FTL: Faster Than Light - contact@rockpapershotgun.com (David Valjalo)

Music man David Valjalo follows-up his exploration of the big-budget orchestral soundtracks in the mainstream games industry with a look at the other end of the scale – the super-low-budget, ultra-catchy, sometimes kitschy scores of indie darlings. He rounds up the men behind Hotline Miami, Sweden-based Dennis Wedin and Jonatan Soderstrom, two of the soundtrack artists they hand-picked, US artists M.O.O.N. and Scattle, and FTL composer Ben Prunty, to get the scoop on making music for small games and, quite often, small change.>

(more…)

FTL: Faster Than Light
ben_prunty


It goes blip and bloop and ding-ing-ing with reverberating voices, wrapping hazy nebulae and fierce space battles with warm melodies that sing "Oh my God, we're in spaaaaaace!" It's the soundtrack to indie sleeper hit FTL: Faster Than Light, and it's some of the finest game music of 2012.

The 29-track album ($5 on Bandcamp), composed by San Francisco Bay Area-based musician Ben Prunty, combines existing sci-fi motifs such as lonely, echoing synth bells with a unique space adventure sound. Tracks like MilkyWay and Civil are a skirmish between eerie tension and soothing, stargazing melodies, and their sparse chord progressions, warm synth melodies, and chiptunes-like blips have been stuck between my ears since they became my spaceship command companions last year.



In between are ambient tracks, such as Cosmos (Explore), which are harder to separate from the game, but flood their sectors with danger and mystery. Its sibling (each track has a Battle variant), on the other hand, builds to one of my favorite themes in the soundtrack.



FTL is Prunty's first major success as a game music composer, but he's been making music for 10 years and has another album, Chromatic T-Rex, available for the price you name on Bandcamp. What luck: when I got in touch with Prunty, we discovered that he's just a short drive from our South San Francisco office, and he offered to come by for an interview about FTL, his music, and his career.



PC Gamer: So you said you’re from Maine. Why did you move to the Bay Area?

Ben Prunty: Because I wanted to work for games. I wanted to do music for games. After I graduated from college—I had a degree in audio engineering—I knew that I wasn't gonna get any jobs in music for games in Maine. There’s not really any game industry presence there. It’d be kinda cool if there was, but, yeah, I had to move...and then I kinda got distracted and worked at Google for a couple years.
"...I kinda got distracted and worked at Google for a couple years."
What did you do at Google?

I fixed computer hardware in data centers, so I’d figure out what was wrong with a computer and then rip it apart. It was pretty fun.

So you've got a few fields of expertise?

Sort of, yeah, I didn't know anything when I—I just had a friend who worked there and this was in the old days when Google would just hire you because they liked you, and not necessarily because of your skills. I didn't know anything about computers but I started there and they taught me a ton. I learned all about Linux and discovered that I hated Linux.

Yeah, I was there for a couple of years and then I realized that I needed to get back to doing music.

So, what do you do now? Is it music full time?

Actually, in November I quit my last day job and I’m doing music full time. The sales of FTL are good enough to support me...FTL is a big success and I kept the rights to the music, so whenever the soundtrack sells on Steam or Bandcamp that money goes to me.

So you do the soundtrack and keep the rights—get the money from soundtrack sales—but not royalties when the game is sold, right?

Right, I don’t get royalties from the game. I was paid upfront. I was working for the promise of money for a while, and then the Kickstarter thing exploded. Justin and Matt, the two FTL guys, they asked for $10,000 and they got $200,000. So, they came to me and were like, “We want to pay you what you’re worth, so let’s talk about that.”

So they paid me up front. I negotiated with them and asked them, “Hey, maybe we can do a revenue share or something,” but they didn’t want to do that, so I asked instead to keep the rights so I could sell the music myself, and they agreed to that. So yeah, it worked out.

Things worked out much better for Ben than they usually do for me when I play FTL.

Before you started working on FTL, did you go to them and say, “Here’s what I can do,” or did they seek you out?

