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The Music of Nobuo Uematsu in the Final Fantasy Series
The Music of Nobuo Uematsu in the Final Fantasy Series
The Music of Nobuo Uematsu in the Final Fantasy Series
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The Music of Nobuo Uematsu in the Final Fantasy Series

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Nobuo Uematsu is one of the most influential Japanese composers of the current age. One of Japan’s most beloved living composers, he has been composing music for the popular franchise since 1987, inspiring a new generation of classical music fans, and named by Time Magazine as an ‘innovator’ of the new wave of music.

Sometimes described as the Beethoven of video game music, Nobuo Uematsu has built his career and reputation from his soundtracks to the enduring Final Fantasy series of video games, which are notable for their remarkable cinematic feel.

Classic FM radio describes Nobuo as ‘part John Williams, part Wagnerian leitmotif, part new-age soundscaper – and a legend in his own right’. He has so far appeared five times in the top 20 of the annual Classic FM Hall of Fame, voted for by listeners.

This is the first book-length study on the music of Uematsu. It takes a variety of different analytical approaches to his music. It offers readers interested in ludomusicology (the study of and research into video game music) a variety of ways in which to understand Uematsu’s compositional process and the role that video game music has in the overall gaming experience.

Those interested in Uematsu’s music will gain a greater appreciation and understanding of his compositional processes and his interaction with musical narrative, and those interested in ludomusicology in general will be shown various methodologies that can be applied to a single composer. Those interested in composing for video games or movies will also be given insight into how they might compose for a narrative themselves.

Professional musicians will gain deeper insight into the music from selected games in the series, as each chapter applies traditional theoretical and musicological methodologies to selected games from the series. It my also be a useful educational resource for use in their own studies by student and amateur musicians.

Foreword by William Gibbons, associate professor of musicology at Texas Christian University. Editor Richard Anatone is a professor of music theory at Prince George's Community College in Largo, Maryland.

It will be a valuable resource for ludomusicologists, as well as academics from a variety of disciplines who work in popular music and culture, film and visual media, and subjects traditionally marginalized by the Western 'Classical' canon. It will also be of interest to fans of the Final Fantasy series, both inside and outside of academia and to composers of video game music.

It will also appeal to readers interested in the business and marketing side of the video game industry, and who want to learn from the successes of live video game concerts and how symbolism and thematic interplay aids in drawing gamers’ attention to soundtracks and concerts of video game music.

Game developers will learn how to recognize potential composers and compositional approaches that will aid in storytelling, fandom and gamer immersion.

General video game historians who want to learn more about Square’s early years and eventual transition into a powerhouse development company will also find much to interest them.

While there have been several edited collections in the subdiscipline of ludomusicology, this is the first book to address a composer’s oeuvre as the main subject. It brings together a variety of methodologies and voices on the subject, and has potential to become a model for future composer-focused studies.

LanguageEnglish
Release dateApr 27, 2022
ISBN9781789385564
The Music of Nobuo Uematsu in the Final Fantasy Series

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    The Music of Nobuo Uematsu in the Final Fantasy Series - Intellect Books

    The Music of Nobuo Uematsu in the Final Fantasy Series

    Studies in Game Sound and Music

    Series editors: Melanie Fritsch, Michiel Kamp, Tim Summers, and Mark Sweeney

    Intellect’s Studies in Game Sound and Music publishes accessible, detailed books that provide in-depth academic explorations of topics and texts in video game audio. Titles in this series present detailed analysis, historical investigation, and treatment of conceptual and theoretical issues related to game audio.

    The series does not seal game audio into a scholarly suburb but is instead outward-looking: it seeks to engage game audio practitioners and researchers from a range of disciplines, including anthropology, performance studies, computer science, media studies, psychology, sociology, and sound studies, as well as musicology.

    Titles in the series:

    The Legend of Zelda: Ocarina of Time by Tim Summers

    Nostalgia and Videogame Music: A Primer of Case Studies, Theories, and Analyses for the Player-Academic edited by Can Aksoy, Sarah Pozderac-Chenevey, and Vincent E. Rone

    The Music of Nobuo Uematsu in the Final Fantasy Series edited by Richard Anatone

    The Music of Nobuo Uematsu in the Final Fantasy Series

    edited by

    Richard Anatone

    First published in the UK in 2022 by

    Intellect, The Mill, Parnall Road, Fishponds, Bristol, BS16 3JG, UK

    First published in the USA in 2022 by

    Intellect, The University of Chicago Press, 1427 E. 60th Street,

    Chicago, IL 60637, USA

    Copyright © 2022 Intellect Ltd

    All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without written permission.

    A catalogue record for this book is available from the British Library.

    Copy editor: Newgen

    Cover designer: Tanya Montefusco

    Production manager: Sophia Munyengeterwa

    Typesetting: Newgen

    Hardback ISBN 978-1-78938-554-0

          ePDF ISBN 978-1-78938-555-7

           ePub ISBN 978-1-78938-556-4

    Part of the Studies in Game Sound and Music series ISSN: 2633-0652 / Online ISSN: 2633-0660

    Printed and bound by Lightning Source.

