editorial
Rearming the Music - and Memories - of Bionic Commando
Posted by Owen Good at 4:00 AM on September 5, 2008
Of all the features in Bionic Commando: Rearmed, other than its fundamental game play, nothing bridges 1988 to 2008 like the game's soundtrack. Its driving, blood-pumping, head-nodding rhythm is instantly recognisable as the music from the NES classic of 20 years ago, and it has won praise from many who have reviewed the game. Simon Viklund, of Stockholm-based developer Grin, did more than personally oversee the soundtrack as the game's creative director. He composed it himself.
It's an unusual combination to find in the development of a game. Both skill sets would be served by Viklund's own personal attachment to Bionic Commando, a love shared by others on the Grin/Capcom team behind the game. Conversations with Ben Judd -- Capcom's producer for both BCR and next year's 3D version of Bionic Commando -- and others close to the project revealed an attention to detail that bordered on obsession.
"At the time I think we just loved what we were doing," Judd said. "We were all fans of Bionic Commando. Some of us have incredibly fond memories when we played it as kids. We didn't want to be lazy. We didn't want to be cheap. We wanted to give this title our best."
Last week, Viklund and I had an in-depth discussion of the music. The talk was less about the mechanics of assembling it -- he's a classically trained musician and adept at several instruments, I'm not -- but more the inspiration and memories behind it. The soundtrack is available for download both at iTunes and sumthingdigital.com (where listeners can also buy the original 8-bit soundtrack, and compare the two). More than just great music, it's the guts of a legitimate remake, of something that honours a classic more than imitates it. And a look inside the minds of those who knew they were toying with nostalgia -- including their own -- for a beloved title, and felt a strong commitment to doing this the right way.
Judd remembers being in Sweden when Viklund was scoring the introductory music -- that first screen, with the awe-inspiring "Let me tell you about the man I knew when I was still young," and then the unmistakable tones of the Bionic Commando anthem soaring in over that. "Simon was trying to sync up the exact moment that the intro music comes thumping in, so that it worked well with the text," Judd said. "It's that sort of planning that is what makes Bionic Commando: Rearmed so great. Not only did Simon mix together a great new version of the intro music but he timed every beat so that the text and the music would blend together for maximum impact."
"Judging by Simon's face he put a lot of personal time into the project and well beyond the call of duty to make it the great game it became," Judd said. "It really shows that everyone attached to the product loved the base material and wanted to make damn sure we paid it the proper respect it deserved."
You know, I worked out to the soundtrack today. That's awesome. [laughing]
I was running to it, on the treadmill. It cycled through to the theme, and I had that vision of Nathan "Radd" Spencer, running into the distance as I was poking along in my 10 minute mile on the treadmill. So, you have formal music training?
I played the violin when I was a little kid, and I am a classically trained pianist. Other than that, well, I taught myself to play the bass and the guitar, and I've done [remixing] electronic music on the computer since high school.
But you've studied music theory.
Yes, but not with the aim to become a composer.
You have called this game "a love letter to the entire side-scrolling genre and its fans." Before we talk about the music in-depth, I'm curious how you came to feel that way about this project. Did you set out at the beginning to write this love letter, or was this a feeling that developed in you as moved forward with the project.
I think I knew from the beginning that this would be a project that would consume a lot of my time, that I would pour my heart into it. The original game is one of my favourites from the NES era. When I got the chance to become the creative director, I was like, "OK, we're going to do this right, from the beginning." Initially it wasn't Grin that was supposed to do the remake. Although, or maybe because we were doing the sequel, Capcom were looking at other studios to do the sequels. It was more like a marketing tool, I guess. But it turned into something more, when it was decided that Grin and I were supposed to do the creative direction.
So you had a great affection for this game before coming on to direct it. How did you get that job?
