~ NOTE: This post is cross-posted to the game's itch page. If you wanna comment, you can do so there! ~


At the time of this post going live, my game X-YZE will have been out for 1 week. This is the first of a few dev diary pieces I plan to write. It also happens to be Bandcamp Friday, so it makes sense to talk about the game's music!

The X-YZE soundtrack is availble on Bandcamp!
Maybe you'll find some other stuff to pick up in this write-up?


Background

I've been making music for a while, but the last 5 or so years have been particularly difficult for me as a musician. After a mostly failed attempt at a freelance music career, I was thoroughly burnt out and jaded. I no longer had any desire to make music. Just the thought of making music could send me into a depression spiral. I was hardly even listening to music by choice.

I won't place the blame for my career failure squarely on the shoulders of the prescriptive, vapid, transactional, restless nature of much of the freelance/game audio scenes... but I will give it most of the blame for my burnout. Everyone's creative journey is vastly different from every one else's. Learning from peers and mentor-like figures is good, but your end goal should not be to mimic anyone. This may be a controversial thing to say, but... in my experience with professional composing/sound design, paying for mentorship, career coaching, "How To Be A Successful Composer" books, or whatever stuff like that... It's a huge waste. When receiving advice or feedback from someone, you should take a look at what that person's lifestyle and output is like. Is that how you want to live? Is that the kind of stuff you want to make? It's important to be open to a wide variety of opinions, but it's also important to understand where those opinions are coming from and where they could lead you.

Even with my burnout, there were seeds of recovery planted. I credit the eventual watering and growth of those seeds primarily to two things: 1) Melos Han-Tani's VGM picks videos, for turning me onto some really cool game music and reminding me that it's important for things you make to be weird. 2) The Socksmakepeoplesexy community's various music discussions, for reminding me what it's like to be a fan of music.

It took me a while to break out of the habit of trying to ensure everything I created fit into certain genres, forms, standards, expectations, conventions, etc... Trying to tick all the appropriate boxes and do everything the "correct" way, rather than just doing my own thing my own way. I think I finally broke that habit with X-YZE.

DEATH TO CREATIVE PRESECRIPTIVISM!


Composing X-YZE

Given everything said above, I was very nervous about making music for X-YZE. It was gonna be my first time properly composing in several years... I didn't start on the music at all until the rest of the game was finished, though I was writing down miscellaneous ideas along the way. When I finally sat down to compose, I kind of... entered a trance... blinked... and suddenly it was 2 weeks later and the whole soundtrack was done. My passion for the game, and its strong visual identities, very much helped grease the wheels.

A general policy I had while composing this soundtrack, which I mostly stuck to, was to avoid seeking out video game music for inspiration. Video game music has become incestuous, and I didn't want to fall into that.

Oftentimes, when starting a song, I'd be completely dry on ideas, cry for a few hours, then Alix and I would go to our local arcade. I usually knew roughly what tempo/style I wanted for the song, so I'd request her to play stuff on DDR that more-or-less matched. This usually gave me the little push I needed to get out of my rut.

All of X-YZE's music (and sound effects) were made using nothing but some free PSX-era soundfonts (particularly Roland SC-88) and the default plugins that come with my DAW (PreSonus Studio One). You can check the credits section of the game's itch page (towards the bottom) if you wanna see those soundfonts.

Okay, onto some specific song commentary...


NOTE: THE REST OF THIS POST IS A BIT STORY SPOILERY!
I tried to keep things somewhat vague, but if you want to go in totally fresh, I suggest returning to this after you've finished the game!



Main Motifs

There are 2 main motifs in the game, both of which are featured on the title screen: the repeating 3-note bell riff, and the melody that repeats a few times throughout (first appearance at 0:05). Both represent different aspects of a certain key character. I wanted the two motifs to sound both good and dissonant when played together, for narrative reasons. I also think it's really cool when games callback to their title screen music at endgame (or the title screen music is a reference to the endgame music, whichever way you wanna look at it), so one/both of these motifs are heard during the penultimate boss, final boss, outro, credits, and at the checkpoints throughout the game.


The bell riff rips off one of my all-time favorite title screen themes: Final Fantasy Crystal Chronicles. I've always been fascinated by these FFCC bells... like I can hear new overtones in them every time I listen. My bells are probably less sonically-complex, but I like how they work as a layer that's easy to insert into several different contexts. The notes they play (E A G) are vague enough to work in lots of different keys, but also specific enough that they can feel spicy when needed.


As for the melody motif... I had this distorted guitar/synth patch I was playing around with, and I liked how some notes sounded really crunchy when played together. I made a picked chord progression out of it, which is what plays right before fighting the final boss. At some point, I realized I could pluck a melody out of these chords by removing some of the lower notes and extending some of the higher ones. I really liked the resulting melody, and that's how it became a main motif!


Data Stream

The spark for the Data Stream song was actually a royalty-free song I put out a while back ("Future Sleek") that I've always been fond of. I wanted a riff that was similar because of its kinda spacey sci-fi vibe. From there, it was just a matter of putting the riff on loop and scrolling through soundfont patches. It really came to life when I stumbled across the bagpipe patch. I thought it sounded extremely cool with the riff.


