OK, I'm trying to learn music terminology somewhat on the fly, and since I can't edit my other posts for some reason and because I'm cripplingly pedantic, I'm compelled to state that I repeatedly have been using the word "harmony" incorrectly, when I should in most cases be calling the complimentary instruments a
countermelody, as they almost always play a completely different sequence than the main instruments. Harmonies are apparently
in harmony, which, yeah, fair play on the name there, I guess.
~~~
Tension/Crisis MusicThe Enforcers from
Trails in the Sky: SC (Loop at 1:25)
From the audience's perspective, this is a remix of an earlier tension track,
Conspiracy. The Leitmotif is revisited here.
Conspiracy plays, largely when you're not directly confronting the antagonists, and the parts that are done with the heavily distorted guitar in
the Enforcers are first introduced to us in this lazy, snake charming (bassoon? guessing woodwinds is difficult) and orchestral chimes.
Conspiracy is nearly as good of a track. When the force is actively
confronted, um, fatefully I suppose, we're treated with a third take on the Leitmotif,
Fateful Confrontation, which
physically pained me to not nominate for this tournament, but I thought the same leitmotif used twice was a bit overkill and didn't. (I then would go on to break my own rule with
Blue Destination and
I'll Remember You)
If it helps with my story, here are the other two tracks for your pleasure:
Conspiracyhttps://www.youtube.com/watch?v=0LaBi784zn0And
Fateful Confrontationhttps://www.youtube.com/watch?v=5ok9bzDzaS0So, before even getting into the piece itself, when looked at just as its place in this trio of takes on the Enforcers' leitmotif, we can see that it rests in an uncomfortable middle spot.
Conspiracy is the threat in theory, something dangerous is there, and you don't know what it is.
Fateful Confrontation is the threat fully realized, an actual battle against the impossible strength of the enforcers. And their titular theme,
The Enforcers, then, is somehow resting on the very knife's edge. The enemy is
there and you are witness to it, but it's not yet confronting you. So it somehow has the mystery and the hypothetical danger
mixed with the realized,
apparent menace.
The Enforcers is one of the most menacing themes I've heard.
It opens with the mysterious bit played with a very... uh... buzzing instrument, or at least it's played in a buzzing way. It's
meant to spike your adrenaline in the way that you'd respond to an angry bee, raising the hackles immediately. This is accompanied by the heart-beat trick being done with the percussion, to build that up further. (Sidenote:
I simply adore that incredibly subtle drumroll at about :09... it's like gathering thunder before a huge crash. Seriously. Go back and listen for it.
Genius.) All this does is build alarm before the real power of the threat reveals itself at :21. The distorted electric guitar tells us that its a
sadistic force, it keeping with the extant motif tells us that it's an unknowable, mysterious one. And then finally, at 1:04, it goes
all in on the malevolent, distorted sadism, (to the point where some of the held notes almost sound like the guitar
burning) being accompanied by a harmonized vocal chant, to hammer home the twinned facts that not only is this nightmare you've come face to face with gleeful in its malevolence, but it is
something far beyond your power. Not yet fighting you, but you're
right there where one wrong move could lead to that disastrous outcome. And what most represents tension? It is the wire-thin line between an unknown danger and fighting for your life.
Only a Plank Between One and Perdition from
Final Fantasy VIII (Loop at 1:10)
One thing this exercise has taught me: Basically FFVIII's entire OST is tension songs. It's a tense game. I could analyze why I went with this one more in depth, or some of what the piece is doing between sections, but really, it's all about the percussion and bass supplied by the piano. It does not need anything else to get its point across. And it makes this point emphatically at :44 when it drops the countermelody entirely and focuses on the bass-line, to be rapidly joined (About :55) by the percussion doing the heartbeat thing, but with the second heartbeat sound (>Shrug< that's what it's called) cut out, focusing only on the main beat, quite elevated indeed from a resting heart rate.
Also, the title is fantastic, but in a way that also cuts to the heart of what it's about.