I was asked, and I thought they were joking at first, because it was such an honour to be working with such great source material. Of course I was working with Capcom already as the lead sound designer on the 3D sequel. But to actually, hands-on decide where to take a game and make all the calls in design, that was awesome.
So it sounds like this was envisioned as something to build buzz for the commercial project due out in the coming year. But it also sounds like you went into this project to make a game that was far more than just advertising material, though.
Yeah, any remake, as long as it is faithful enough, it would have been a fun game in its own right anyway. But I don't think there would have been as many features added into it without our ambition.
You mentioned you played this on 8-bit NES.
Actually throughout growing up, I'd bring this out on my old NES from time to time and play it.
So you knew the game front and back.
Oh yeah.
You knew the music, more to the point -- you could hum it or recite it to yourself before you were brought into this project,
Oh yes, definitely. It's something that will stay with you for the rest of your life.
Sure, I think that's why people are reacting the way they are to Bionic Commando. There is such a culture of nostalgia for video game music, and it presents a double-edged sword, because it's already something that's provoked a great emotional reaction in the people who played it. At the same time, you're trying to update it, bring it into the future and make it relevant to times that are 20 years into the future with instruments that are 20 years into the future. Was it more an advantage to have the themes created ahead of time, or was it a disadvantage to be working with music that people had already cared about, deeply, for 20 years?
I'd say it was absolutely an advantage. The fear was there as well, because you're messing with people's nostalgia. Some people, I've read, hate BCR because they think it's redone in the way they don't think it should be redone. Most people seem to like it, which I'm happy to hear. But I could never have written that music. I'm not taking credit for all the raving reviews that the game gets, because we're basing it off of something that has been done before. A lot of why people like the game and the music is because of the nostalgic factor. And that has nothing to do with me. I was eight years old, nine years old when the game came out. I can't take credit for that. But it did help a lot.
So maybe you couldn't have written these melodies, exactly, but could you have composed a soundtrack from scratch?
I suppose, but it would have taken a lot more time, with the melodies and the harmonies. I just took the source material and added my own flavour to it. That made it a lot easier.
Talking to Ben Judd, Capcom's producer for this project, he said he wasn't sold on techno or electronica as the theme or genre for the soundtrack. But he let you have creative space on it. His concern was that techno wouldn't serve people's memory of what the game was. How did you arrive at your decision to do the game's soundtrack in that style, and how did you justify it as honouring the memory of the original Bionic Commando.
Listening to the original Bionic Commando soundtrack for the NES, you can interpret it in two basic ways: Either it's just ... beep sounds, computer generated music of that age. Bringing that to the future would mean making electronic music, but how it sounds today. So, that was music the NES could make in 1988, and now we're making it the way it can be made today, with the compressors and distortions, and you can add your own loops, and the way we make it today. Or, you could interpret the original music and try to emulate it with something else. And with the military theme of Bionic Commando, you can then make that into, real sounding, orchestrated military music. It can be more cinematic. And that's how we interpreted the music for the 3D sequel, it's a larger game, and it has these larger views and you have these huge outdoors areas, and it fits with a game that has these huge cinematic cut scenes. That's the game where we would interpret the music as more orchestrated. For BCR, which has these bright colours, and a cartoonish look to it, I thought it would fit with something more dance, disco, techno music, for the visual style.
What was the first piece of music you worked with?
I started working on the Area 1 music. But I was so tired of that song, because I had written several interpretations of it for the 3D sequel. Before we went into full production, Capcom wanted to see a prototype, and for the prototype, I was planning to have the Area 1 music. But I realised I needed something new. I realised I needed to sink my teeth into another one of those tracks and interpret something else, just to get my inspiration flowing again. So I started with area 1 but I finished Area 5.
And that would be "Heat Wave."
