Retronauts - Retronauts Episode 238: Nathan McCree on Composing Tomb Raider Tunes
Episode Date: August 9, 2019Composer Nathan McCree reminisces about his groundbreaking work creating the soundtrack for Lara Croft's earliest adventures, the challenges in revisiting that material decades later, and... The Spice... Girls?!
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This week in Retronauts, the Ballad of Ms. Croft.
Hi, everyone, and welcome to another episode of Retronauts.
I'm Jeremy Parrish, and with me this week, I have a very special guest on the line from the Czech Republic, if I'm not mistaken.
That's correct, yeah.
Yeah, so this is Nathan McCree, the composer of the first three Tomb Raider games, and actually, why don't you introduce yourself, Nathan?
Tell us a little bit about yourself.
Hi, Jeremy, yes. Yeah, you got my name right.
I started out in computer games back in 1993,
writing chip music on the Sega Mega Drive.
And I did a few titles on that.
And of course, then the CD consoles came out in 1994.
I think it was the Sega Mega CD, was the first one that I was working on.
And of course, that was a big game changer for us,
because suddenly, you know, we were able to record anything audio.
We weren't limited to just, you know, what the chips could make.
So suddenly we were competing with, you know, music bands and live orchestra recordings
and, you know, anything that you could physically record, basically.
So, yeah, it was a big changer for us in the games industry.
And it kind of paved them up.
way, I guess, for me to do orchestral music. I'd already been doing a little bit of orchestral
work on the, on the megadrive. But obviously with six-note polyphony on those chips, it's pretty
tricky. So once we got into the CD world, it was great, you know, just opened up the
possibilities. And we didn't have sample libraries then, didn't have anything like orchestral
sample libraries. So we were still a little bit restricted to the synthesizers of the time and
and what they could produce,
but there were some pretty decent keyboards out there then.
Personally,
I was using Roland JV-1080s,
which was a rack form of the JV-90,
and you could expand that with various sound boards,
and I pushed the boundaries there,
and I installed two orchestral boards in each of my unit.
So, yeah, it gave me a lot of power,
a lot of note polyphony.
I think I had 64-note polyphony on each machine.
So, yeah, I was able to kind of produce something that sounded pretty close to a live orchestra.
So that's kind of how I got started on the road.
Right, and you recently kick-started a symphonic version of, like the Tomb Raider Suite, I think is what you're calling it.
So you've actually been able to take those pseudo-o-o-o-chestral works.
that you did on PlayStation and PC and Saturn
and turned those into an actual performance
with an actual orchestra.
What brought it that about?
What was the process of kind of making that happen
and launching the Kickstarter?
Well, I actually had this idea back in 1997
because just after ToonModew 1 had come out,
I had a phone call from Decker Records
who wanted to release the soundtrack
and when I talked to my boss at the time
as it turned out he wasn't interested
so that whole deal just fell flat on its face
but it kind of popped the idea in my head
and I thought yeah actually wouldn't it be nice
to hear this Tomb Raider music
actually played by a live orchestra
you know to get that sort of real emotion behind it
so I never kind of forgot that idea
and I just kept
talking to the people at IDAS and then Square Enix
and just kind of asking them, look, let's do this album, let's do this album.
I just kept getting nose from them for years and years and years.
And eventually in 2014, we were two years away
from the 20th anniversary of the release of Toon Raider.
And so at that time, it became of interest to Square Enix.
They thought it would be a nice way to finish off
their celebrations for the 20th anniversary.
So the idea was that we would plan a concert
to play the most popular pieces
from Tomb Raiders 1, 2 and 3.
But those game cues, if you like,
they were all quite short, only about 30 seconds
or maybe a minute long.
So I extended each of those pieces out to
in excess of three minutes.
and came up with the Toomerate's Suite.
So basically you've got the original cues from the games,
but they've been extended and embellished.
And I had to be careful how I wrote that,
so I didn't want it to suddenly,
I didn't want people to suddenly think,
oh, you know, there's a new bit.
You know, I wanted them to kind of think
that this had always been there.
So I was quite particular about how I was writing
because, you know, my writing style has obviously changed in 20 years.
So it was very important for me to kind of not make it overcomplicated
and to try and remember how I would have written it 20 years ago.
Right, to kind of put yourself in the headspace of where you were two decades ago.
Exactly.
So it was quite a lot of fun.
