Why Audio Matters: Hacking Gamers' Memories
blog.betable.com
blog.betable.com
Absolutely true, and it's very effective for that reason. I also believe it's the reason why Scott Pilgrim resonates so much with a certain generation and then holds little to no appeal outside of it.
This article (in which Michael Cera interviews Edgar Wright) has a bit more detail. http://www.wired.com/magazine/2010/06/ff_cerawright/all/1
Your description of Scott Pilgrim is pretty much my thoughts on Anamanaguchi in general--a combining of the old (chiuptune) sounds with something modern.
Music, that when heard, makes you want to play the game or relive the memories.
With modern audio, stock music can be thrown in easily, and it will sound decent and give the "epic" or cinematic feel the game designers want. But you often don't get memorable themes and relentless catchy melodies.
That said, there is some great composition in modern games. The Halo series is an obvious mention, with several memorable orchestral and piano pieces. Indie games often get closer to the composition style of the older video games you mentioned.
I do agree that the Halo music is pretty good and memorable (especially the whole chanting monk deal).
Every experience is so raw as a child, due to having had so few of them at that point. Therefore the memories feel more vivid.
Those songs are as much a part of the brand as the characters, titles, enemies, sounds, etc.
They are almost like jingles on commercials. They belong to the brand.
The fact that they are works of art, or how they are made, or who makes them means very little once they become part of the brand.
Music is part of the game, not a window dressing. But some of that music would never have been known without the game too--there's so many orchestral composers in the world, what are the odds that we'd really get to know one guy from Japan if it wasn't for Final Fantasy? And didn't he create the 'sound' of FF while at it? That's probably why I never really liked the FF series after Uematsu went over to Mistwalker.
That sound, like the Wilheim Scream, shows up freaking EVERYWHERE (ok, not quite that bad but it seems that way). Dunno if anyone else notices it, but it has reminded me of that game at least monthly for over 15 years.
Yeah, audio hacked this gamer's memory all right.
(Some of us are still keeping Quake3, via QuakeLive, alive)
Has anybody actually polled the device volume level and ambient noise level when people are playing their game?
I only put my own music on for puzzle games like solitaire.
I'm quite happy with my Audio Technica Pro 700, but wish it would cancel more external sounds.
In fact I would say there is a strong reverse correlation, for most categories.