So, at Google I made a friend who I still hang out with a lot, he’s a really good friend. His name’s Anton Mikhailov. He developed the PlayStation Move controller.

We were coworkers at Google—we both ripped apart computers together and it was really fun—and he knew that I was doing music and looking for work, and he would always help me out by finding people who were making games, and he knew Matt Davis, the programmer for FTL. They both went to Berkeley together. So, one day Anton came over with a USB stick and said, “Hey, my friend is making this game, wanna check it out? He needs music.”

"I was definitely not musically inclined. I played trumpet in band and I was awful."
So we started playing FTL and it was awesome. They already had a nearly complete—not a complete game, but it was a fully functional game. And it was super fun, so I was like, “Yes, I want to be part of this.”

So, moving along to the music: When did you start? Were you always musically inclined?

I was definitely not musically inclined. I played trumpet in band and I was awful.

I played the tuba in school and I was terrible.

Well, I can tell you that being bad in music class doesn’t necessarily you’re going to suck at music in general. I had no musical talent. All I had was the thought that making music with computers would be really, really cool, and I wanted to do that.

Well, you're right. It's really cool.

Yeah, I was like, “Wow, this would be really awesome!” I had no understanding of music and I spent a long time making really terrible music. It was decently produced because I was an audio engineering major, but it sounded awful because I couldn't write music. Eventually, I put in the time to learn music theory and learn piano, and then my music suddenly got pretty good—or, at least, not terrible.

Ben's current work space.

There are some fundamentals that I've struggled with music theory, scales, why we use the notes we do—

...Yeah, it’s really abstract, and I read a ton of music theory books and most were gibberish. And then I found—you know, at this point after reading several of them, I did get some understanding of music theory and my music was starting to improve—but the best one I found was The Complete Idiot’s Guide to Music Theory. The guy who wrote it was amazing. He was able to explain it in this purely, wonderfully functional and logical way. It made more sense.

It’s a little embarrassing, I guess, but sometimes those books can be great. It’s how I learned to play the harmonica.

Yeah, they can be fantastic books. Some of the best resources you can get are the Idiot’s Guides or the For Dummies books or whatever. They’re amazing.
"I’m profoundly lazy, so, yeah, it’s really hard."
And playing the piano is kind of a standard learning method, like you mentioned. Is it something you work on or is it just a tool to help compose?

I actually don’t play piano that much anymore. Yeah, it’s definitely just a method for me to understand music better. Right now, I've just been focusing on banjo. I play about an hour a day at least. I love banjo.

Banjos are amazing.

I’m a huge fan. I got a banjo when I was in college and I just didn't have enough self-discipline to play it constantly, so I never got past the beginner level. You know, I could play chords and do a bunch of different picking styles, but the last, I don’t know, five or six months, I've been trying to plow through it and get better.

Self-discipline. It’s hard.

I’m profoundly lazy, so, yeah, it’s really hard.

But when you do get the motivation to work, do you have this idea for a song in your head, and then you sit down and make it real? Or is it more something that evolves as you work?

It’s a little of both. Often times I’ll have an idea for a direction for some kind of sound, or even just a bass line I want to build off, but it often ends up going in completely different ways than I intended. So yeah, it’s both. I have an idea, but it’s just a jumping off point for a song that’ll go nuts.

A particular track is Cosmos. So there’s Cosmos Explore and Cosmos Battle in FTL, and they’re completely different. They sound nothing like each other even though everything else sort of sounds similar, with the two versions of exploration and battle music...





There’s a shared theme.

Yeah, but these are completely different. Cosmos Battle was like—I had no idea where it was going at the time I was writing it. It was surprising me as I was doing it and it was really fun.

On the next page: more music and the rest of the interview...





Do you have a favorite track in FTL?

I’m really proud of the Engi music. It has a really cool chord progression that I like.



Your title theme does it for me. Something about bells and reverb just says “space,” I guess...it suggests vastness. Was that a lot of pressure? To just encapsulate the whole game in this song that people would hear all the time, every time they started the game?