So I spent three months in the studio.
I'd written the suite, but we were running out of time in terms of recording the album.
So I wanted to actually record the album first and then do the live show
because then we could sell the CDs at the show
so you make a bit more money.
But, you know, that didn't happen.
We're running out of time and we were struggling to find a record company
to fund the album.
So we decided to put the album on hold and just do the live show first
because we had to hit 2016, basically.
We had to hit the end of the year to sort of tie in with the anniversary.
So we got an investor involved for the live show,
and we put that on at the Apollo and Hammersmith in London.
We had about 2,000 fans there,
and we managed to achieve three standing evasions that night,
which was really, really amazing.
And that, to me, just confirmed that, you know,
there was still interest for this music,
and that we should definitely proceed with the album.
But having sort of got a bit stuck finding record companies,
I thought, well, let's do a Kickstarter and let's open this up to the fans and let's, you know, let's include them on the journey, you know, maybe in some decisions that we were making about artwork and this sort of thing, you know, let's have a launch party, let's get them to the launch party, let's invite them to Abbey Road, you know, this kind of thing.
so that's really where the Kickstarter idea started and we spent probably a good six months planning that
and then we launched somewhere around I think it was May in 2017 and it was a huge success
we raised 121% of our funding so off to Abbey Road we went and yeah
We went into the recording sessions in October 2017.
We mixed and mastered it at Abbey Road again in February of 2018.
And then finally, having gone through all the bureaucracy of registering the music,
which took a hell of a long time,
we eventually released the album on digital outlets in October 2018.
And we have CDs and vinyl just about to come out now.
So that's kind of where we're at, where we're at.
It's interesting you say that, you know, when Deca approached you about releasing the album,
you know, the Tomb Raider soundtrack back, you know, when the game was new, that your boss wasn't interested.
I feel like the idea of publishing game music as something that people would just listen to took a long time to catch on, you know, in Europe and the U.S.
Yeah.
Whereas in Japan, like there was, you know, by the time Tomb Raider came out, there was like a decade or more.
of kind of tradition there of people, you know, not only releasing their original game
soundtracks, but then having orchestral arrangements or like hard rock bands cover the music
or, you know, like the actual composers setting up a gig and recording the music on live instruments.
Do you have any thoughts on why that seemed to have caught on, you know, in Japan, but, you know,
everyone else was kind of slow to catch on to the idea?
I don't know. I don't know why, you know, Japan started doing it first.
I mean, I was aware that they were doing it, and I was aware that we weren't doing it.
And I was all for doing it, because I thought, well, you know, why not?
You know, apart from getting my own music released, there were plenty of other composers over in the West writing some brilliant game scores.
And I thought, yeah, you know, this should be a medium that's released.
And in Japan, I think the computer game soundtrack market is bigger than their movie and popular music industry is put together.
So, you know, it's huge over there.
I was pretty confident that we would eventually follow suit.
I think, I don't know, you know, maybe it's just a cultural difference.
You know, they're probably more technology-led over there than we are.
And maybe it's just about that.
I don't know.
I'm not quite sure.
I'm just glad that we're finally doing it.
It's just a bit of a shame.
It's taking 20 years.
Yeah, I mean, it seems like if you have a big label like Deca coming to you and saying,
hey, we want to put your music out, that's kind of, you know, like that's like a slam dunk.
You've got it right there.
So it's a shame it didn't happen back in the day.
Absolutely.
Absolutely.
And I was pulling my hair out.
You know, I was like, why don't you want to do it?
you know, if Decker Records think it's a good idea, you know, surely it is, you know, we should do it.
We should have done it then.
And I think we should have, you know, paved the way a bit sooner.
And then maybe, you know, the West would have started doing this kind of thing a bit earlier.
I don't know.
You know, I'm just glad that it's happening now.
But, you know, it has been something that, yeah, you know, I've been wanting to do for all this time and pushing to try and make it happen.
I'm
Oh,
Ah,
Oh,
And
Uh,
Oh,
Uh,
Uh,
Uh,
And eventually, you know, I think, not eventually, but I feel like there's a very strong sort of musical connection with Tomb Raider.