Yes, and then I went back and finished area 1, and I forget what the third one was ... I was so tired of Area 1. but when I got my inspiration back, it went pretty well, although the drum snares I had in the beginning, which are iconic in a way, they're gone now. There's a completely different melody going on at the beginning of Area 1, and then as soon as the drums kick in, you're like "Ah, here's the melody," now it's in there. So you get the two-stage rocket, when you arrive in the area for the first time, when you parachute in and you have all these graphics to take in, and then you leave some space in the music because you don't recognise it until 20 seconds in, and that's when the recognisable theme kicks in. So I thought people could get the graphics first and then the music kicks in.
Which theme posed the most creative challenge to you?
That would be "Power Plant." (Area 8). That was one of those songs, I had the schedule that said this song is supposed to be written by this month, this song supposed to be written after that. And I was closing in on the time when I would have to have written the music for the Area 8 theme. And I wasn't looking forward to it. I had no idea how to make a take on that one. I had The Crystal Method [a U.S. electronica duo] -- for anyone who likes BCR, they should check them out -- I did the Crystal Method take on Area 1 and 5, but for Area 8, I listened to the original NES track and realised I had to do something else. I was not looking forward to sinking my teeth into that.
Listening to the original, it looked like they were going for a blaring horn, almost like a siren, kind of opening to that. You came in, slowed down the pace a little ... it was an interesting redo, as opposed to a literal translation ...
When I listened to the original song, what I'm hearing is folk music, like Eastern European folk music, maybe accordions and stuff, some kind of a polka melody. The melodies are so awkward ... But I made a trip to the U.S. at the end of the summer, August 2007 to supervise the recordings of some voice acting, and I was standing in a Virgin Megastore, and they had some CD on display there, and it was this French group, disco- and funk-inspired house and techno. This duo called Justice. I listened to it and I was blown away. It was so cool. Usually, I'm more of a break beats guy, rather than a [emulates heavy "Zoolander" house beat] style, which I see as a modern take on polka, because it's just 1-2-1-2, nothing happens really. I've seen that as uninteresting, maybe unfunky in a way. But now I thought this is something I can use, that kind of a groove for this take on the area 8 music. When I came back to Sweden, I had listened to the Justice CD a lot, and I used that inspiration to make "Power Plant." After that I did the Area 12 song, which has the same kind of a vibe to it.
Did you see your job here more as honouring the original, or perfecting it?
In this project, we asked ourselves if the creators of the original NES title were making the game today with today's technology, what would they do? Of course we realised that would be cooperative modes, and the ability to grab and throw around barrels, that's how we came up with those ideas, and that's how I approached the music as well. In the original, they had maybe three or four channels of sound. I have unlimited channels as of now, so, what about adding some melodies, and adding some layers of stuff, but not changing things around too much? But if you listen close enough, you'll hear where I have missed some details, unintentionally and sometimes intentionally. It hasn't changed a lot, but it's more layers, of pads, and drums, and stuff.
Bionic Commando is notable -- you even parody this in the trailer -- for the fact your character can't jump. It's the feature that, by denying it, makes the game what it is. What is the musical equivalent of jumping?
Great question. For the longest time, it would have been guitars. There are guitars in the soundtrack, if you go into the secret tunnels -- on the soundtrack it's "Killt's Hidden Treasures" -- so I guess I sold out. [Laughs] Some people, the ones who don't like techno, they wanted me to interpret the originals with rock guitars. If I was making interpretations of the Mega Man music, that's guitars. But for BCR, either it's symphonic military, or it's techno, because it's military and science-fiction themed. For the longest time I thought I wasn't gonna do guitars in this game.
But it's in there, subtly.
And also in a part of the game which not everyone will find. You don't need to find these secret tunnels to complete the game.
Yeah, you buried it, literally.
[Laughing] True.
Which track did you work on the most? The track where you knew what you were doing, but you were working on it as a perfectionist.