Dragon Theme from
Gemfire (Loop at 1:04)
So the
Dragon Theme is, as it says on the tin, the theme that plays whenever the Dragon is in battle. This overrides all other battle music, including the other two special themes, for the Pastha (a water dragon that willingly fights for kind and gracious leaders) and the Wyvern (....a generic monster that inexplicably has its own theme). And, as the Dragon is the special unit for the game's primary antagonist, Eselred, you could make a fair argument that it belongs in the unique boss category, and hey, why not.
However, theoretically, you can go an entire game without encountering the dragon. Special units or "fifth" units as the game calls them, at least the six wizards and the dragon that are tied to the various jewels of the crown, Gemfire, have a cool down between uses. So if, say, Eselred is fighting someone else, there's a reasonable chance that you can attack while the dragon is resting inside the ruby at the head of the crown. But you'll almost certainly still hear this music, because it plays at a very different point in the game: Every single time someone attacks you, before you go to combat. While you're scrambling around making decisions on whether to fight or flee, and if flee, then to where, and if fight, then using what fifth unit, this will be playing in the background, with its threatening, driving rhythm. Prince Erin, Oswald is attacking us. From word go, it kicks off with a hammering pulse of tense notes. When its joined in harmony at about :20, it seems to underline the need for a correct decision. And when you've finally made all your decisions, and lets say you fight, it'll cut out, load the fight, and before the screen loads, it'll load the music for the fight. All of the fight music is excellent. But sometimes, when you're fighting one of Eselred's men, it'll cut the music, go to black, and before it comes back in,
START PLAYING THE DRAGON THEME AGAIN which is
pure despair given form. Instead of going from disaster music to showdown music or dueling music or lengthy siege music, the game sometimes decides to go from "possible disaster" to "actual disaster".
Let's talk about it for a second. The God. Damned. Dragon. Gemfire, tragically, is kind of an easy game. It can be beaten in five minutes, I believe. But let's say you're not exploiting RNG oddities and moving all your troops to the front lines and investing nothing in farming or disaster protection and so on, and you're playing the game like the developer intended, and sometimes you
actually fight the Dragon. Gemfire is a very simple tactical game where, in battle, your troops are divided into five categories. Unit 1 is Cavalry, Units 2 and 4 are Heavy and Light Infantry (To differentiate them artistically. Mechanically, they are identical), and Unit 3 is archers. Your troops are divided by 4 and assigned evenly to the four units, with any excess going to Cavalry. The maximum number of troops you can have in a battle is 999, so one unit of 252 and three units of 249. Realistically, you're probably fighting with at most
half those numbers, usually more like a
third or fewer, depending on how late in the game it is. Units deal more damage by attacking the flanks and rear, and melee units are subjected to counter attacks, which are much more dangerous on frontal assaults. Units will also deal more or less damage based on the War Power score of their commander, and the war power score of the opposing commander. So a really good commander can get away with frontal charges against a terrible one. Additionally, you can deploy a "fifth" unit, which might consist of hired mercenaries or monsters, with a set number of troops, and sometimes they do
ever so slightly more damage than their human counterparts. However, there are six gems that were cast across the country and found their way into the hands of various petty princes, and these house the six great wizards who sealed away the dragon, who resides in the ruby in Eselred's crown. Unlike all the other units, wizards and the dragon deal damage based off of their current strength, and instead of being counter attacked, will always lose a set percentage of their health, which ranges from 110 to 160. Their set damage dealt on an attack is still empowered by flanking or rear assaults, but it disregards war power entirely.
So why is the dragon so scary?