    To find out about all our publications, please visit

    www.intellectbooks.com.

    There you can subscribe to our e-newsletter, browse or download our current catalogue, and buy any titles that are in print.

    This is a peer-reviewed publication.

    About the Companion Website

    https://www.ludomusicology.org/studies-game-sound-music/uematsu-final-fantasy/

    A companion website accompanies The Music of Nobuo Uematsu in the Final Fantasy Series. This site includes supplemental musical examples that were unable to be included in this collection. Readers will find endnotes within this collection that direct readers to supplemental examples (e.g., see Supp. 4.5) that provide annotated musical examples, tables, charts, and other figures that were not included in this book. Additionally, any updates to the book, additional materials, and corrected errors will be posted to this website.

    Contents

    List of Illustrations

    Foreword: Dear Friends

    William Gibbons

    Introduction

    Richard Anatone

    PART 1: CONERIA CASTLE

    1. Dancing Mad: Music and the Apotheosis of Villainy in Final Fantasy

    Jessica Kizzire

    2. The Devil in the Detail: Analyzing Nobuo Uematsu’s One-Winged Angel from Final Fantasy VII

    James S. Tate

    3. Changing Times: The Diatonic Rhythms of Nobuo Uematsu’s Final Fantasy Battle Music

    Ross Mitchell

    PART 2: NIBELHEIM

    4. Thus Spake Uematsu: Satirical Parody in the Opening Sequence to Final Fantasy VI

    Richard Anatone

    5. That Tune Really Holds the Game Together: Thematic Families in Final Fantasy IX

    Sean Atkinson

    6. A Link between Worlds: The Construction of Nostalgia in Game Music and Final Fantasy IX

    James L. Tate

    PART 3: THE LUNAR WHALE

    7. Penultimate Fantasies: Compositional Precedents in Uematsu’s Early Works

    Alan Elkins

    8. Music and Narrative Experience in Final Fantasy XIV: A Realm Reborn

    Stephen Tatlow

    9. Music, Mediation, Memory: Theatrhythm Final Fantasy

    Julianne Grasso

    PART 4: THE WORLD OF BALANCE

    10. Feminine Themings: The Construction of Musical Gendering in the Final Fantasy Franchise

    Thomas B. Yee

    11. Uematsu’s Postgame: The Music of Final Fantasy in the Concert Hall (and Beyond)

    Stefan Greenfield-Casas

    12. Historical Narratology and the Hymn of the Fayth in Final Fantasy X

    Andrew S. Powell and Sam Dudley

    Notes on Contributors

    Indexes

    Illustrations

    Examples

    1.1 Nobuo Uematsu, FFVI , Kefka, A section.

    1.2 Nobuo Uematsu, FFVI , Kefka, B section and tag.

    1.3 Nobuo Uematsu, FFVI , Kefka, C section.

    1.4 Nobuo Uematsu, FFVIII , Fithos Lusec Wecos Vinosec, melodic comparison.

    1.5 Nobuo Uematsu, FFVIII , The Castle, B section, melodic comparison.

    1.6 Nobuo Uematsu, FFVIII , The Castle, C section, melodic comparison.

    1.7 Nobuo Uematsu, FFIX , Dark Messenger, melodic comparison.

    2.1 Nobuo Uematsu, FFVII , One-Winged Angel, mm. 1–2 displaying the march ostinato with a clear 4–4 meter.

    2.2 Nobuo Uematsu, FFVII , One-Winged Angel, mm. 15–18. Harmonic analysis of the fanfare section showcasing the assumed harmony until the repetition of Em7 and the E in the soprano line.

    2.3 Nobuo Uematsu, FFVII , One-Winged Angel, mm. 21–23.

    2.4 Nobuo Uematsu, FFVII , One-Winged Angel. Schenkerian analysis of mm. 44–48 showing the delayed perfect authentic cadence.

    2.5 Nobuo Uematsu, FFVII , One-Winged Angel, mm. 120–25. Schenkerian reduction showcasing the culmination of much of the musical material Uematsu has incorporated to this point. Annotations to score in italics.

    2.6 Nobuo Uematsu, Final Fantasy VII Reunion Tracks (CD), One-Winged Angel (transcription by author). Here we see a definitive ending in comparison to the infinite loop in the game, finishing with a final Sephiroth motif.

    3.1 3+3+2 as long and short tones.

    3.2 3+3+3+3+4 as long and short tones.

    3.3 Nobuo Uematsu, FFI , mm. 1–2, pulsing motive that begins Battle Scene.

    4.1 (top) Richard Struass, Thus Spake Zarathustra , introduction (reduction); (bottom) Nobuo Uematsu, FFVI , Omen, mm. 1–10.

    4.2 Nobuo Uematsu, FFVI , Dancing Mad: Tier 1, mm. 21–28 (top) showing prominent use of the ascending and descending step; mm. 43–46 (bottom) showing prominent use of the descending step.

    4.3 Nobuo Uematsu, FFVI , Dancing Mad: Second Tier, the first phrase (left) and second phrase (right).26 Here, the only melodic motive used in the soprano consists of a rising and falling descending semitone.