"Heat Wave." It was the first track that I finished, but it was also the one I came back to as I was working on the other songs. It was the last song I was fiddling with in the project. It was good enough to be released, as it was in the prototype, back in August 2007, but I kept coming back to that song and updating the mix, and the harmonies, up to the end of the project in the summer of 2008. The perfectionist in me kept coming back to that song and adding stuff, partly because I found new ways of mixing the songs and I had all these tricks that I was using that I discovered when I was doing the songs. So I kept coming back to Area 5 to update it, so that it would match the other songs.
If you could take a crack at any classic soundtrack --
I'd have to say Mega Man 2.
Nice choice, what theme is it you would want to remake in there?
I know all the bosses and their melodies by heart, but ... Flashman? I don't know, it's a tough choice. They're really good melodies. But if I could choose just one song from any game, that would be the moon stage from Duck Tales.
Didn't the same guy write both Bionic Commando and Duck Tales? [Note: This could not be verified.]
Actually, that was a girl. Her name was Gondamin. it was her handle, most of the creators back in the day had these secret names. They told me because the companies didn't want other companies to steal their talents. The gaming industry was so small back then. The good people were so hard to come by. They still are today.

Comments (AU Comments · US Comments)
There are currently no AU comments for this post.
BallPtPenTheif
Posted 4:37 AM 5/9/08
Thank god he wasn't inspired by Giorgio Moroder or else it would have been one coked out techno soundtrack.
BallPtPenTheif
gfyjo
Posted 4:33 AM 5/9/08
The music is amazing.. glad to see such a buzz surrounding it. It seems that with such a dedication to the level of quality that Grin has put into BCR, it has probably worked as a huge marketing tool to hype up the new Bionic Commando game. It certainly worked for me! I never played the original since I never had a Nintendo, but I had a blast with the remake, I bought the soundtrack and I listen to it on the way to and from work, and I'm seriously looking forward to the original.
The amount of time and effort that was put into BCR and especially the soundtrack makes me pretty optimistic that Grin will do a good job with the new game. I'm also very eager to hear the orchestral take on the music instead of the techno version.
gfyjo
Modus_Operandi
Posted 4:30 AM 5/9/08
@AngryEddy:
Actually you paid way too much. Its called Limewire.
Modus_Operandi
DaiMacculate
Posted 4:27 AM 5/9/08
Mr Viklund, you are awesome, and I feel like at $10 from iTunes I paid TOO LITTLE for your CD, its that amazing.
DaiMacculate
AngryEddy
Posted 4:26 AM 5/9/08
This guy deserves both a gold star and a cookie. BC:R has some of the best game music ever...
AngryEddy
sixonedoesitall
Posted 4:24 AM 5/9/08
I've listen to 'main theme', 'menu theme' and 'heat wave' at least 20 times each already... it's like aural cocaine.
sixonedoesitall
BlitzkriegBlizzard
Posted 4:11 AM 5/9/08
Best.Music.Ev4rzz
BlitzkriegBlizzard
subterfunk
Posted 4:06 AM 5/9/08
i bought the soundtrack. still have to pick up the game... :D
subterfunk
newborn
Posted 4:57 AM 5/9/08
Amazing interview. This has been the most enjoyable feature I've seen on Kotaku since I started coming here.
Kudos.
newborn
Modus_Operandi
Posted 4:52 AM 5/9/08
@AngryEddy:
Yea no edit button. Gracias though.
Modus_Operandi
Modus_Operandi
Posted 4:52 AM 5/9/08
@sex-target:
The guy is getting paid off the game already.
Modus_Operandi
AngryEddy
Posted 4:51 AM 5/9/08
@Modus_Operandi: Wrong guy - but I'll pass on the helpful info.
AngryEddy
MiGo316
Posted 4:49 AM 5/9/08
GRIN put on a clinic on how to make a proper remake. With dedicated people like Viklund, and the rest of the GRIN team I hope other developers see that when you put more than just your mind into a project you can get more than you ever expected out if it. Which is satisfying from a consumer standpoint let alone a developers. Great job!
