Interview with Jazz artist and Metal Gear Solid composer Norihiko Hibino
| Interview with Jazz artist and Metal Gear Solid composer Norihiko Hibino |
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It is likely that most gamers have heard the music of Norihiko Hibino. While initially determined to become a jazz artist in the U.S., Hibino wound up in the gaming world, tackling Metal Gear Solid 2: Sons of Liberty as one of his first projects at Konami. Since that time, he has gone on to work on many other Metal Gear titles along with other Konami franchise including Zone of the Enders, Boktai, and Lunar Knights. He has since left Konami to start his own studio, GEM Impact, and as you will read, he has a lot in store for game music fans in 2008. His unique experience as a Japanese game composer with a background in jazz and a knowledge of the music industry in the U.S. sets Hibino apart from his colleagues, and makes for an interesting discussion about game music. M4G: You have worked extensively on the Metal Gear franchise over the years. As a trained jazz musician, describe your experience working on the series, including your collaboration with Harry Gregson-Williams. Would you say the high-profile series has provided one of your greatest challenges in the gaming industry? M4G: It has been said that you were initially introduced to music through the piano, but decided to move on to other instruments because your perception of the piano as a "feminine" instrument. Has your opinion of the piano changed over the years? How has your experience as an accomplished live performer helped or hindered your ability to score music for games? M4G: You have a long history of collaborations with other composers in Japan. How would you characterize the video game music industry in Japan? Would you be willing to discuss your recent experience with Noriyuki Iwadare on Elvandia Story and with Yuzo Koshiro on the Etrian Odyssey arrange album? Recently I worked closely with Koshiro-san and produced a remix album of his work on Etrian Odyssey. For this project I called upon famous video game composers like Mitsuyoshi-san from SEGA, Okamiya-san from The Black Mages (Uematsu-san's group) as well as singer Rebecca Evans from the music industry to give the album and its composers a truly artistic look. I also helped organize the "EXTRA live" event/concert in Japan last year where game composers perform and DJ live on the stage. I hope this event will grow and gain mainstream appeal like Video Games Live has in the U.S.
M4G: Tell us about your company, GEM Impact. Who is currently working for GEM Impact, and what are your goals with the company? What are your thoughts on the rising trend among Japanese composers to create these kinds of audio production teams (Basiscape, SuperSweep, etc.)? One of the good things about Japanese composers is that they've all had experience working at a video game company, and they know the basics of game production, including programming, graphic design, and memory issues, etc. They also understand the importance of consistently creating great melodies, and why game producers constantly make demands about changing track lengths and request retakes. The only problem is they cannot speak English and do not know the culture outside Japan, so I act as a mediator and help them go abroad. M4G: You are frequently tasked with creating vocal pieces for the projects you work on. Please describe your experience working on vocal themes such as "Snake Eater," "Out of Nowhere," "Ghost Ship," and/or "Akashi," and your relationship with vocalist Harario. In recent years, we've seen an increase in the number of vocal tracks featured in games, so is it your personal opinion that vocal themes are necessary in games today? Considering vocal tracks in games, we have to be careful to ensure the singer has a strong connection to the game's contents, including the characters and voice actors. We can't have an artist whose voice and personality have nothing to do with the in-game characters. Of course lyrics are key, too. I don't like the whole "power game" involved with having well-known artists work on a title, as is done in film. Usually those songs are made simply to catch the listener's ear. I believe, however, there is a need in games for a more subdued approach that tailors the music and vocals to the specific needs of the project, which is much more impressive than throwing in big-name artists just for the sake of it. M4G: What kinds of tools are you using when you create music? You have made extensive use of your experience as a jazz musician in regards to brass, but you've also used ethnic Asian instruments in your music for Yakuza 2 and electronic elements for Zone of the Enders. Do you approach a given score differently depending on the musical style the project calls for? M4G: What types of projects are you interested in working on? Are there certain game genres or developers that you would like to work with? I have been a proponent of jazz music in games for quite some time, so I was curious what your thoughts were on game music as a medium for introducing a young audience to new styles of music. I want to work on projects with somewhat "extreme" elements. This includes action and sports games. I would really love to emphasize this high energy content with my music.
M4G: Your band, The Outer Rim, recently performed music from Metal Gear Solid and Silent Hill on-stage at the Extra: Hyper Game Music Event in Japan alongside Akira Yamaoka. Please tell us a little bit about the group, and if we can expect to see an album any time soon. Feel free to share your thoughts on that performance as well as on your relationship with Akira Yamaoka. M4G: Again, as a performer, what are your thoughts on music in games today? Is there anything you think is missing from game music? Has your experience studying film music in the United States given you any insights into the differences in approach and style between Japanese game composers and those in the U.S.? Are there any game composers from the U.S. that you follow? When I compose or produce music for a game, my only thought is to go to a musical extreme to allow the virtual character to come alive. There's no need to musically describe what the visuals are already telling you, and there's no need to eliminate what may be a meaningful moment of silence. M4G: Can you tell us about any of your projects in 2008? Can we expect to hear you work in Metal Gear Solid 4: Guns of the Patriots? If you can't tell us about any specific projects, can you tell us your goals going into 2008 and beyond? I'm so glad that GEM Impact has started to become recognized around the world. My theme is "From Japan to Worldwide" and I'm telling my co-workers everyday, "don't just look at the domestic market, you're making music for the world." |



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