I know, you know, a few years after the first game came out, U-2 was using Tomb Raider and their rock.
bands and I feel like the movies that came out were very sort of heavily like the the
soundtracks really factored into that and were kind of a big deal on their own so you know do
you do you feel like you kind of kicked that off like you started the tradition there of Lara
and being associated with great music uh well I guess I would like to think so um you know my my scores for
Tomb Raider, I think were unique in the sense that I tried to add emotional content which was not
present in other computer games at the time. You know, most of the stuff that was being written
was either, you know, bombastic battle music or, you know, dance-based rhythms for, you know,
driving games or even you know battle games um there didn't seem to be any sadness loneliness any love
you know there wasn't any of those kind of emotions you know um and i thought well if gamers
you know gamers certainly like movies and there's plenty of emotional content in movies
you know why shouldn't that exist in games and it was just about finding the right game
where emotional content made sense for it to be there.
And for me, Tomb Raider opened up that door.
You know, here was this beautiful girl who was, you know, very strong in her character,
but who was pretty much a loner, you know, I think, if I remember her history correctly,
she'd lost her parents in some plane crash or something.
But she was rich, and so, you know, she was.
out searching for artifacts pretty much on our own, you know, battling, you know, anybody that kind
of got in her way. So there was a sense of loneliness in Lara and, of course, beauty, and, you know,
any human being has reflections on their past and, you know, what's happened and where they are now.
So I thought, well, you know, here's an opportunity for me to kind of tell those emotions
in this story
and because there were so many hours
particularly in the first two-maida game
where you were kind of wandering through caves
with pretty much nothing going on
you were just trying to find your way out
I thought well
you know here's a chance
for us to perhaps
describe what Laura might be thinking
while she's running around
while she's sort of looking for the exit
you know she's not being distracted
by you know
enemies or you know big explosions or stuff like that she's literally just kind of searching for
some door or some exit to get into the next level so you know the opportunity was there so i
just decided to kind of go for it and and see if it would work um so it was very much an experimentation
and um yeah thankfully i i think uh i think it did work yeah i think uh summing up the the the audio quality
The musical quality as loneliness is really pretty spot on.
You know, I've always felt like it, especially the first game, has a very, very wistful soundtrack.
Like, there is this kind of melancholy about it.
It's definitely the first action game I ever play that opened up with, like, obo as the lead instrument.
That is an oboe, right?
Yeah, yeah.
Or like a synthesizer of a whole, isn't it?
Because oboes are often used to sort of play, you know, melancholic melodies.
so yeah straight away you're in there
yeah so it does have
you know a really interesting tone to it
and you know that was one of the first
PlayStation games that I bought and it really
it really was very striking
like it made a very strong impression on me
just because it was so different than
you know what I played on like Super Nintendo
or Sega Genesis or whatever
you know those were generally either
like you said sort of bombastic
or they attempted to be like big movie style
scores or
had like dance or heavy metal styles to them.
And then you get to Tomb Raider,
which is just so much quieter and more contemplative.
And, you know, I was also very aware about giving the player space to think.
And if you bombard them with busy music,
there isn't any room to think, you know,
and you need to leave room for sound effects.
you need to leave room for the environment
and so I was very aware of that
and the orchestrations that I made
were consequently quite minimal
just to leave the whole experience
with as much space as possible
and that draws the player
draws the experience, it draws them into the game
and you feel
you know part of that world
that that was really my main goal
not just behind the music but also about the design
for the sound effects
you know that's what I wanted
because when I first saw those environments
it was like wow this is great
this looks fantastic you know
and it's great to be able to
you know walk around in this virtual
world
and you know I spent hours
just
you know looking around those games
not so much of Tune Radio
but particularly with Toon Motor 2 and 3, I had more access to the game.
But, you know, there was, my impressions from Toon Radio 1 was that there was a lot of space in there and a lot of time to think.
So I wanted to exaggerate that, if you like.
Yeah, the sound design overall is very reminiscent to me of, you know, a game like MIST or something like that,
which is a very, very slow-paced, no-action, adventure game.
that was very heavily reliant on ambient sound more than, you know, the music.
And the music was used more kind of as punctuation.
And you expect that from adventure games at the time.
But, you know, this is a game where you're carrying around, you know, twin double eagle
or desert eagle pistols and fighting dinosaurs and weird monsters from, you know,
a thousand years ago or whatever.
It's a very different play experience than missed.