MiGo316
GrandfatherParadox
Posted 4:48 AM 5/9/08
"We didn't want to be lazy. We didn't want to be cheap. We wanted to give this title our best."
He meant to say best rehash.
GrandfatherParadox
tkshredder
Posted 4:47 AM 5/9/08
... reviving 2D classics that is. Really need to add an edit feature here!
tkshredder
tkshredder
Posted 4:47 AM 5/9/08
@gfyjo: Amen. Cheers to all Grin for doing such a fantastic job. My wife can't understand my addiction to both the game and the soundtrack, which accompanies me at such finer places like my shower and my work desk.
I'm really excited to see the doors blown off of reviving 2D doors, and I believe this is a landmark historical event for retro gaming for years to come. What's more, I think this also will allow for more die-hard Western fans to come in and remake Japanese classics from the Golden Age of 8/16-bit.
Looking forward to seeing what's coming!
tkshredder
sex-target
Posted 4:45 AM 5/9/08
@Modus_Operandi: He may like giving people incentive to create more things for him to purchase.
sex-target
canchegundam
Posted 4:44 AM 5/9/08
By the way, I love that he wants to redo the Duck Tales Moon theme. I still hum that tune from time to time.
canchegundam
canchegundam
Posted 4:43 AM 5/9/08
Soundtrack and game are awesome. Really great work on BCR. It funny because after playing BCR I really got interested in 3D BC. Good job GRIN!
canchegundam
futurebiblehero
Posted 4:42 AM 5/9/08
I've not played a game so loud in ages.
futurebiblehero
kablammyman
Posted 4:41 AM 5/9/08
awsome...
kablammyman
def PD
Posted 5:11 AM 5/9/08
@sixonedoesitall: Same here, except I listen to Leap of Faith probably the most. lol
The entire soundtrack is phenomenal though.
def PD
sex-target
Posted 5:04 AM 5/9/08
@Modus_Operandi: That's true, but whoever was involved with the soundtrack deserves to get paid off that too. I've done my fair share of limewire downloads in the past- especially as a poor student- but once I graduated and got a job I tend to purchase things to support the creator.
sex-target
Shawnladd
Posted 5:04 AM 5/9/08
I like this guy. Duck Tales had some sweet music.
Shawnladd
vid3oman64
Posted 5:01 AM 5/9/08
woop woop, represent for video game music. Anyone else notice just how fortunate the entire video game industry is to have so many amazing composers? These guys could have composed using real instruments or anything, they have the creativity to use any medium, but they picked video game beeps and boops (initially.) What if Nobuo, Kondo, or even Gondamin of BC had gone into some other field? The entire industry would be different.
vid3oman64
Mommar
Posted 5:37 AM 5/9/08
To be honest, I think they got lucky that Electro is so popular right now today. Since it was invented as a "throw back" sound to the 80's combining the original BC music with the electro really went together well.
Mommar
l33tm3at
Posted 5:29 AM 5/9/08
I've been listening to this soundtrack a lot the last few days and I love it. Great interview! I had been wondering who this guy was. Looking forward to seeing his other projects.
l33tm3at
sherv
Posted 5:21 AM 5/9/08
Excellent interview! I can't get enough of Heat Wave from both the original NES nsf as well as BC:R. Such an epic tune!
sherv
mpar
Posted 6:12 AM 5/9/08
@sex-target: and then that man died without accomplish his dream
mpar
gblock
Posted 6:12 AM 5/9/08
I was floored, I have to admit. I think the music is really, really clever. Classic and modern, retro and current. A perfect fit.
gblock
Aggrotank
Posted 6:11 AM 5/9/08
Can't wait for more retro-goodness.
I think we'll be seeing a lot more of this stuff now that people my age (e.g. just hitting 30...the NES generation) are just now getting into 'decision making' positions in the game industry.
Aggrotank
NukaCola
Posted 6:47 AM 5/9/08
Great interview, Viklund is the ****ing man. The soundtrack is so awesome.
