In video games it’s about more than the narrative, though (well at least to some). Games have always been about playing and as such music has also been used to augment gameplay by reacting to game events. The simplest implementations are changing the music from the normal background theme to a more dramatic track when a battle is joined. Classic CRPGs like Baldur’s Gate and Planescape: Torment from Black Isle Studios and Bioware were among the first to successfully use fluid transitions between tracks depending on the situation your character finds him/herself in.
Left 4 Dead integrates the music directly with the gameplay. Anyone that’s played a few campaigns will forever remember the iconic orchestral pieces associated with the coming horde, the vicious witch and the hulking tank.
For this article, however, Left 4 Dead is still to young. This is about music that makes us remember. Bethryn did an article on music in video games entitled Music To My Ears: Epic Game Soundtracks not too long ago. I hope to write something different enough to warrant its own article but I’d also like to respond to it by giving examples of some of my favourite pieces of game music.

Rather than embedding a simple facsimile of the song, here’s a fan shredding to it on his guitar. This is the most epic part of the song and reminds me of saving colonists on Mar Sara by throwing in my lot with the rebel/terrorist group, The Sons of Korhal. It also brings back memories of betraying Kerrigan.

There are at least two other theme songs from RTSes that evoke more nostalgia than the classic Hellmarch. Those are the themes from Activision’s 1998 remake of Battlezone and the game that put Relic on the map, Homeworld. Unfortunately I couldn’t find them on any service that would let me legally stream them.

The main title theme to Prince of Persia: Sands of Time
This is the song played during the baths sequence.
This is the song played during the credits. For your entertainment it is played over a montage of some of the game video.
Stuart Chatwood’s flowing compositions complemented Jordan Mechner’s vision for seamless acrobatic animations. His songs reminded me of a time when games were just games to me. There was no industry, no hype machine. A time before the pleasure of gaming became the business of gaming. Was there ever such a time? The period definitely existed in my head and that’s all that matters in the end.

I remember being truly petrified in a game for the first time (Phantasmagoria was released before Diablo but I never got to play it). I also remember direct modem-to-modem gaming.

The main theme to Planescape: Torment
Deionarra’s Theme
Annah’s Theme
Theme of the mortuary in Planescape: Torment
Whenever I hear Deionarra’s theme I’m filled with an overwhelming sense of loss. Not my own, but hers and The Nameless One’s. Within the first few moments of the game it succeeded in making me care about the characters. The more I learnt about them, the more I cared and the more I wanted to know.
Those are the opening lines from William Wordsworth’s Lines Written In Early Spring.
When I listen to the songs of my favourite bygone games I remember the late nights I was up playing. I remember good times, happy times, sad times, bad times. I remember connecting to an Internet service for the first time with a dial-up (56k) modem and playing a game with people on the other side of the world. I remember sitting back as my mind was blown, pondering on what can change the nature of a man.
Which scores make you remember? What do you remember?
A week after the above post, Stardock released another patch (and the latest to date, at version 1.01.106 on Impulse) which seems to have finally fixed Demigod’s multiplayer. In the few games I’ve played since the patch I’ve consistently been able to get into 2v2 Skirmishes (the next Pantheon tournament only starts up sometime later today) without too long a wait.
Below follow parts 1 and 2 of the documentary Stardock shot while performing open heart surgery on the networking code of Demigod in an attempt to fix the multiplayer issues that prevented the game from being the launch day success it should have been.

It turns out, however, that there were some fundamental problems with the multiplayer matchmaking system provided by ImpulseReactor. This was compounded by bugs and perceived imbalances in Demigod itself. A particularly debilitating bug worth mentioning is the one where your Demigod will stop whatever it was doing when you activate an ability and then not return to the task when it’s done casting the ability. Together with a bug that leaves a Demigod totally unresponsive until it moves, this allows another Demigod that you are busy ganking to get away while you scream at your monitor to make your mouse clicks do something.