But I think the use of that sort of minimal.
very restrained musical style does a lot to kind of put you into the same
exploratory puzzle-solving headspace as something like mist or you know the journey
and project or whatever those those those PC pre-rendered screen-by-screen adventure games but
in a completely different context right right you know I mean and I think with the you know
the fact that it was a sort of a puzzle game intrinsically there was still that sense of
adventureing. So
you know
again it's about giving
the player space to think
and particularly with the puzzle solving
and there were some really really tricky puzzles
you know
you don't want to be distracted by some music
hammering away in your ears
you know you you need to sit back and go
right how am I going to do this
what have I got to do and
you know you spend a lot of time
in that game looking around looking
at ledges and and gaps and thinking how am I going to get across this ravine where you know where is the way forward
so that that's really what I wanted to try and maintain yeah I think you know the the fact that
there is so much silence in the game makes makes the music much more impactful when it does
appear it feels like oh something significant has just happened right something significant has
just happened. You know, like, listening to the symphonic suite, you know, getting to certain
tracks, like, I'm immediately taken back, even though it's been so long since I played the original
Tomb Raider and Tomb Raider, too, like, I'm taken back to where I, you know, where in the game
that I was when I heard that music and what that music communicated, like, oh, this is the part
where Mara finds the Coliseum, this is definitely the part where she fights the dinosaurs.
It's very sort of, like, yeah, like, it really has impact.
and really sticks with you.
Right.
Yeah, so, you know, I spent quite a bit of time talking to the level designers
and trying to find out, you know, the arc of the story with each level.
You know, what – and I'd start by saying, what happens in this level?
What does she do?
What's the goal?
Oh, well, she does this.
And then eventually she finds this, which unlocks that.
She gets this, and then she can open that door, and out comes a monster.
And then if she kills him, she gets through to the next level.
So, okay, so just in that kind of one sentence, you can pinpoint the climaxes in that level.
She finds the key.
You know, she unlocks that door.
She gets through this section here.
She meets the monster success, you know.
So you can, from that, you can draw a little graph, you know, of, well, the key wasn't the highest bit, but it's certainly higher than just, you know, the bit before finding the key, you know.
So you draw a little graph and you go.
got peaks and troughs.
And then what I did was just try and describe those peaks with bits of music.
So you get these little climaxes and wow, something important happens in the game.
So wow, there's a bit of music there.
And that just reinforces that special moment.
And I think these are why, this is why those pieces remind you of those specific places in the game
because certainly in Toonrador 1, the tunes weren't reused very much.
So, you know, when they happened, they happened only once and that's it.
But, you know, I took on a similar approach with Tune Rader 2 and Tune Rader 3.
I just had a little bit more time, so I wrote more music, and there were more peaks and troughs.
You know, whether they're better or worse, I don't know, I guess it's up to the players to decide.
I think they're all different, they all have their merits.
We're going to be able to be.
So you know,
out working on, you know, chip tunes with the Sega Mega Drive. Can you talk about the process
of working in that context versus, you know, versus working on a CD-ROM game? I mean,
you mentioned that you had, you know, more, more voices, like more abilities to sample and that
sort of thing. But I'm just curious, like, in terms of methodology of composing the music and
writing it, like, how differently did you have to think with the chip tune music? And what was
what was the kind of the process of moving away from that and over to CD-ROMs-like?
So, I mean, with the chip tunes and the games that we were writing, that sort of music for,
the games were very different, certainly the ones that we were making at core design anyway.
There were very much platformers.
So, you know, the music tended to be theme tune, score screen, loading screen, you know, level one, level one completion, okay, and they were your tunes.
and because the way kind of chip music works
you can loop these tunes seamlessly
so I know we can do that with game music now
but there was a time when we couldn't actually
so with chip tunes you could loop tunes seamlessly
so it's like great so here we are level one off we go
here's the music and it just keeps going and going and going and going
and it never stops all the time you're trying to get
through this level and that's a bit monotonous and there's no wonder people used to you know switch
game music off because it never bloody stopped um and as soon as you finish one level then you get
onto the highest the score screen then then then there'll be another tune and then ding the loading
screen and be another tune and then back into level two you know it was just constant and monotonous
um so that's kind of how we structured the music certainly on the on the games that
that I was writing for in 1993 and early 1994.
I tried to sort of adopt that similar kind of structure
for the early CD games,
but it wasn't possible because the music was being streamed off the CD,
and when you got to the end of a tune,
the CD head had to skip back to the beginning of the tune,
and there was a few hundred milliseconds of the CD head moving back
so you'd actually get about a third of a second of silence
in between the end of the tune and it's starting again.