Well, we didn't know it would be as popular as it was. We totally thought it would be a niche thing for a niche audience. Permadeath, really difficult, not very flashy, kind of like playing a board game—we didn't think these are the kind of things that would appeal to a huge audience.



I’m so happy that they are.

Yeah, I know! It’s really pleasing to know that there’s such a demand for this kind of thing. But, I don’t know, I didn't have too much pressure on me. I was mostly just trying to please them, the guys making the game. That title screen music was actually my original pitch music. They were like, “OK, why don’t you send us something, and if we like it we’ll use it for the game.”

So I was thinking, I have to come up with something that feels like cruising through space but doesn't feel too threatening. Kind of breezy, but not overly happy. I don’t want to be saccharine, but I don’t want to be dark either. So, I spent two or three days just trying to come up with a chord progression that sounded like this cruising thing that was not too threatening. That’s what you hear when it builds up to a climax in the beginning—those chords are what you hear, and I reuse them all throughout the soundtrack.

"I’m like, 'Hey, Denise! Do you want to go grunt in a closet for me while I record?'"
On your blog you wrote a post about what you used to make the soundtrack. The Natural Instruments Komplete bundle and all that. Did you have a favorite sampled instrument or synth?

I had a synth bass that I started to call the Mantis Bass. I don’t remember what it was called originally but some bassline from one of the synths in the Komplete bundle. I don’t remember now, because I saved it as a preset. I loaded up this bassline and made modifications and saved it as Mantis Bass. And that bassline shows up a ton in the whole soundtrack, but it was really prominent in Mantis.

Mantis (Battle) by Ben Prunty Music


Do you record any of your own samples? I noticed you mentioned some microphones.

There was like, an older project where I recorded my banjo a bit. I haven’t done any real recording except for sound effects. Sound effects for FTL and Gravity Ghost.

So you did all the sound design for FTL?

Mmhmm.

Right, oh yeah, there's the screams.

Right, if a male crew member dies, that’s me screaming. If a female crew member dies, that’s my roommate.

It’s nice to have resources like roommates.

I’m like, "Hey, Denise! Do you want to go grunt in a closet for me while I record?" Not creepy at all!



So, obviously you love games, since you wanted to compose specifically for games. Do you have any desire to enter development, or do you just plan to stick to music?

So, yeah, actually, for the last year or so I was really trying to learn more about game development and programming. When I was a kid I made a lot of games. I made card games and stuff, I made like--I was a big fan of Jurassic Park and I was 10 when it came out—and I made this Jurassic Park single-player card game that was kind of like a roguelike. I didn't realize at the time that I was going to become a huge fan of roguelikes, but it was already starting there. I made this crazy single-player card game and a whole ton of other ones.
"I’m often flying by the seat of my pants, but that’s fun too."
I found this old TRS-80 pocket computer made by Radio Shack in the ‘70s in my dad’s basement, and I started learning programming on that, which was a variant of BASIC. So I started making games on that, and I do have this desire to make games, but obviously I’m much better at doing music because I have a lot more experience. And my other real passion is writing, and those things I know I’m decent at, so I think I’m going to stick to that. But I don’t know, maybe something will come up and I’ll have to make something.

So, now you’re working on Gravity Ghost, full time composing. Any other projects?

Not yet, I’m looking for other projects. I’m kind of working on a solo album, but I don’t know how far that’s gonna go.

OK, last question. You call yourself an expert at giving off the appearance that you know what you’re doing. Do you know what you’re doing?

Yeah, I’m really good at making it look like I know what I’m doing, but I don’t necessarily know what I’m doing. I’m often flying by the seat of my pants, but that’s fun too.

Thanks for coming by, Ben! The FTL soundtrack is available for purchase on Bandcamp and Steam.
FTL: Faster Than Light - Valve
Save 50% on FTL: Faster Than Light as part of this week's Weekend Deal*!