    4.4 Nobuo Uematsu, FFVI , Fanatics, mm. 1–8. Note the parallel fifth motion in the voice, reflecting the religious nature of the cult. It should be noted that the rhythmic activity of the tambourine and bass drum is increased to eighth notes at m. 5.

    5.1 α section from Vivi’s Theme.

    5.2 β section from Vivi’s Theme.

    5.3 Eye to Eye theme from FFIX .

    5.4 Song of Memories theme from FFIX .

    6.1 Nobuo Uematsu, Mystic Mysdia, FFIV , mm. 1–6 (top); Nobuo Uematsu, Vivi’s Theme, FFIX , mm. 1–6 (bottom).

    6.2 Nobuo Uematsu, FFIX , Black Mage Village, mm. 38–48.

    6.3 Nobuo Uematsu, Mount Gulug, FFI , mm. 2–9 (top); Nobuo Uematsu, Gulug Volcano, FFIX , mm. 6–9 (middle); Nobuo Uematsu, Gulug Volcano, FFIX , mm. 18–21 (bottom).

    6.4 Nobuo Uematsu, Locke’s Theme, FFVI , B section, mm 17–20 (top); Forever Rachel, FFVI , mm. 1–4 (bottom).

    6.5 Nobuo Uematsu, Zidane’s Theme, FFIX , mm. 61–68 (top); Unrequited Love, FFIX , mm. 1–8 (bottom).

    7.1 The invincibility themes of JJ (by Nobuo Uematsu, top) and Super Mario Bros. (by Koji Kondo, bottom), which both contained a heightened sense of energy and repeating two-chord shuttle. (The two chords in JJ repeat in the second half of the loop.)

    7.2 The starkly contrasting game over themes of Tobidase Daisakusen (top) and Final Fantasy II (bottom), reflecting the stylistic characteristics of their respective game genres.

    7.3 The pre-/post-level music for the final stage of King’s Knight (top) and the level clear music from Junko Ozawa’s soundtrack to Tower of Druaga (bottom), which both contain musical features associated with heroic fanfares.

    7.4 Nobuo Uematsu, King’s Knight Special , music for Kahn Cave.

    7.5 Nobuo Uematsu, Final Fantasy , music for Flying Fortress, which contains a degree of internal repetition comparable to the dungeon themes of King’s Knight Special . The two-sonority nanoloops in the triangle wave can be seen as akin to the shuttles of previous examples, even though the pulse waves do not participate in the harmonies the triangle wave outlines.

    7.6 Nobuo Uematsu, Nakayama Miho no Tokimeki High School , the music during the apology scene with Miho (0:00–0:11). The slow tempo, minor mode, and texture strongly resemble Uematsu’s game over music for FFII (see Example 7.2).

    9.1 Annotated transcriptions of the first six measures of Battle in Theatrhythm Final Fantasy , originally from FF (1987). The score for player actions is notated as dots, lines, and arrows (see key) aligning with each measure in common (4/4) time.

    12.1 Nobuo Uematsu, FFX, Hymn of the Fayth. Transcription by authors.

    12.2 Nobuo Uematsu, FFX, Song of Prayer. Transcription by authors.

    12.3 Nobuo Uematsu, FFX, Grand Maester Mika, 0:00–0:15. Transcription by authors.

    12.4 Nobuo Uematsu, FFX, Hymn–Yunalesca. Transcription by authors.

    12.5 Junya Nakano, FFX, A Contest of Aeons. Transcription by authors.

    Figures

    1.1 Nobuo Uematsu, FFVI , Kefka, form.

    1.2 Nobuo Uematsu, FFVIII , The Castle, form.

    3.1 Clock diagram of 3+3+2 rhythm (maximally even, diatonic).

    3.2 Clock diagram of 1+3+4 rhythm (not maximally even, not diatonic).

    3.3 Clock diagram of 3+3+2+2+2 rhythm (not maximally even, not diatonic).

    3.4 Clock diagram of 3+2+3+2+2 rhythm (maximally even, diatonic).

    3.5 Venn diagram illustrating the crossover between diatonic and propulsive categories.

    3.6 Clock diagram of 3+3+2+2 (not maximally even, not diatonic).

    4.1 Hutcheon’s concept of trans-contextualization as the driving force of parody.

    4.2 Adaptation of Sheinberg’s model demonstrating the level of satire within Omen to understand the rising fourth motive as a parody of Strauss’s nature motive.

    4.3 Depiction of the level of satire within Omen to understand the rising fourth motive as a parody of Uematsu’s own compositional tool.

    4.4 The fully realized ironic statement of the introduction to Omen.

    4.5 The hidden meaning within FFVI ’s Omen.

    5.1 Connections within Vivi’s Theme thematic family.

    5.2 The Eye to Eye theme and its role in defining relationships with Dagger.

    5.3 The Song of Memories theme and its connection between Dagger’s past, present, and future.

    5.4 The complete Melodies of Life thematic family.

    6.1 My own generalized model of how conditions for a demand for nostalgia are created and how artists respond to them.

    6.2 Van Elferen’s ALI model and my modification of the same model.

    6.3 A flowchart in which I demonstrate how the ALI factors converge to evoke nostalgia.

    7.1 Summary of Andrew Schartmann’s taxonomy of loop hierarchy.

    8.1 Players experience different selections of loops dependent on their current play-states and move between selections of loops dependent on their interactive states.