So I couldn't make it seamless.
So what happened then is a way to get around that
was just sort of slowly fade the tune out
and then it would start by slowly fading in.
So the experience was that you wouldn't really,
really noticed the music slowly disappearing and you wouldn't really notice it slowly starting.
It would just sort of gradually come in and gradually go out.
So that was my initial way of looping a CD tune.
And then I thought, well, actually, it might be better to script a piece of music
to last exactly the right amount of time for a particular level.
If I know how long it's going to take the player, then I can write the music to match exactly.
And one of the games I did this for first was a game called Solstar, where it was a space shooter.
And basically on rails, we knew exactly when the level started and we knew exactly when it finished.
Right, right.
If they died halfway through, okay, fine, they died, and we start the level again, you know.
But I knew exactly when they were going to finish that level.
So it was like, okay.
So then I talked to the designers and I go, right, what?
What happens then in this level?
Well, we've got this wave of Badi airships that come in first,
and then we get the second wave that come in at this time,
they finish at this time,
then we get the third wave and the fourth wave,
we get some bombers that come in on the sixth wave,
then we get the big mothership that happens at the end,
and then you finish the level.
It's like, okay, great.
So I write down all the times,
and then I write a piece of music to describe that.
And then off we go.
We start the level, we play the tune, synchronize the start,
And off we go. Now you've effectively got a movie sequence that the player is interacting with.
Okay? We know it lasts seven minutes, for instance, or seven minutes, 30 seconds.
You know, you write a piece of music to fit.
So that was the next sort of progression, if you like, of me trying to use CD music to its best effect.
it wasn't until I think many years later
when I think the MP3 technology came in
and what we're doing then
it was basically loading in the music into memory
and then you could seamlessly loop the tune in memory
you see you weren't actually reading off the CD
while it was playing
so you know that we then got back
to the chip music
kind of construct where you could have constantly looping music
But I think by then, you know, people's opinions had changed
and we'd started to realise that, you know, music looping forever
was not the best way to describe a computer game, thankfully,
because I don't think it is either.
So that's kind of the differences that we went through in the early days.
And then, of course, you know, it got a lot more complicated after that
once we started using
you know game sound engines
like f mod and
ys and exact and all this kind of thing
where we had
and have interactive music functionality
where you can change the layers of music
that are playing according to what's happening
or you can change the
part of the tune so you can jump
from one section of a tune to another
depending on what happens if a monster jumps out of you
you can jump to a different part of the tune and this sort of thing.
So now it's a lot more complicated.
And I think the job of a games composer has changed again.
And now it's about writing music in as many fragments as possible
so that it's as universally usable as possible.
I think that's kind of where we're at at the minute.
But for me, you know, it's writing music is always about, for me,
it's all been about telling a story.
So, you know, my melodies and harmonies.
I always imagine there's some story going on
and I try and say something with the music
rather than just have, say, a texture
with a load of beats that's going on in the background.
You know, I'm not a big fan of that sort of music.
I like music to have a melody
because I think that's what music is about.
Music is a language and it can say something,
so you should say something with it.
so of all the different processes you've used to create music is there one that is most comfortable to you or you know the that you feel you can best express yourself in or do you feel like it's your job to you know make the best of the tools you have and express something regardless of what you've been you know kind of given to work with well it's um in the games industry it's about using your technology to its maximum um
It was always about that in the early days with chip music.
It was about how can I make this sound great with only six notes or with only four notes.
Now it's, well, how can I make this sound great with the technology to be able to record anything,
any live instruments whatsoever, and the functionality of interaction, the interactive music systems.
coupled with, you know, real-time effects, processes and all that sort of thing.
You know how some, one of the techniques people have used for quite a number of years now is when there's an explosion nearby, they give you the, I forget the word now, is it tinnitus, tinnitus, where you get the ringing in your ears and then they, what they do is they EQ all the sound, they EQ all the top frequencies out so you can only hear the,
you know, the sort of sub-base sort of sounds.
They EQ that out and then they slowly bring the EQ back in again,
so you're hearing recovers.
So there's all sorts of techniques that we can do using the game engine software.
And it's about that, I think, in games.
It's about utilising the tools you've got to maximum effect,
to try and replicate reality.
and yeah, just improve the overall sonic experience.
Well, I think it's a delicate thing as well.