In FTL you experience the atmosphere of running a spaceship trying to save the galaxy. It's a dangerous mission, with every encounter presenting a unique challenge with multiple solutions.
This "spaceship simulation roguelike-like" allows you to take your ship and crew on an adventure through a randomly generated galaxy filled with glory and bitter defeat.

*Offer ends Monday at 10AM Pacific Time.

FTL: Faster Than Light
IGF


The shortlist for the 15th IGF award finalists has been revealed. There were more than 580 entries this year, across an incredibly diverse range of genres, requiring the attention of some 200 judges to help pare down the games into seven award categories, with five nominees apiece.

Contenders for the Seumas McNally Grand Prize are as follows:

80s-video-nasty-inspired, bloody, top-down actioner, Hotline Miami (Dennaton Games)
Unforgiving, calamity-prone spaceship survival sim, FTL: Faster Than Light (Subset Games)
Socially astute mundane-job sim-cum-arcade game, Cart Life (Richard Hofmeier)
Meta-critical toy-burning casual-game satire, Little Inferno (Tomorrow Corporation)
Gorgeous magic-realist adventure, Kentucky Route Zero (Cardboard Computer)

Meanwhile, honourable mentions went to Gone Home (The Fullbright Company); Thirty Flights of Loving (Blendo Games); The Stanley Parable (Galactic Cafe); Super Hexagon (Terry Cavanagh); Starseed Pilgrim (Droqen & Ryan Roth).

Head over to the IGF site to see the full list of nominees each of the categories - visual art, narrative, technical excellence, design, audio and the Nuovo award for "abstract and unconventional game development". The winners will be announced as part of the Game Developer Conference in San Francisco, on Wednesday 27 March.
XCOM: Enemy Unknown
XCOM GOTY


I knew the moment the tide had turned. It was 15 hours into my first XCOM: Enemy Unknown campaign, and I’d just outfitted my squad’s psychic soldier with psi armour. I’d only discovered Major Tom’s latent mindbending abilities a few missions before, but he’d already proved himself a devastating anti-alien defence in the field. Kitted out in this gear, he was near unstoppable.

Earlier in the game, I’d hung back. I’d waited it out, luring aliens into laser crossfire, overlapping vision cones and overwatch orders, patiently, eventually clearing out XCOM’s alien infestations. Now, I could sprint psychic Tom out into the open, call out those unknown enemies in droves, and melt their puny brains. I revelled in it. I started talking at the screen. “You think you can run, you horrible bug? I’ll make you eat your friends. I’ll make you stand in the open, rip your disgusting body open with hot plasma. I’ll make you die. I’ll make all of you die.” Then I’d start cackling.

I’d invented a fiction. My soldiers were my action figures, I’d made them run and hide and shoot and watch their friends die, and I imbued them with the heroism and pathos of those events. Graham Smith had been impetuous and aggressive. He died when he strayed too close to a burning – later exploding – car. Owen Hill, once carefree and cheerful, was calcified by his death. He became a dead-eye sniper, silent and stoic, and able to lance a Muton through the eyes with a snapshot from half a map away.

Marsh Davies was relentlessly helpful. My team medic never missed a mission, and reinvigorated everyone else when their resolve slipped or their blood drained out. He never once panicked. Richard Cobbett was insane: a close-range monster, he’d hurtle into combat, heavy alloy cannon acting as far-future shotgun and drawing enemies out for easy shooting. He somehow survived the entire campaign.

Until the turning point, I imagined my women and men daunted by the task of saving humanity. After, with the psychic in their midst, I imagined them standing in XCOM’s home base, grinning. They had it in the bag. They were too powerful, too well-equipped, knew too much about their enemy. Enemy known, now.

I’d led them all the way, but I didn’t feel like it was my victory. It was theirs as much as mine. These action figures were alive. XCOM: Enemy Unknown seduces players with attachment, making you know and care for your soldiers. When they die, a tiny part of me dies. Sometimes they live. I love it when they live.
Without that attachment, XCOM is merely a mechanically superb turn-based strategy game that I’d suggest everyone plays. With it, XCOM elevates itself even further, forging player memories that’ll live as long as you play and care about games.

