consistent attempt at making Classic’s music sound more at home with the “Genesis days” tunes, but even then the composers fell into other traps that ended up being more damaging to the final product.
Years later after the game’s release, I finally brought up this very same topic during a conversation with beevean (I encourage you that, if you find the following snippets interesting, read the entire conversation), and she had the following thoughts to share as to why Classic Sonic’s music was so... underwhelming:
the classic music in forces is the weakest part of the ost, some tracks are okay while others suck, and the main reason for this is that they hired the wrong people for the job
Okay, that wasn’t a fair cut on my part. She talks a lot more about each and every aspect behind the music, and about the people that composed it, she had the following to say:
Okay, about Forces’ music. First of all, the Classic tracks were handled by two people: Tomoya Ohtani, who also composed pretty much 90% of the OST and has been working solo since 2013 (relevant later), and Naofumi Hataya, one of the two geniuses behind Sonic 2 8-bit’s and Sonic CD’s OSTs (plus some miscellaneous work in Heroes, Colors, Generations, etc.). If you loved tracks like Sky High, Palmtree Panic or Stardust Speedway, you have to thank him.
This is already a reason as to why the Classic music in Forces doesn’t resemble the music in the Genesis games. While I can understand that it would have been impossible to hire Masato Nakamura again, Jun Senoue would have been good for the job, having composed music for Sonic 3 and most importantly Sonic 3D Blast. But apparently Senoue was MIA until 2019, so who knows.
I’d like to point out that Naofumi Hataya’s involvement will play a bigger role later in this post, as we keep searching for what went wrong and we look for a potential solution when adressing Classic Sonic.
Beevean continued with:
There are mainly two problems here:
1) some of the tracks just don’t fit their stage. I already mentioned that Ghost Town sounds way too happy for a city under attack by giant robots. Death Prison sounds vaguely Egyptian and the difference with the original, bass-heavy composition is staggering. Chemical Flow is the most generic thing and would fit everything and nothing, and again comparing it with the original iconic track is just sad. I think the reason Casino Forest and Iron Fortress are my favorite Classic tracks is that they go very well with their respective stages. This is a problem Adventure 2 had as well, associating a particular style to a particular character, and while I think Forces did it better, for me the priority should be fitting a level.
2) Ohtani was once a very versatile composer (the guy could go in one game from Wave Ocean to Crisis City, for example), but since Lost World, the first game in which he had the responsibility of an entire soundtrack, his style quickly became “anime”. Runners’ tracks? “This sounds like an anime opening!”. How do you recognize his only track in TSR? It’s the one that sounds like an anime opening and uses a synth.
And look, I love Ohtani, he has nothing but my respect, and he made some of my absolute favorite tracks in the series. But I do think they’re making him work too much - he’s the best when he can work with at least another person, and has the chance to span a little. I also think his style is incompatible with the Classic music, which was never anime: even at its mellowest in Sonic 1 it always had a little jazzy/new jack swing touch. Basically the only thing they got right in this game is having a wicked bassline :P
It ain’t *only* the composers’ fault
Following beevean’s words, I’d like to add my own take on the problem. You see, I do agree that the composers maybe weren’t up to the task of nailing the classic Genesis tunes’ vibe (Hataya got real close, though), but at the same time I do think they weren’t properly oriented or didn’t have enough time to keep reiterating on the frameworks they were working with. Like beevean said, some of the tracks improve quite a bit after leaving behind that mixed as hell “almost Genesis but not quite” soundfont.
The composers will work on what they were told to make and I have a strong, albeith unconfirmed, feeling that the Classic Sonic composers where asked to “make it sound retro” by someone higher up on the project management chain, and after checking on their progress, simply said “meh, it’s retro enough, no one will notice”.
The “make it sound retro” argument, in my opinion, opens up a big discussion about Sonic music, because there is no easy way to make it “retro” with Sonic. You just can’t pump out a few nostalgic chiptunes and call it a day. Sonic music may have originated back in the 16-bit days of the Sega Genesis, but his identity is so much more than just that Genesis FM sound. I personally believe, similar to another thing beevean point out, that Forces focused too much on sounding “retro enough” instead of fitting each track better to each level theme or even tap into what really made Sonic appealing on the classic days. 
This last point is something that SEGA struggled a lot during the past decade, they introduced Classic Sonic as an entity separated from the current Sonic, yet they simply don’t give Classic Sonic enough development as it’s own character. He’s there because he’s there and we don’t know what to expect from him beyond “he represents the good old days”. But not even SEGA itself knows what that means.
Tumblr media
So, what really makes up Classic Sonic’s identity?
For me this is the true heart of the post. Knowing full well what makes Classic Sonic should be the key to every project that features him. 
There are lots of points to make about Classic Sonic’s identity and how to establish him should he return once again on a 3D Sonic title (not even using the “modern” anymore, and I personally wouldn’t like to see him again on a 3D title for another decade, if ever), but seeing as the main topic of this post has been music, I’m going to focus on what music style makes Classic Sonic shine.
I already said that throwing some generic chiptunes won’t work, but I DO think that Genesis-inspired tunes can still work, should they stick to what made the classics so great.
And what is that? Well, you have several options here: you can choose from more J-Pop and jazzy tunes to some sick R&B and New Jack Swing beats, all the way through to late 80′s Acid House and wacky 90′s Dance music, even cinematic-like scores and ambient sounds.