You know, you can overdo it.
You know, and this was the thing that I was very conscious about
with the Toonrower games is you can give people too much to listen to.
And if you do that, then what happens is eventually a player will experience ear fatigue
where it just becomes such a distraction.
They can't actually focus.
on what they're trying to do in the game.
You know, the audio becomes a blocker
to their sort of concentration.
And, you know, people will get physically ear tired
from, you know, playing games and turn it off
because it's just, I can't listen to it anymore.
You know, it's just too much.
And I think with a game like Toomoda,
where you are spending the best part of a whole day,
you know, just running around,
trying to find out what it's supposed to be doing,
you have to be really careful not to burn people's ears out.
So, you know, leaving that space in there
is really, really important from that ear fatigue.
Right, that's kind of the whole loudness wars thing
that the music industry was talking about about a decade ago
where everything was just kind of normalized to the point
where every album was just a wall of sound from start to finish
and there was no dynamic to it.
Right.
So, you know, I guess you're saying that games kind of already went through
that back in the chip tune days
and had to kind of grow out of it already.
Mm-hmm, mm-hmm, definitely.
But I think that it's still in danger of doing that.
I think some games these days are still far too noisy.
It's just like, oh my God, you know, I could only spend five minutes playing it.
I've got to turn it off.
It's just too much.
You know, and I think that's where designers go wrong as well.
Because people design games without talking to the audio department.
And it just seems crazy.
You know, audio needs to be in those design meetings right in the beginning of the, you know,
design process of games, you know, it's no good a designer going, well, we want this
battle game, we're going to have, you know, these explosions going off, and they've got to
fight these soldiers and they've got to do this and they've got to do that and blam,
blam, blam, blam, blam, blam, blam, blam, for like 16 hours.
And it's like, they don't talk to the audio guy and then they bring the audio guy in like
two years later, oh, can you, you know, stick some audio on our game.
It's like, well, this is just going to piss people off because all,
we've got is 16 hours of explosions and machine gun fire.
You know, nobody is going to want to sit there for 16 hours and do that and listen to that.
And this is a mistake.
You know, if they include audio designers or directors, you know, at the beginning of the design process,
then we will be able to say to them, okay, we need a break from this.
We can't keep bombarding their ears full of all this stuff.
We need some passage of, you know, rest or some sort of.
some walk from this location to that location where they can take a breather,
where they can have a break.
Maybe we can just hear a few birds or some water trickling by some stream or something.
You know, you have to give their ears a break.
You just can't fill it full of action for 16 hours.
It's a mistake, I think.
So we've talked a bit about how, you know, game audio technology evolved over, you know, the past 20 years.
But you mentioned that you as a composer have changed a lot since.
you worked on the first three Tomb Raider games,
I was wondering if you could kind of talk about how your own approach to writing
and, you know, just creating music has evolved, you know,
maybe alongside technology, I don't know,
but since you, you know, worked with core designs on the Tomb Raider trilogy.
Well, you know, I think I've just learned a lot.
So I don't get, I don't get stuck so much, I suppose.
You know, in the early days when I'm writing a tune and,
and, you know, I would think, well, it needs to change now.
I need to go somewhere else.
Quite often I'd spend a few hours trying to find what that thing,
what that new things that I'm supposed to be going to is.
Now I would spend less time trying to find that new thing.
You know, I would know more from the mistakes that I've made in the past,
what does work and what doesn't work.
So I think I'm, I'm,
kind of faster to get
the result I'm looking for
and you know
I build my orchestral textures
much faster because I
know more about
what works to say a particular
thing
you know when I was younger
I didn't know how to make it sound sad
or I didn't know how to make it sound really really
jolly you know of course
there's the obvious thing with
major chords and minor chords but
when you're dealing with an orchestral texture with 120 different sounds,
knowing which sounds go together to sound frightening
or which sounds go together to sound pleasant,
that just comes from experience.
So I think, you know, my writing has just become more efficient.
I'm just better at it.
And, yeah, you know, you learn, you learn, you learn,
new ways of
harmonising things
you learn
better ways of
saying things subtly
you know
I think when you're
when you start out writing music
everything seems to be
the same volume
you know you
because you're just thinking about notes
really more than anything
but I think as you progress
you start to think
more and more about dynamics
and subtlety and how, you know, something very, very quiet can make a real difference
and a much better difference than if it was loud and the same volume as everything else.