Read More: XCOM review.

Runners Up: FTL, Sins of a Solar Empire.
FTL: Faster Than Light
FTL GOTY


The fact that FTL lets me command a craft called The Space Badger with Don Draper at the helm isn’t the main reason I love it (although it is a factor). Ever since I saw Firefly, I’ve been eager to take charge of a crew and lead them to almost certain death. FTL lets me do that, over and over again.

Your primary objective is to outrun the rebel fleet, which advances like a red wave across every sector. Dozens of jump points form an explorable web in each system. You can encounter anything from a drone guarding treasure to a planetary distress signal or a secret space shop. These quick interludes offer a short list of choices, which may result in a fight, a reward, or nothing at all.

For the first few playthroughs, these little choices formed the narrative of my ship’s journey, but that novelty began to wear off as I saw the same choices repeating. Then I started to game the system. I would always ruthlessly destroy pirates even if they tried to surrender, knowing that the more resources I earned from early sectors, the better my long term chances would be. It soon became obvious that FTL isn’t a game about canned stories or alien encounters, it’s about survival.

Then the important decisions came to the fore. Should I spend precious resources on upgrading my energy drive? Should I repair? Should I buy fuel? FTL’s upgrade systems present a fascinating ongoing conflict between the need to keep the vessel ship shape and a desire to make it better.

It helps that FTL’s most devastating weapons are a joy to use. They let you sketch streaks of laser death across the hulls of your enemies. They can teleport bombs right into your enemy’s engine room. They let you order drones to surgically slice up your enemy’s oxygen supply. You can even see the doors on their ship opening and closing frantically as the crew dash to repair what remains of their vital systems.

Everything you can do, however, can also be done to you. FTL’s campaigns are often tales of continuous, worsening crisis. Like the hero of a hardboiled detective novel, your ship becomes more battered and bruised with every encounter, limping towards the distant final boss with a naïve sense of hope.

FTL’s finely balanced systems deliver great strategy, but it’s in the slow demise of your craft that the game finds its drama. That it manages to do so much in such short bursts of time is remarkable.

Read More: Our FTL review and Tom F's FTL Diary.

Runners Up: Hotline Miami and Thirty Flights of Loving
FTL: Faster Than Light - Valve
FTL Version 1.03.1

Changes:
-Colorblind mode (available in options) makes many color pallette changes and adds additional symbols to help out our colorblind players.
I apologize for the delay in getting this into the game!
-Hotkeys added for many actions in the game, customizable from within the Options menu -Indicator for when the enemy is attempting to jump away (and if it's able to) -Cloaking will automatically cooldown in non-danger situations -You can now pause using the middle mouse button -Orange room borders for very low O2 have been replaced with hazard stripes on the floor
-Ctrl+click (customizable in Options) when aiming will allow you to
specify a single weapon to auto-fire (or not auto-fire if auto-fire button is toggled) -Minor balance change: System Repair drones power requirement reduced to 1

Major Bugs:
-Cloaking will provide the +60 evasion even if you don't have a pilot -Beams will correctly damage crew (and start fires if the Fire Beam) -Odd numbered Shield Systems will now properly repower after ionization -Tough Little Ship, Astronomically Low Odds, and all of the Crystal Cruiser achievements fixed -Repair/Anti-Personel Drones will always properly disappear whenever unequipped (or sold) - this will let you unequip them to make room for repair men if you system is destroyed -Potential fix for rare crash when selecting weapons

Minor Bugs:
-Fixed: Zoltan Bonus power wouldn't update while paused for drones -Federation Cruiser Artillery cooldown imagery properly updates during pause
-Fixed: Sometimes incorrectly displays the teleporter/shuttle text when your crew dies after battle -All enemies (including boarders) will now have names -Tooltips will properly clear when events/sub-windows open -System limits/effects caused by events (or nebulas) update upon arrival, not after the event -Cloaking system glow fixed -Zoltan Trade hub event fixed - blue option will actually do something now
-Fixed: Quest beacon tooltips were sometimes innacurate -More Typos/Grammar Fixes
Dota 2
PC Gamer GOTY Nominees