    8.2 Music changes during fight against Shiva.

    8.3 Players of MMORPGs are free to explore the world’s stories as they see fit.

    8.4 A demonstration of how players could have asynchronous but simultaneous experiences of a narrative event.

    8.5 Three different experiences of a shared FATE.

    8.6 A comparison of the potential musical experiences of players within the same space due to the use of the party function.

    9.1 An FMS stage in Theatrhythm Final Fantasy , featuring objects and scenery reminiscent of the FF series (2012).

    9.2 A BMS stage in Theatrhythm Final Fantasy , emulating the visual appearance of traditional FF battle sequences, with familiar characters, enemies, and positions on screen.

    9.3 An EMS stage in Theatrhythm Final Fantasy: Curtain Call , showing rhythm-based audio-visual cues atop a scene from FFXI.

    9.4 A partial screenshot of the Square Enix store website (2020b) for Theatrhythm Final Fantasy: Curtain Call .

    10.1 Princess Hilda/Lamia Queen seduces Firion, FFII , NES (1988), iOS (2010).

    10.2 Conventional masculinity–femininity spectrum of FF character themes.

    12.1 Protus authentic mode and Hymn of the Fayth, with confinalis and functional finalis identified.

    Tables

    2.1 List of instruments and additional information revealed when importing lb2.mid into Avid Sibelius 8.5.

    2.2 Structure of One-Winged Angel.

    2.3 Hit-points revealed upon importing lb2.mid into Sibelius 8.5.

    2.4 Neo-Riemannian results for the chord sequence in mm. 28–35.

    2.5 Thomas B. Yee’s (2020) proposed rock-and-sacred music topics found in God-Slayer tracks.

    4.1 Instances in which Uematsu uses his rising 4th motive and motives related to it.

    5.1 Formal layouts of Melodies of Life and Crossing Those Hills.

    7.1 A list of titles for which Nobuo Uematsu composed soundtracks leading up to the release of FF .

    7.2 A formal summary of each dungeon theme in King’s Knight Special .

    8.1 Installments of games within the FFXIV franchise.

    8.2 A selection of tracks used for two areas within the game to illustrate the music system.

    8.3 Differences in orchestration between combat tracks in different zones throughout Realm Reborn.

    9.1 Mapping success and failure in Theatrhythm Final Fantasy compared with traditional FF games.

    9.2 An adaptation of Figure 9.4, focusing on the correspondences between music for exploration in FF and Theatrhythm ’s FMS stage.

    10.1 Table of conventional male and female character theme musical traits in the FF franchise.

    12.1 Syllabic orientation of Nobuo Uematsu, FFX, Hymn of the Fayth, first four lines.

    12.2 Reorientation of Hymn of the Fayth, with tategaki reading.

    12.3 Reorientation of Hymn of the Fayth, tategaki reading, final two lines.

    Foreword

    Dear Friends

    William Gibbons

    I laughed the first time I heard the term Xennial because I thought it sounded like an especially cheesy Final Fantasy (FF) boss. It is not, of course—trust me, I checked. Turns out Xennial actually refers to people like me, born around 1980 and blessed with hazy recollections of a pre-internet childhood. I think my initial reaction to my microgeneration’s name is appropriate, because like a lot of geeks about my age, I grew up with FF. I am no completionist, but I have played every game in the main series, usually within a year of their release.

    These decades of dedicated fandom give me license to offer up a deep truth about the FF series: not one of these games makes any damn sense. At last count there are fifteen main series titles, each of which suffers from some combination of gaping plot holes, uneven pacing, absurd dialogue, needlessly complicated gameplay systems, and a host of other complaints. So what keeps me coming back time and again? Two things: the people, and the music.

    We all have our favorite FF characters—the ones who you just have to keep in your party, and who stick with you long after the credits roll. But none of those characters exist in isolation. In fact, I do not think it is an exaggeration to say that if there is a theme that links every FF game, it is the idea that there is a special power in relationships. Over and over, FF tells stories of ragtag, motley groups of deeply flawed misfits who nonetheless join together to save the world. That is a compelling message, especially for those of us who always felt a bit like misfits ourselves. And despite most FF titles being single-player experiences, over the years these games have helped millions of people feel less alone.

    I am a case in point. Learning to play FF on the tiny tube TV connected to our NES offered 8-year-old me a rare chance to bond with my chronically ill father. As a painfully shy sixth-grader at a new school in a new state, I met a new friend when I heard someone picking out a tune from FFIV on the choir room piano during lunch. The copy of FFVI I got as a birthday gift the summer before high school helped me find common ground with my much cooler cousin who had just moved to town. FFVII and VIII turned my basement into a social hub for my own motley group of high school friends—and IX gave us a reason to come back together after we all left for college. And so it goes, on and on, as the epilogue to the first FF tells us.