Personally, I think the heavy R&B (with its fair share of New Jack Swing) influences are a constant throughout Sonic’s first years, and that kind of sound is one that goes well with his cool attitude™. Spring Yard Zone has always been referred to as “16-bit Every Little Step”, while Sonic CD... well, and Sonic 3... well... JAM. Even Masa’s demos of Sonic 2 feature some sick basses that aren’t all that different from what I was thinking (Chemical Plant and Metropolis come to mind). Sonic CD (JP, also the work of Naofumi Hataya and Masafumi Ogata) in particular springs up to my mind as the purest representation on everything that Sonic was about on his old days, but “pure” doesn’t necessarily mean “refined”, so I think the Sonic CD style coupled with some more smooth Pop for emotional moments (straight from Nakamura’s school of smoothness) and harder 90′s raves for boss fights (think how iconic Stardust Speedway Bad Future has become) could make up the perfect blend for Classic Sonic to follow in terms of style points, but also considering the general themes of each zone (Wacky Workbench being this Dance-heavy zone was a stroke of genius if you ask me, the same with Spring Yard being a jazzy urbanscape.)
Sonic is a product of the late 80′s and 90′s pop culture, he has the moves of MC Hammer, Bobby Brown, and of course, Michael Jackson (also his shoes). As such, no generic “retro nostalgic” tune will fit with him, unlike many other gaming franchises. By embracing Classic Sonic’s wacky nature gems like Sonic Mania happened, and just like I pointed it out to beevean, if you were there the week that game was first announced, you probably saw how much people were gushing about Studiopolis Act 1 sounding so much like Sonic CD with that funky beat. People instantly knew that was the Classic Sonic music they wanted to hear.
And just to make this section even better, I recently asked beevean about her thoughts on what makes Classic Sonic’s music identity. I now urge you to go and read her full analysis because it’s so deep yet very accessible, as I’ll be collecting just a few parts of her response for this post. Trust me, that post is so useful, go and reblog it now, I’ll wait here.
About Classic Sonic’s music styles, beevean says:
So… which is the style that fits Classic Sonic better?
The big love letter to the Classic series that is Mania used CD as an inspiration, and while Mania’s OST is excellent and one of my favorites… I don’t automatically associate New Jazz Swing with Classic Sonic. Before Mania, it was only in one game, the odd one in the bunch too.
3D Blast is my favorite Genesis soundtrack, and as I said it combines the best of two worlds (plus it’s just full of bangers), but it influenced the next era more than the Classic one. The same could be said for the American OST of CD - and besides, tracks like this are nothing like Sonic anyway.
Sonic 1 is the first one and all, but that mellow style fits that particular game more than Classic as a whole, I think the closest OST to this style was Advance 1, actually - another slow-paced, simple game.
So the choice is narrowed down to the ultra-popular Sonic 2 and the refined Sonic 3 & Knuckles. And I’ll be honest, while I think S3&K has higher “highs” compared to S2… my brain immediately jumps to the latter. When I think of Classic Sonic, I think of Genesis brass (the real deal, not that fake synth they used in Forces), twang basses, a swingy rhythm (too many to choose lol), and tons of energy.
Only one Classic track in Forces came close to this description. The others sound more like either a pale imitation of Sonic 1 or modern tracks with a bad soundfont, and that’s when they’re not a complete insult (no i won’t link to it you know what i’m talking about :V).
Author’s note: it’s been, like, two months and she still refuses to talk about Faded Hills, lol
youtube
Author’s note: sorry, beev.
(TL;DR) Closing thoughts.
So, what did go wrong with Classic Sonic’s music in Sonic Forces?
A lack of definition on what Classic Sonic even is about, carried from Generations, made the task of defining his style more difficult.
The composers weren’t up to the task, or they were simply asked to make Classic Sonic “sound retro”, generic sound be damned. 
This also means management of the project wasn’t that interested in the Classic portion, or they ran out of time to make it better. This is something that the entire game seemed to have a problem with as well.
The music didn’t fit the stages, and even if it did, Classic’s identity was all over the place. He was there just to be there, and his music suffered from that (compare it to Mania).
Tomoya Ohtani (often credited as the maker of the arguably worst tracks of Classic Sonic in the game) has experienced a shift on his musical style over the last few years that led to his tracks start sounding very similar to each other, this, coupled with the fact he was working on the other 2/3rds of the game’s OST, caused his Classic tracks in particular to suffer.
Classic Sonic’s tracks didn’t take from the 90′s Pop and R&B influences that plagued the old games, and as such, the current Classic Sonic doesn’t have an identity as strong as the original 90′s Sonic. Beevean’s take on this point involves Classic Sonic tracks that feature strong, legit Genesis brass, with twang basses, swingy rhythm and tons of energy.
Once again, I’d like to thank beevean for providing such insightful information and opinions (you can clearly see we both tend to have different takes on what made Sonic back in the 90′s, but in the end agreed to a similar set of requirements to make good Classic music, like basslines and lots of energy), which helped this post a lot more than you can imagine. I wanted to post this back in late January, but the extra time allowed me to keep thinking, searching and listening, while also opened the door to ask beev again about her opinions. This is probably the first “big” article I’ve written this year, and I hope to return soon enough with more. 
14 notes · View notes