At the end of each year we hand out awards to honor the experiences that live in our best memories of the preceding months—the games that moved us with their ambition, quality, and pioneering spirit. None of the decisions are ever easy, and there's no secret formula: we pit opinion against opinion with straightforward, old-fashioned arguing until one winner is left standing in the GOTY battle cage. Look below for the first landmark of that exciting week-long debate: a list of our eligible winners in 11 categories, including Game of the Year.

Beyond recognizing what games we loved most this year, though, it’s crucial to call attention to a truth that connects them all: PC gaming is exploding. Our hobby is many-tentacled and unbridled—practically every niche, genre, and business model mutated in a meaningful way this year. Two shooters built on new, PC-only technology released (PlanetSide 2 and Natural Selection 2). Dota 2 grew into its adolescence. League of Legends’ Season 2 Championship drew an audience of 8.2 million—the most ever for an eSports event. Modders resurrected content that was thought to be lost. So many remakes and spiritual successors to old school PC games got crowdfunded that we're sure we’d miss some if we tried to list them all.

That said, the following list marks the peaks of this mountainous year, and you'll find out which games won in the next issue of PC Gamer, and here on the web soon.



Dota 2
Dishonored
Mass Effect 3
PlanetSide 2
The Walking Dead
Tribes: Ascend
XCOM: Enemy Unknown



Crusader Kings II
FTL: Faster Than Light
Sins of a Solar Empire: Rebellion
XCOM: Enemy Unknown



Guild Wars 2
PlanetSide 2
Rift: Storm Legion
World of Warcraft: Mists of Pandaria



Dark Souls: Prepare to Die Edition
Diablo III
Mass Effect 3
Torchlight II



Borderlands 2
Dishonored
Far Cry 3
Max Payne 3
Spec Ops: The Line



Hawken
Natural Selection 2
PlanetSide 2
Tribes: Ascend



Dota 2
League of Legends
StarCraft II




Black Mesa: Source
Crusader Kings II: A Game of Thrones
DayZ
The Sith Lords Restored Content Mod



Lone Survivor
The Walking Dead
Thirty Flights of Loving
Resonance




FTL: Faster Than Light
Hotline Miami
Legend of Grimrock
Thirty Flights of Loving



Euro Truck Simulator 2
aeroflyFS
XPlane
Football Manager 2013
FTL: Faster Than Light
Hotline Miami thumb


Super Hexagon may have become our fast, frantic and brilliantly soundtracked game of choice, but Hotline Miami remains an excellent acid trip of revenge, violence and talking owl masks. It makes the 80s look cool, which is an impressive achievement in itself.

If you've yet to experience Dennaton Games' brutal top-down murder-ballet, now's the time to take a look. Steam have gone and chopped its price in half, cutting it down to a criminally cheap £3.49/$5.

The store have also got a 40% deal on the marvellous FTL, dropping its price to £4.19/$6. It's a decidedly more strategic affair than Hotline's hyper-kinetic ode to viscera, but still a panic-inducing experience in its own right.

Both sales will run until Monday.

That's enough exceptionally cheap indie games, now let's have an ultimately pointless argument about which song from Hotline's amazing soundtrack is the best. My vote's for El Huervo's Turf. Or maybe Sun Araw's Deep Cover. Ah, they're all good.
FTL: Faster Than Light - Valve
Save 40% on FTL: Faster Than Light as part of this week's Weekend Deal*!

In FTL you experience the atmosphere of running a spaceship trying to save the galaxy. It's a dangerous mission, with every encounter presenting a unique challenge with multiple solutions.
This "spaceship simulation roguelike-like" allows you to take your ship and crew on an adventure through a randomly generated galaxy filled with glory and bitter defeat.

*Offer ends Monday at 10AM Pacific Time.

...