Prison

I was listening to Kelly Lee Owen's album Dreamstate during parts of X-YZE dev. My notes list it as an inspiration for the Prison level music. I don't remember which song from the album was a particular inspiration, or what parts of my song it inspired... I just picked a song to share here, but most of the rest of the album is pretty cool. I guess I can hear some vibe similarities. I know for sure I was thinking about the siren sound effects in Eggman's first stage in Sonic Adventure 2 while making this one. This is maybe the only song on the soundtrack where I had a very specific vibe in mind and had it come out pretty much exactly how I wanted.


I also wrote down "100gecs boiler room" in my notes for Prison. I'm pretty sure that refers to the boss song, and I'm pretty sure the part of the set that inspired it is the one at the timestamp above. Maybe it influenced the acid bassline. I don't quite remember, but this set was at least floating around in my head at the time.


Datamines

The Datamines level song was the first song I made for the OST. I had just played some Mega Man 8 for the first time, and the sounds of Wily Stage 1 really stuck with me. One of the main soundfonts I used throughout the OST was a MM8 one! I knew this level would be the first bit of real challenge players face in the game, so I wanted the song to be fairly chill and maybe even relaxing. I don't remember if there was a specific reason I chose 5/4 time, but I do like how it spaces things out. With this song and the Datamines boss song, I decided that my general approach would be to make the level songs "intriguing" and the boss songs something you can bop your head to.


The Datamines boss song is the only one I scrapped even after I had a nearly full draft. The video above is that scrapped version (please excuse the rough mix). My original idea was "what if 90's Hikaru Utada as a boss song?". I couldn't figure out how to pull it off... maybe next time. You can hear some pretty direct influences in my draft lol. I stuck with the same general tempo range for the final song, so I think there are vague whiffs of the original inspiration still in there.


After failing to do the Utada thing, I realized Streets of Rage's music has similar elements. I somewhat copied the way it frequently shifts back and forth between different riffs as a way to keep things fresh, plus use weird sounds! That pattern wound up continuing into several other songs throughout the OST. I was also thinking about how the Sonic 3 boss music uses really crunchy drums as a major part of what makes the song memorable.


Hub of Delight and Device

The boss song for HDD came before the level song, and the level song is basically just a lighter evolution of the boss song. They both pull from an inspiration I knew I wanted to pull from since very early in development: Machine Girl. I've loved their music for a long time, and I've always wanted to make something for a game that pulls inspiration from it. Their soundtrack for Neon White is phenomenal, but I wanted to pull from their non-vgm stuff.

I also wanted to pull more directly from juke/footwork music in general because of how off-kilter yet danceable the beats are and how high the BPM is. Perfect for a boss that's all about disorienting and overstimulating you.

Another inspiration for this is Daedelus. I don't know how to describe the music they make, but maybe "avant-garde electronic" is somewhere in the right direction. They also do some of the most fascinating DJ sets I've heard, many of which incorporate juke/footwork.

I wanted these songs to have a lot of back-and-forth between "happy" and "angry" sections, and for the "happy" to always sound a bit off in some way. Fits the theme of the boss/level. I also wanted to incorporate some sort of vocal sample that plays at various pitches to sound feminine sometimes and masculine other times. Fits the theme yet again. One of the soundfonts I used had random sex sounds hidden amidst the normal instruments, so that's what you're hearing lol.

I really like how these songs turned out, and I don't think I've heard any other game music quite like it.


Engine of Kindling and Inquisition

Another inspiration I knew I wanted to pull from at some point was the disgusting and over-the-top stupid kick drums of J-core and Hardstyle. Just about any artist on Hardcore Tano*C fits the bill, but t+pazolite is my favorite. I discovered Jane Remover partway through development, and some songs from her new (at the time) album Revengeseekerz were perfect inspirations, too. The EKI boss was a great match for this style. The kick drum I ended up making isn't really all that nutso compared to its inspirations, but I still like it. I kinda wish I had given it another bar to play out, but maybe it's for the best I don't bombard your ears so much during a boss fight as stressful as that one.

Some other elements of the boss song... I wanted beepy boopy sounds like a computer going to town, since well... the boss is a computer of sorts. As I was experimenting with effects on the source beepy boopy sound, I accidentally made it sound like this really chaotic screechy riff (1:04 and 1:29). I also tried to get some sounds like engine-revving in there with various basses.


The EKI level song kinda started as something meant to be low-effort... a techno-y thing I could copy/paste most of. While it was one of the easiest songs to write, I actually wound up liking it quite a bit. I wanted it to have a more serious and "lock the fuck in" vibe compared to the level songs that came before it, but it absolutely could not go as hard as the boss song does since the level is so brutal. I was struggling to make this song not sound really boring, but as I was perusing random techno songs I finally found the inspiration I was seeking... and it came from a pretty boring song (see video above). Its use of light percussion amidst a really sparse beat, for some reason, unlocked the EKI level song for me. You can clearly hear the little percussion thing I added to my own. Things just started falling into place after that.