You know, when everything's at the same volume, there's no clarity.
You know, you have to make some things very quiet and some things loud in order to, I guess, yeah,
have that clarity, have that sort of space in the music to see and hear something playing.
And yeah, I think that's kind of how it works.
You just get better at refining your ideas, I think.
All right.
So the work you've done on the symphonic suite with, you know, an actual orchestra,
is this the first time you've worked with a full orchestra before?
Is that something you're kind of an old hand with now?
Well, it's the first time, I suppose, that it's been my project.
You know, I did score a couple of the pieces, actually from Tomb Raider,
for the video games live show, the first show that Tommy Tolerico did back in 2005.
And that was probably,
I think that was probably the first time that I'd sort of worked on something
where it was going to be performed by a live orchestra.
You know, since then it's just kind of just small things here and there.
Yeah, so this is probably the first one where it's been, you know, 100% me all the way.
so it has been a big learning curve
but it didn't seem
something that I was estranged to in a way
I think because I'd done those other sort of small things along the way
I kind of knew what the process was
and I knew which bits I couldn't do
so I knew where I needed to get other people in
to kind of fill the gaps in
in my knowledge.
So that was quite important.
But I felt really confident all the way that I could pull it off and I could do the job.
So I wasn't really nervous about anything.
I think the most nervous part in the whole process was me actually getting up on stage at the Apollo
and thanking everyone to come, who came to the concert.
That was probably my most nervous moment.
But I had all my family sat there as well.
So, and it seems like it would be a career highlight for sure.
Well, definitely, you know, there was 2,000 fans in front of me.
There was a royal Philharmonic concert orchestra behind me and my family, you know, waiting to hear what I had to say.
So, yeah, it was, it was a special moment, one that I will never forget.
So besides that, is there any particular, like, one track that you've worked on through your career, you know, one bit of music that you think, like, this is really great?
I really feel like I captured something here and that you would hold up as, you know,
one of the best things you've ever done?
Well, I guess it would...
I mean, it's quite a difficult question
because I've written over 600, 650 tracks or something.
Now, so there's lots of things that I'm proud of
and lots of things that I think were a bit rubbish as well.
I think invariably, you know,
you can't write brilliant stuff
all the time.
So I'm not happy about everything that I've done.
But one thing which I was really chuffed about
was when the Spice Girls contacted me
shortly after I'd finished ToonMody 3.
And they asked me if they could use
some of the Tune Maudy music for their next show
that they were doing in 1999.
And I said to them, well, look,
rather than use music that's all
attached to something that's already been written.
I said, how about I write you something in the style of Tomb Raider?
But it's got a little, you know, Spice Girls twist to it.
And they thought this was a good idea, see?
So that's exactly what I did.
I wrote the first kind of minute of the piece
sounds a little bit like the Tomb Raider 2 theme tune.
And then it morphs into something which sounds a little
bit like the Skidoo from Toon Motor 2.
But all the way through it, you've got this melody,
which is one of the Spice Girls tracks.
So I put all that together and it turned out great.
It was a synthesized orchestral thing,
but with a dance beat behind it.
And we put it all together,
and the lighting director for their show,
synchronised a laser display with pyrotechnics
in sync every second to this piece of music
and of course I was invited down to the show
at Earl's Court Stadium in London with I think there
I think there was 22,000 people there
had a front row seat and the lights went down
and my tune started and 22,000 screaming girls
jumped out of their seats
going mental and
off my tune went with all these lights and explosions going off and it was the most amazing thing
I've ever seen and yeah a proper uh proper heart stopping moment for me it was it was really
quite a fantastic thing to have been a part of so that's probably something I would say that I'm
I'm very very proud of and it's and it did sound great I have to say is is that something
they've released on record, or was it just part of their live show?
No, it was just a live show.
I think they did eight concerts in the UK.
I think it was four in Manchester and four in London, if I remember rightly.
I might be wrong on that, but I think that's right.
And, yeah, it was broadcast live on Sky Tele.
So there are some recordings of it on the internet,
but I think the broadcast started.
I don't know, about 30 seconds after the actual intro music started.
So there isn't the full piece there.
But somebody did actually post the full studio version on YouTube of that track.
So you can get it.
It's on YouTube.
What's the track called?
It's called Marshlander.
Okay.
All right.
And the name...
So people can check that out.
Yeah.