    For all those reasons, it has always seemed particularly fitting to me that one of the first touring concerts of Nobuo Uematsu’s FF music was titled Dear Friends. Not only are my memories of the FF games deeply connected to other people, but the music itself feels like an old friend. I have spent countless hours with Uematsu’s music, whether through playing the games, conducting my research, or just listening for pleasure. Like any good scholar of musical multimedia, I know how sound works to manipulate our emotions—but despite my cynicism, I can never suppress a nostalgic frisson when the Crystal Theme sneaks its way into each game.

    These two worlds of FF—the music and the people—came together for me again some years ago, when the study of game music began to really gain traction. By virtue of my Xennial status, I was able to get into game music research early on, around 2008 or so. Over the course of more than a decade pursuing the study of game music, I have had plenty of opportunities to write about Uematsu and FF. But more importantly the great pleasure to read, hear, edit, critique, and otherwise enjoy the work of dozens of thoughtful scholars, each of whom has been passionate about this music in their own way.

    Our meetings—real or virtual, formal or informal—are places where One-Winged Angel and the Aria di Mezzo Carattere do not require an introduction, where you can start a conversation with a stranger when you compliment their chocobo pin, and here spoony bard jokes always get an appreciative chuckle/groan. They are spaces of friendship, and music, and friendship through music.

    All of which brings me to this book. The collection of essays in this volume address the monolithic position Uematu’s FF scores occupy within game music. And in true FF fashion, Richard Anatone has tackled this truly daunting task by forming a party. Each of these disparate scholars contributes unique benefits to the party as a whole, and they show us that by working together we can collectively accomplish what none of us could as individuals.

    I have known most of the authors in this volume for years. One of them has an office across the street from me, one of them co-wrote a chapter on FF with me last year, two of them invited me to be on their master’s thesis committees, and several others I have met through conferences and gatherings around the world. In each case I am better for knowing them and their research. I plan to spend time with this fascinating book, and its equally fascinating contributors, for years to come. And I hope that by engaging with this scholarship and being part of the community learning about the music of FF, you will also come to view all of us—even those you have not yet met—as dear friends.

    Introduction

    Richard Anatone

    I still vividly remember going for long daily bike rides during my childhood summer breaks. We did not have a nearby bike path, so I would circle around the neighborhood dozens of times, spanning what was likely several hours at once. I also did not have a portable radio or Walkman to listen to as I biked, so like Winnie the Pooh, I often hummed a little something to myself for hours on end. And as an avid fan of the Nintendo Game Boy, I naturally hummed the music to one of my favorite games, Motocross Maniac, a motorcycle racing game. I do not quite recall whether I actually envisioned myself racing against a group of 8-bit fictitious green/gray cyclists, but it is certainly possible; I was in grade school, after all.

    Fast forward some twenty years, where I attended graduate school in Indiana. Lo and behold, there was a 62-mile bike path minutes from my apartment. This time, I had better gear, and so I adamantly rode this path any chance I could get during warmer weather. Choosing to forego the use of my mp3 player as I biked, I again found myself humming the same tunes from Motocross Maniac that I used to hum to myself all those years ago. To this day, I still find myself humming one melody in particular—the music from Course 1—when I am biking, driving, or engaging in physical activity. I even quoted a fragment of this tune in a funk fugue that I wrote for sax quartet.

    I know that it may seem odd to begin an introduction to a volume on the music of Nobuo Uematsu in the Final Fantasy (FF) series about the music to a fairly obscure Game Boy title—one that I am not sure even my friends are familiar with (except my siblings and cousins, of course). But if you are reading this book, I would like to hope that it makes sense, because regardless of the game, the platform, the audio technology, or even the so-called legacy status of the game, these tunes stick with us and often carry more personal meaning than music from the traditional or classical canon. Whether it is a classic melody like the theme to The Legend of Zelda, or it is a more obscure tune like the background track to Revenge of the Gator, this music was with us during our more impressionable years as we played—played with the games themselves, played with our friends and family with whom we shared the gaming experience, and played with the music from these games.¹ The nostalgia factor alone within these tunes is enough to make grown adults—many of whom are not musicians—tear up when listening to these melodies from their childhood: one simply needs to scour the YouTube comments on classic NES and SNES soundtracks to see how impactful this music is to adults currently in their 30s, 40s, and 50s.² I would like to think that all video game fans have their own obscure Motocross Maniac tune that has stuck with them all throughout their years.

    And yet, as meaningful as these tunes may be to us, the soundtracks to the legacy titles seem to garner much more attention in both popular culture and academic research, for a variety of reasons. Certainly, this is in part due to the popularity of the games themselves—whose fans often enjoy the music as much (if not more!) than the games they enhance. It is certainly not a stretch to suggest that titles that sell multiple millions of copies worldwide will garner more popularity in their soundtracks, simply because of their reach. Indeed, composers like Nobuo Uematsu, who have had the advantage of working on iconic franchises during their inception and throughout much of their lifespan, are among the most popular and beloved composers in the field and have arguably attained a type of informal canonic status—whether intentional or not—within the world of video game music fans and scholarship.