Purgatory

I wanted the Purgatory music to be fairly gentle, mysterious, unsettling, otherworldly... The inspiration that got it started was Björk, particularly the song "Bachelorette", though "Jóga" also had an influence. I still have a lot of her discography to explore, but her first handful of albums are extremely beautiful and fascinating.


FFCC yet again. I've always looooved these vocal harmonies. It's a pretty direct influence, as you can easily hear. The kernel of the Purgatory level song was the combination of this FFCC vocal thing and the Björk stuff above.


The intro of "Crawlspace" by Gonemage also did a lot to inspire the vibe of these songs. This artist (and one of his other monikers) will show up again later in this write-up...


I really like how the music in lots of Nihon Falcom's games (at least from the early 2000's) get super ethereal and/or freaky in the endgame. I wanted to do that too!

My use of fretless bass was, in-part, inspired by my buddy Ghosty who was talking about fretless bass stuff at the time. I also just really like the sound of fretless bass, especially when played somewhat melodically.

A decent number of sfx in this level come from playing dense chords in interesting synth patches, and modulating to fit the sfx's needs. I tried to make them roughly fit the key of the music. The teleporters are a big quartal chord (C F Bb Eb Ab Db Gb B E). The lanterns are just some stacked 5ths (F C G D A). The swap orbs are more menacing with some sort of maj11b9 chord or something (F in the bass, Bb C D F G A B).


Penultimate Boss

I had always envisioned the area for this boss as a church... hence the organs! You'll notice the bell riff main motif is featured here, but not the melody. What could this mean...? I like how the rhythm of the bells makes them bleed across measures instead of always starting on beat 1. It gives a sort of unstable vibe, like you can't quite find a place to rest.

I wanted the boss song to sound really big and explosive and kind of... "ultimate"? Is that a real descriptor? I'm using it as one. I like how the bells sometimes work well with the organ harmonically, and other times sound really off. It was fun experimenting with organ chords to see what moods I could create with the collision of the two.


Final Boss

I knew I wanted this song to be the most metal one of the game. It took a while to find the spark, but it eventually came thanks to 2 of Garry Brents' aliases: Memorrhage and Gonemage. The former had the most influence with its drum patterns and riffs, but the latter's open pedal riffage and waily background noises informed some stuff too.


So I had a bunch of metal stuff happening, but it was too exhausting having this endless stream of fast/syncopated drums and riffs. It needed some sort of change in overall texture to give a break from all that. This Periphery song wound up giving me my answer: half-time, 16th note chugs, more synthy and electronic, a little more space to breathe. It evolved quite a bit from that inspiration, but you can definitely still hear the bones. There's an acid bassline in this section (1:56 of my song) that I really really like, but a lot of its nuance is lost in the mix (on purpose -- it didn't make sense to make it the featured instrument IMO). Even after making this new section, it took a while to figure out how to arrange the song structure... Alix actually was a big help with that. I had her listen to what I had and give her thoughts on how things could be arranged. I'm pretty sure I followed what she suggested almost exactly. Thanks Alix!

I usually try to make most instruments in my songs playable on their real-life counterparts, and I made extra sure of that for this song. Drums and guitar are my main instruments, so I put extra care into those. I've actually been dying to record video of myself playing the guitar parts... but I wanna give the game more time before doing that since it's for the final boss. I don't think I could personally play this song on drums though because I'm out of practice and I never really trained myself to play blast beats! I also don't own a drumkit anymore :c


Outro

We got the bells, we got the melody, we're fully combined now. I wanted the "talking" portion of the game's outro to convey exhaustion, weariness, brokenness, so the bells are down an octave and the melody is stretched out and choppy and has more pitch modulation.


The "walking" portion of the outro is more-or-less the same as the "talking" portion, except I put an echo on the instruments that constantly builds and builds and builds until it's this big wall of sound with tons of weird textures. This was inspired by my buddy "our dear friend, the medic" / "violetta oliveros", who makes gorgeous and evocative ambient music. Their music isn't necessarily "wall of sound" in this same way, but their music was in my heart at the time regardless. I needed this song to be more than just a wall of sound though, so the drums are thrown in to give urgency and make the wall of sound "breathe". The glitchy sounds are just me tweaking a bunch of knobs and sliders and buttons on an echo plugin.


Credits

Not a whole lot to say about this one. I didn't have to write much new material since it mostly features the main bells and melody. I wanted to use those main motifs in yet another new context, this time in some sort of... credits vibe song... I don't know how to explain what makes up that vibe. One special thing I did around 0:55 was rearrange the melody into something more major-sounding. I like this song! I think it has the perfect mood to close the play experience out. It's not too happy or too sad, so it doesn't pull the emotionally-complex ending towards any particular resolution. It also just feels nice and "final" to me.



Thanks for reading

I hope you enjoyed reading about all these tunes! I'm very happy with them.

If you like how they sound, please consider picking up the OST on Bandcamp:
chrislogsdon.bandcamp.com/album/x-yze-original-game-soundtrack

And if you liked any of the inspirations I linked to, please explore more of their discography and consider picking some of their stuff up as well!

Also please play my game if you haven't yet. It's free!
chrislsound.itch.io/x-yze