I'm surprised he never heard of the rock/metal video game cover band, The NESkimos though. They covered the entire Bionic Commando soundtrack in three movements in awesome rock glory. Check it out!
www.neskimos.com
NukaCola
fugit
Posted 7:15 AM 5/9/08
BEST FEATURE IVE READ ON THIS SITE. Mainly because I make game music. But still! I always wondered why the credits in the old nintendo games had these code names. I always wanted to know who did Mega Man 2 (best soundtrack of the NES era... maybe next to SMB...) and several others but had to wait until the internet thing before finding out. Still. Awesome. Sweet. And the rushed track...Power Plant... is my favorite. That track is DISGUSTING.
fugit
MarlonSoGood
Posted 7:53 AM 5/9/08
The moon stage from Duck Tales? That's one of the best calls ever.
MarlonSoGood
HT Tenrai
Posted 7:46 AM 5/9/08
@Shawnladd: Fuck yes! I love this guy's music SO much.
HT Tenrai
GrandfatherParadox
Posted 7:40 AM 5/9/08
@Aggrotank: "Can't wait for more retro-goodness."
You mean rehash goodness?
GrandfatherParadox
excel_excel
Posted 8:55 AM 5/9/08
@GrandfatherParadox: No that'd be retro. A Rehash would be the same game surely?
excel_excel
excel_excel
Posted 8:54 AM 5/9/08
@MarlonSoGood: Oh god yes! I remember that stage and the great music! and you had to use Uncle Scrooge's walking stick jump to get to the top!
excel_excel
kftgr
Posted 8:43 AM 5/9/08
Anyone know if the iTunes tracks available without DRM? (otherwise I need to create acct @ sumthingdigital)
kftgr
Telly_Vision
Posted 9:08 AM 5/9/08
Justice inspired the "Power Plant" remix? Damn, no wonder I love that song so much. Justice are awesome.
I just finished this game last night on normal - fantastic game, well done to all involved.
Telly_Vision
Beran
Posted 9:06 AM 5/9/08
@GrandfatherParadox:
Someone doesn't like fun games, clearly.
Beran
Arlips
Posted 12:33 PM 5/9/08
This was the first game in years whose music really made me sit back and mutter "wow...." to myself. Everything was spot-on and perfect. Every single track. I don't think any game has done that before.
Arlips
GrandfatherParadox
Posted 2:14 PM 5/9/08
@Beran: No, someone doesn't like buying the same games over and over.
GrandfatherParadox
_MJ_
Posted 2:59 PM 5/9/08
cry moar Grand
_MJ_
s0nlxaftrsh0ck
Posted 5:21 PM 5/9/08
From the moment i started the first level i knew i was going to be grooving to extremly well done remixed 8bit tracks out the wazoo. And i so enjoyed every ounce of the music while i played. Frustrating yeah but oh dip do i love the first stages song lol so awesome.
s0nlxaftrsh0ck
Babylonian
Posted 11:52 PM 5/9/08
They absolutely could not have done a better job with the music. It's amazing.
Babylonian
TacoGrande
Posted 1:24 AM 6/9/08
i respect him for the mega man and ducktales references but, i'll have to pass on giving him high praise. i found the "music" too annoying. the games a bit boring, too
TacoGrande
zkotaku
Posted 5:39 AM 7/9/08
That smile face with no eyes was not released but canceled. Does anyone know name of that game, i forgot?
zkotaku
Sensai-N
Posted 1:06 AM 9/9/08
Nicely done, Owen!
I haven't listened to the music for this game (nor played the game), but I am a huge fan of the original Bionic Commando. It seems like the music for this game has been getting as much, if not more, coverage than the actual game itself. Maybe I'll be forced to check it out just for the music?
Nah... I'll be forced to check it out on principle because it is Bionic Commando!
Sensai-N