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Mass Effect OST: Great Music, Lousy Action Game Soundtrack

What you might call "edgy ambient".

In the debate over whether or not video games are art, people – on both sides – often bring up that video games are made up of different forms of art; visual art, music, sound design, etc. As a defence for the artfulness of games, I find it misses the forest for the trees – the question is whether or not the combination of techniques that make up a video game is a) unique and b) can create specific emotional and thematic effects, to which I think the answer to both is an obvious yes. More importantly, though, the point implies something interesting: an individual element of a larger piece that is good on its own but ill-suited to the overall effect of that piece. And that whole paragraph was really a roundabout way of setting up that I like the music of Mass Effect 1, but I don’t think it works in the context of the game. 

The Mass Effect series is an action-RPG space opera, with the intention of getting you to feel like a classic sci-fi protagonist. The first one is, on every level, flawed but successful; the universe you’re presented with is compelling, it just never quite manages to go into any real depth; the story is functional and has one really great revelation at the center but I never really care about the villain one way or the other; the gameplay takes the cover shooter form popular at the time and adds in superpowers, but the pacing is glacial and the RPG elements (both in terms of powers you gain and in equipment you gain) are immersion-destroyingly fiddly.

The music is right in there with that. And what gets me in particular is that I actually enjoy the music itself a lot; sometimes when I go out for a walk, I’ll listen to it on its own. That track above is “Protecting the Colony”, music that plays during the action sequences on Feros; the game’s music was largely composed by Jack Wall, a veteran video game composer, and I understand he was largely inspired by Vengalis’s work on Blade Runner – though, as people in the comments of that video point out, you can also hear a bit of John Carpenter’s work on Escape From New York and Brad Fiedel on The Terminator, particularly in the central percussion-like synth riff that makes up a large part of the track.

One of the central elements of any video game music is that you have to be able to listen to it at length without getting bored or annoyed – you never know how long the player will get stuck on something – and I think part of my problem with this is that it doesn’t quite manage to pass that. When listening to this alone, I like trying to count the number of notes in the riff, but it doesn’t feel dense enough to carry a video game; it would actually work perfectly in a film, and I think that lack of density helps it; there are at least a dozen different elements going on in a film at once (visuals, acting, set design, script, lighting, framing, etc) on top of the music, and you as a viewer are trying to pay attention to all of them at once, even if you’re not specifically paying attention.

Video games, by definition, have moments where you do nothing and can, potentially, get bored. There’s a classic comparison I’ve seen used for decades: in a movie, a character reaches for a doorknob, and the music rises in tension, and there’s nothing you can do to stop them, so you feel tension too. In a video game, the player reaches for a doorknob, they hear the music rising, and they stop. A composer (and a director) has to deal with player agency in that way. When the player is in no immediate danger, the player has the chance to explore; when the player is in a tense moment but has found a position of relative safety, they most likely will choose to stay there.

(The Left 4 Dead series found a way around that – outside of specific saferooms, you’re always in danger – with a specific musical solution – the music is composed almost entirely of musical stings and are intimately tied into gameplay)

I find the most successful musical moments in Mass Effect 1 are either specifically tied to exploration or are cinematic moments that with a cutscene that has been staged and edited (you know, like a movie). My all-time favourite musical moment in the game is when you get an exposition dump from an old virtual interface and the theme song of the game plays; it’s unexpectedly sweet and melancholic at the climax of the game, and it feels really special. I also enjoy the theme of the Normandy that plays as you wander about it; it’s very gentle and laid-back, as well as very scifi.

One can compare the games with the work Wall did on the second game; I can pick just about any arbitrary track from an action sequence and hit gold, where the work is denser and more complicated. I don’t want to stand still when this shit is kicking into gear. I’m not at all saying every video game has to have music like this, but I do think every video game needs to have music that’s fit to purpose; Hollow Knight has music that’s closer to Mass Effect 1 and that works so well for it because aside from the fact that it has more sound design choices, it’s going for a kind of sad, melancholic atmosphere, even in the gameplay, where you’re moving through more methodically. Part of the reason I think video games are art is because you can create a unified effect (emotionally or thematically), and music is a big part of that.