    Did this informal canonization within the fanbase happen organically, simply as a result of the game’s (and, by extension, its music’s) worldwide popularity? While this may be a possibility, there are certainly other contributing factors. For example, William Gibbons cites the increasing popularity of video game music concerts and studio recordings as a leading component. He separates these concerts into two types: (1) those that celebrate individual composers and/or games; and (2) the musical potpourri concerts, which contain works that span the history of video game music,³ which often include music from legacy titles. To be sure, Uematsu’s music is often included in both of these concert types: Gibbons writes, As high-profile symphonic concerts of game music become increasingly common, and those concerts then make their way into studio recordings and Spotify playlists, the canonizing process is speeding up (2020: 77). Indeed, Stefan Greenfield-Casas’s chapter in this volume addresses Uematsu and the concert hall, arguing that early concertized performances of FF’s music in the 1980s reinforced its status in the video game music canon.⁴ While the concertizing of video game music may not be the sole contributing factor in the establishment of the canon, it is certainly a component due to the high art status that often comes with the traditional concert setting, which is only heightened further through performances by world-renowned orchestras.⁵

    And of course, canonicity is not without its inherent problems, from the perspective both of accurate historicity and of equal representation. The inaugural issue of the Journal of Sound and Music in Games contains a four-part colloquy dedicated to this very issue, with each writer approaching different aspects of the underlying issue.⁶ And yet, this is where studies of game music have a unique advantage over the traditional repertoire: as the field is relatively new (at least compared to other subfields of musicological research), scholars are aware of potential problems inherent with canonicity in other art forms and are adamant about preventing these issues from overtaking the field. While most agree that a canon is being formed and history being written, they recognize the importance of preventing it from being the only history that is conveyed to fans and scholars through concerts and scholarship. In other words, scholars can effectively have their cake, and eat it too—we can recognize the importance of the influential legacy composers while at the same time ensuring that their story is not the only story being told, thus ensuring equal representation in both performance and scholarship. This sentiment is reflected in Karen Cook’s contribution to the colloquy, writing:

    In no way do I wish to deny our founding figures their rightful place or to suggest that we not continue to make use of their excellent work, of which I imagine there will be much, much more […] if one of our concerns as a field is the creation of canons, and potentially one of our goals the mindful avoidance of canonic entrenchment, then to fill the field with diverse people and their different perspectives can only help.

    (2020: 98)

    We can, indeed, recognize and continue to celebrate the founding figures who have attained—perhaps ostensibly—canonic status while ensuring that their history and works are not the only history and works that are acknowledged. Gibbons sums it up thusly:

    The narrative presented at these [video game music concerts] is one of a panoply of possible histories of game music. At the same time, however, we must be wary of allowing it to be the only history of game music with which listeners are presented, or permitting [Video Games Live’s] limitations to pass by uncritically. Indeed, I hope that scholars of game music will actively resist replicating the historical weaknesses and structural inequalities of the classical canon. The monumental process of writing and rewriting cultural memory plays out in an endless series of small choices, even as innocuous as video game music concerts.

    (2020: 80)

    I briefly address the issue of canonicity here because, for better or for worse, Nobuo Uematsu is a canonic composer in video game music. He has been likened to Beethoven, John Williams, and Wagner;⁷ his music has won multiple official awards over the years;⁸ his music is arranged and performed regularly by professionals and amateurs alike, attaining hundreds of thousands of views on YouTube; his original soundtracks have garnered millions of views on YouTube; his music continues to appear on fan favorite lists in gaming magazines and on the internet; his music has been, and continues to be, the topic of academic research.⁹ I say this not to elevate Uematsu to a godlike status (we all know what happened to Kefka and Sephiroth), but this does raise the question: what is it about his music that generates so much interest? What causes grown adults to cry when listening to his melodies, whether it is chiptunes, MIDIs, or live performances? What is it about his music that causes so many people to painstakingly arrange it themselves so they can perform it, both in concert settings and on personal amateur YouTube accounts? And, more pertinent to this book, how can we address his music from a variety of analytical techniques in order to gain a deeper understanding of the meaning behind his music and the stories that they enhance—stories that, in many ways, have more philosophical meaning to fans than many classical works?

    This book attempts to provide insight into the last question through a variety of different methodologies. While the groundwork for ludomusicology lies in the foundational research of Karen Collins, William Cheng, William Gibbons, Tim Summers, and Isabella van Elferen (among others), I refer to the second chapter of Tim Summers’s Understanding Video Game Music titled Methods of Analysis: here, he discusses various techniques for analyzing video game music, separating them into what he calls In-Game Sources and Satellite Sources. While the latter contains sources outside of the video game itself (game documents, reviews, player comments, interviews, etc.), the former considers—as its name would suggest—sources within the game, including: (1) analytical play, (2) programming and music data, and (3) musical material. The last of these is, quite obviously, of particular significance and is further separated into a variety of methodologies, many of which serve as the framework for individual chapters within this collection: (1) mapping motivic relationship and thematic development; (2) harmonic analysis; (3) topic analysis, semiotics, and intertextuality; (4) psychological effects; (5) hermeneutic; (6) form analysis; (7) ethnomusicological study; and (8) performance (Summers 2016: 39–44).