It's called Marshlander.
The name comes from the fact that I was brought up in a county in England called
Lincolnshire, and people from that place are called Marshlanders, because there's lots of
marshland there, basically.
So I thought, yeah, why not?
Let's call it Marshlander.
All right.
So just to kind of wrap this up, you know, now that you've pretty much put the bow on the
Tomb Raider symphonic package and, you know, the...
physical versions that are going out soon.
Do you have any more, like, personal projects in the work,
or are there any dream projects you'd love to tackle sometime in the future?
Yeah, you know, I would like to do a similar treatment
that I've done for the Toonrader suite for several of my previous game soundtrack,
certainly some of them from core design and some from years after that.
The ones from Core Design
would be something like
Soul Star, Heimdel 2 and the Swagman
I think those three soundtracks are
worthy of a live orchestral treatment
so that's something that I would like to do
and if it means we go down another Kickstarter route
then maybe I need to test the water a little bit
just to see kind of what interest is there
But I'm kind of hoping that, you know, off the back of the Toon Raiders suite,
people will start to be interested in some of my other game soundtracks.
Because, you know, I personally, I think some of them are better than the Toonrader soundtracks.
But because those games weren't as popular, I guess, the soundtracks haven't had the same kind of coverage.
so it would be nice to bring those into the limelight as well
and do something with those
so that's something which I'm going to try and pursue
over the next few years most definitely
well that sounds great
and then finally if people missed out on the
the Kickstarter for the Tomb Raider suite
is there a way they can buy the digital files
or even the physical versions
you know kind of after the Kickstarter campaign
sure so the
digital download is now available on all digital outlets so you know iTunes Amazon
it's on all the streaming platforms as well Google Play Spotify so you can get
the you can get the album through those channels you can also get it from our
website which is www.com we will be distributing the dual case CDs in
just a couple of weeks time, or I think beginning of February is our next shipment.
So the physical CD will be going out.
We'll also be selling that on our website.
I'm not quite sure how we're going to be distributing those physical products elsewhere yet.
I don't know.
Amazon, you know, is the obvious one, but Amazon tends to be only cost effective if you're shipping, you know, a lot of units.
So it might be that we use some business.
a little bit more accustomed to game soundtracks
like laced records or black screen
or something like that.
So we're still securing those distribution deals at the minute
but certainly immediately you'll be able to get the CD from our website
and we have a shop on our website
which is payable through PayPal I think at the moment
and then the vinyl
the vinyl's are coming out in about two months time
and again the same kind of situation with that
we'll be looking at a sort of a smaller distribution network
but immediately it'll be available on our website
as soon as we get those pressed
and then we have a deluxe tin CD
which will be coming out about a month after that
and the same situation with that
so that's where you can get it from at the minute
Yeah. So if you feel like dabbling in a bit of nostalgia, please go ahead.
All right, Nathan, thanks so much for your time. And, yeah, good luck with your future projects.
Thank you.
So just a wrap, would you like to tell everyone where they can find you personally online or, you know, your website and so on and so forth?
So, sure. The website is, like I said, www. Tomb Raider Suite.com.
You can get us on Facebook, Tomb Raider Suite.
Twitter, Tomb Raider Suite, Instagram, Tomb Raider Suite, again.
I also have personal accounts, Nathan McCree on Facebook and Instagram and Twitter.
And there's my profile on LinkedIn.
And we're also on YouTube as well.
I have a personal account on YouTube where most of the Tomb Raider Suite videos are going.
So, yeah, you can find us pretty easily if you just search on Google.
All right. Great. And of course, Retronauts, you can find at Retronauts.com. And on iTunes
and other podcast services, just look for Retronauts. We're on social media, et cetera. And we
are Patreon-supported, patreon.com slash Retronauts. If you subscribe three bucks a month, you get
early access to higher quality audio files with no ads. It's exciting and great. So check that out.
You can find me, Jeremy Parrish, and Twitter as GameSpite. And check out my YouTube
channel where I've been going through
NES and Super NES and Game Boy
and other video game systems chronologically.
It's very, very
methodical. So
check that out on YouTube.
Anyway, we'll be back again in
a few days with another Retronauts episode
and a full, no,
with a full episode in a few days
and another bite-sized
episode like this one in two weeks.
Look forward to it. Nathan, thanks again
and talk to you again
some time. Thank you very much.
Thank you.
Thank you.