Well, it has 160 health, which matches the strongest of the six wizards. It only moves 2 spaces instead of 3, so 3 of the wizards are faster, but unlike the wizards, where some can attack at range 1 and others can attack at range 2, the dragon can attack at range 1
and range 2. In practice this means that of the 6 wizards, exactly
one of them has the mobility and health to repeatedly force the dragon into losing exchanges. Otherwise, it will always trade flanks and frontal attacks in a pattern, or, against the melee wizards, it will repeatedly trade flanks. It also
deals more damage than a wizard at equal health would, which means that an even trade with the dragon, even if you
initiate and thus have an early HP advantage
will not become even unless you initiated perfectly with the 160 strength wizard (Pluvius), or engage perfectly with the 150 strength wizard (Zendor), your unique, plot important, cheating BS unit
is guaranteed to lose a solo fight against the dragon. You must bring your mortal troops to the confrontation. And unlike the wizards who fix themselves, raising an army is a lengthy investment in resources and time. And if the dragon smells blood, he'll go for it. It may be a tactical error, but you'll watch your men die in
droves if it brings its horrible,
horrible breath upon them. And should they attack it, the counter attack damage is devastating at high health, even if the leaders' war power is lopsided in your favor. It's a
nightmare of an opponent that you must always take seriously, or you'll either lose or score an incredibly Pyrrhic victory. I would argue, rather than considering it a boss fight, not considering the tension of the pre-battle music, not considering the added tension and horror that comes from the pre-battle music cutting to the same dilemma music-- a tactical fight with the dragon on the field is, itself, the height of tension, as you must, at some point, make a decision to gamble with your precious troops. At any point, you could lose an entire unit in one cruel breath. When will you be ok with that potential sacrifice?
So back to the track itself, since you won't get to :39 during battle setup. And at :39 the music takes a turn where, the beat is still hammering away with the same intensity, although the percussion also acquires somewhat of a marching beat, and here, the melody changes from despair and tension to a rising, confident, hopeful sound. The first instrument sings its notes out, is joined again by a second, then a third, and then a fourth, in harmony, one for every mortal unit, singing together in this hopeful canon as it goes through this joyous sequence twice. And then is cut off at :58 by one harsh, high ringing note, a descending two note cadence and 9 note bridge back into loop, and right back to the initial tension and horror.
You are fighting the fucking dragon.Or had you forgotten?
Search ~ Core from
Phoenix Wright, Ace Attorney: Justice for All (Loops somewhere around :50?)
Full disclaimer, I've never played these games. I can't convince my niece to play with me, and puzzle games like these don't feel right alone, given that they were what I always played with my Mom and sister growing up. So I instead just watched a no-commentary play-through, as I heard they were quite good. And you know what? Yeah, the first three games are
excellent.Spoiler Analysis: So I'm not
completely sure that this track hits the same way that it would in a "real" play-through of the game, but as a refresher, before this became "just another tension track" in game 3, it was first used in one of the tensest moments of the second game, where
Your client, Matt Engarde, reveals that, yes, he actually is the one who hired the assassin. An assassin who, by the way, has kidnapped Maya and will only release her unharmed on the condition that you make sure that Matt Engarde is found Not Guilty of Murder. A crime he's technically both guilty of and being framed for. So you're left with a choice of defend a man that you know is guilty, or perhaps kill your dear friend. And even though the player has already been warned this is the case, by de Killer and the cat door door being in Matt's apartment, Wright doesn't know for sure, though he was figuring it out. And the tension in the music still seems to work. (Just as a side note, unrelated to the track, I wanted to say that the little thing the game does--with the lights being turned off and taking an extra second to load the apartment screen, so you know that something big is up, but rather than anything right smash in the center of the screen, the reveal is the door placed subtly off to the side-- that's great. When that came up, I angrily declared "Son of a bitch!" So as cheesy as the series can be, it can absolutely make you invested in it.
So what interesting things are the track doing. Well, it has the buzzing that
The Enforcers did, but after that, it has this nice,
evil sounding bass that drives most of the tune. The buzzing isn't just limited to the intro, and is repeated late, and accordingly, the tension in this first scene doesn't exactly
stop when the scene is over, it sets up yet more tension and fear. Like quite a few tense tracks, it
also uses the percussion to take a heartbeat kind of rhythm, but while
The Enforcers is a steady heartbeat that makes you aware of it, and while
plank is just the first heart sound and played
quite rapidly,
Search ~ Core, while using the heartbeat trick with both the bass and percussion at points, nonetheless uses it much less frequently, to show a
slow heartbeat, eventually trying to steady itself into a more stable rhythm around :44 and losing the second heartbeat sound in the process. Thus, a different mood is created. This is not "Something scary has made me keenly aware of my heartbeat" this is not "My heart is beating steadily and rapidly because of something scary" this is what your heart does when something causes your blood pressure to rapidly
drop, as the bottom falls out of your stomach and you struggle to catch your breathing and get back to normal.
Dread. This is
that kind of tension.