    This list does not represent an exhaustive list of methodologies, nor does Summers suggest a single approach when conducting analysis:

    I certainly do not wish to prescribe a single approach to investigating game music—such an attitude would be entirely antithetical to the aim of this volume. Instead, I hope to point the way towards some of the sources and modes of analysis that I have found to be most useful and rewarding.

    (2016: 33)

    As readers will see, the chapters herein approach Uematsu’s music from a variety of methodologies. This book therefore serves as a demonstration of how many different analytical tools may be applied to a single composer in a single franchise—albeit a composer who spanned multiple generations of consoles within the same franchise.

    The individual chapters in this book have been organized into four sections with consideration to the type of methodology used to approach Uematsu’s music; and as an homage to the role-playing game (RPG) (as well as an attempt to play with terminology), I have named these four sections after well-known locations from the FF series—each representing a different musical cue found within the RPG genre¹⁰: Coneria Castle, Nibelheim, The Lunar Whale, and World of Balance.

    In medieval fantasy-based RPGs, castles represent a strong tradition within the game’s narrative. It is within these castle walls that players learn the history of the fictional world. Indeed, the original FF begins with the heroes standing outside of Coneria Castle¹¹ before speaking to the king who gives them their first mission. The first section of this book, named after Coneria Castle, therefore contains three chapters that employ more traditional methodologies to Uematsu’s music: motivic and formal analysis, Schenkerian analysis, neo-Riemannian analysis, and contemporary rhythmic analysis. In Chapter 1, Jessica Kizzire suggests that following Kefka’s rise to godhood in FFVI, villains in subsequent installments of the series followed a similar trajectory, which, as she demonstrates through motivic, formal, and timbral analysis, is reflected in their associative music. Due to its legacy as both a fan-favorite and a technological hybrid of live choir with MIDI, James S. Tate conducts a formal analysis of FFVII’s One-Winged Angel, employing both Schenkerian and neo-Riemannian techniques to help foreground Uematsu’s compositional methods and influences. And lastly, following the theories of diatonic rhythms put forth by Jay Rahn and Mark Butler, Ross Mitchell’s contribution conducts rhythmic analysis on a variety of battle music across the FF series, suggesting the need for a new category of rhythmic grouping.

    Towns often represent safe spaces for characters in RPGs—free from villainy and monsters. Yet, they sometimes represent areas where players learn secrets of the game’s history: through talking to the townspeople, players learn the hidden history of the town, the fictional world, and, of course, characters within the game. Such is the case in FFVII’s village of Nibelheim, where the player begins to learn the secrets of the Sephiroth, Jenova, and the Ancients, as well as Cloud and Tifa’s backstory. Thus, the second section of this book, named after the town of Nibelheim, contains three chapters that consider Uematsu’s music from the perspective of semiotics and hermeneutics, attempting to find hidden meaning in the soundtracks. Beginning with FFVI, I consider the opening ten-measure sequence Omen as a satirical parody of both Richard Strauss’s Thus Spake Zarathustra and Uematsu’s own rising fourth motive, as well as a symbolically dense introduction that musically foreshadows the entire game’s narrative: the rise and fall of the Gestahl Empire. Sean Atkinson’s chapter examines the music associated with Vivi and Garnet/Dagger from FFIX, building two separate webs of interconnected thematic families related to each character. Through tropological analysis, Atkinson demonstrates how Uematsu reveals each character’s hidden past and their surprising future through each subsequent transformation of their themes. And lastly, James L. Tate approaches FFIX through the lens of nostalgia: building upon Kizzire’s (2014) earlier work, Tate suggests that the game’s success is in part due to its returning to its roots through the use of self-quotation and allusion—musically and narratively. Through musically induced nostalgia, Tate argues, FFIX harks back not only to the high-fantasy setting of previous installments of the series but also to the childhood of individual players.

    All good RPGs contain an airship—a fantastical transportation device that allows the party to explore not only the known world, but also worlds unknown. The airships in FFIV, for example, allow players to travel across the globe, underground to the world’s cavernous underbelly, and into outer space destined for the moon. The third section of this book is therefore named after the Lunar Whale—the airship from FFIV that brings the players to outer space for the first time in the series—and contains chapters that explore Uematsu’s music outside of the traditionally expected FF series. Alan Elkins’s chapter, Penultimate Fantasies: Compositional Precedents in Uematsu’s Early Works, for instance, gives a comprehensive analysis of the over one dozen games that Uematsu worked on prior to the first installment of FF—spanning multiple genres and platforms, most of which are relatively unknown in the West. Stephen Tatlow tackles the underlying problems of MMORPGs and their shared musical and narrative experience due to the asynchronous nature of multiplayer online gaming. Based off of his own analytic gameplay, Tatlow provides readers with an in-depth discussion of the successes—and failures—of the different musical events and experiences. Lastly, Julianne Grasso’s chapter approaches the two rhythm-based games dedicated solely to Uematsu’s music, Theatrhythm Final Fantasy and its sequel Theatrhythm Final Fantasy: Curtain Call, initially released in celebration of the franchise’s 25th anniversary. As Uematsu’s music has been repurposed for this new rhythm-based game, Grasso explores how Theatrhythm allows players to re-experience the music through the process of remediation.

    Which brings us to the last section, named after the World of Balance—the overworld from FFVI—which quite literally refers to the open world, where the possibilities are endless, much like the chapter topics within this section. Indeed, as the name suggests, our musical understanding attains balance when we employ every type of methodology at our disposal. Thomas B. Yee’s chapter approaches Uematsu’s leitmotifs through the lens of feminist musicology, addressing musical representation of gender in the FF franchise. Here, he discusses Uematsu’s more traditional approach to gendered leitmotifs within FFIV–IX and demonstrates how later composers shift away from these tropes through the use of more progressive compositional techniques. Stefan Greenfield-Casas examines the transfer of Uematsu’s music from the console to the concert stage, focusing on two such strategies: arrangement and transcription. For the former, Greenfield-Casas looks at Final Fantasy X: Piano Concerto, addressing how arrangements can provide listeners a way to both re-experience the game and also experience an entirely new hearing of the game’s narrative. Regarding transcription, he examines several different versions of FFVI’s Dancing Mad and the political decisions behind each transcription. And finally, Andrew Powell and Sam Dudley address FFX from the perspective of musical allegory, as they trace the various musical transformations of the recurring Hymn of Fayth and its religious symbolism regarding the game’s underlying narrative.

    My first encounter with FF and thus the music of Nobuo Uematsu occurred when I was in grade school, with 1994’s release of FFVI (III in the United States). Like so many others, I was completely mesmerized by the in-depth storyline and intricate soundtrack, and over the years, I sought out every FF title I could get my hands on, seeking out fan-sites in the early days of the internet, downloading MIDIs from the various games, engaging in the Mystery MIDI group on AOL, and even going so far as to create the unofficial Final Fantasy Newsletter through America Online as an outlet for fans to provide their thoughts and insights on the games and music. It is clear that I was not alone in my interests; over the years, thousands of fans and scholars have approached the franchise from philosophic, political, religious, and, of course, musical perspectives. And although this collection focuses primarily on Uematsu’s music within the series, the musical analysis leads to a greater understanding to the allegories they enhance through the intersection of these different branches of study. While this collection is by no means an end-all when it comes to this composer or series, it is my wish that it may serve as a framework for further studies when considering single composers and game series.

    Notes

    1. Tim Summers discusses how music can harbor ludic qualities, proposing that video games highlight how music in its concert, cinematic, and game presentations can be understood to be implicitly playful, primarily through our awareness of its ‘potential to be otherwise;’ as players consider the musical possibilities within a game, they engage in what he terms playful listening (see Summers 2021 : 702).

    2. William Cheng makes this observation in his chapter How Celes Sang regarding Celes’s Aria di Mezzo Carattere. As of this writing, one of the many YouTube recordings of this track from the OST contains over 306,000 views, with many comments regarding its emotional impact. Ses Chapter 2 of Cheng (2014) .

    3. As Gibbons (2020) discusses, whose history? is an important question regarding these concerts. He suggests that the programmed music for Video Game Live concerts may portray an inaccurate understanding of video game music history while at the same time focusing on more recent works with a narrow player demographic. Both of these issues suggest a skewed version of history.

    4. Greenfield-Casas builds some of his work on Elizabeth Hunt’s research into the history of video game concerts. See Hunt (2017) .

    5. Gibbons discusses the high art status associated with traditional art music and the complicated relationship between video game music and the concert hall: while concertized video game music may bring in a larger audience and an increase in revenue for struggling orchestras, critics see this as a gimmick, with the ultimate goal of bringing people back to see composers like Beethoven and Mozart. Still, other critics see this is completely counterproductive, because it devalues the high art status of the traditional canon. See chapter 11 of Gibbons (2018) .

    6. The four-part colloquy contains a variety of different perspectives regarding video game music canonicity: William Gibbons discusses the concertizing of video game music, while Julianne Grasso suggests that both official and fan arrangements of video game music may relay different personal experiences of game play. Hyeonjin Park discusses the problems of canonicity regarding diversity and equal representation in the field, and Karen Cook approaches the canon through an academic and pedagogical lens. See Journal of Sound and Music in Games , vol. 1.

    7. ClassicFM’s article is but one of dozens of articles that compare him to Beethoven and Wagner. See ClassicFM (2019 ).

    8. For instance, FFVI ’s music was awarded Best Music for a Cartridge-Based Game in 1995’s issue of Electronic Gaming Monthly’s Buyer’s Guide , as well as Best Music in Gamefan Magazine (1995), vol. 3, issue 1. Additionally, the ballad Eyes on Me from FFVIII was the first video game piece to

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