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Chrono Trigger Remake Concept

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Mjolnir Mark IV Cyborg:

--- Quote from: CptOvaltine on September 09, 2020, 04:18:04 pm ---That being said, the orchestration will be wildly different then the game because, again, you now have essentially 32+ parts to write vs 8 on the SNES.
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But it isn't always going to be 32+ parts. Just as not all of the SNES music uses all 8 sound channels all of the time.


--- Quote from: CptOvaltine on September 09, 2020, 04:18:04 pm ---However, even with the End of Time example track you use there id new material - new string padding with additional 7th chords in the first chorus - the addition of woodwind trills and accompaniment on the first loop.  Winds taking the melody in the second chorus along with a new cello countermelody.  The new ending that breaks the loop and adds resolution, etc. These are all different orchestration choices and additions made to the original to help fill out what would be a bare 1:1 translation of the chiptune melody.
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It sounds like you misunderstood what I was using as an example. Just listen to the first minute of the track. That's how long it goes before it would loop in the original chiptune music, which is also only one minute long. What was added to the first minute of the orchestral version, if anything? And if something was added, do you think the orchestral version would not work if it were taken out?


--- Quote from: CptOvaltine on September 09, 2020, 04:18:04 pm ---It's also fair to say that smaller ensemble tracks like this will translate easier as the instrument and part count is much lower then what you would use on the boss track, or Frog's Theme.  The smaller the ensemble, the less restrictive the 8 channels will become to the writing.
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But it's also fair to say that my example is not atypical of the soundtrack in terms of its scale. Being that there are both more and less complex examples, and examples of more ore less equal complexity, this one falls somewhere in between.

But another reason I didn't choose a more complex track is because it can become harder to compare between an orchestrated rendition and the original chiptune music when there's more to listen to and compare—more sounds to parse out and isolate with one's ears, and more to try and keep inside our noggin at any one time. So I think another reason my example is a good one is because it isn't extremely difficult for people to compare it to the original, or to discuss it after comparing.

Anyway, if what you say is true, this example should not be exempt from your point. There's enough going on in it.


--- Quote from: CptOvaltine on September 09, 2020, 04:18:04 pm ---I think there's a bit of confusion when we talk about new material though.  I'm not saying you would have to add new melody fragments, sections of music, or "re-write" the music etc.  I'm speaking from purely an orchestration point of view.  Translating 8 channels to 32+ parts will require a lot of new orchestration. That doesn't mean the overall idea will change, simply that things will become richer and more fleshed out if done in a way that preserves the original melody and harmonic progression
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That sounds good and reasonable in theory! I just get worried when too much changes because it just starts to sound too different. Do you think the first minute of my End of Time example falls under what you're describing?


--- Quote from: Lavos, a one-eyed tick on September 13, 2020, 10:44:17 pm ---I think my one thing with orchestra music though, is as cool as it'd be... Chrono Trigger's music was never intended to be orchestral, but rather a mix of genres.

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I think I understand your point, and if I do, I agree. I don't think the soundtrack should be limited to classical instruments only. But I think you're just describing it in a way that I wouldn't.

For one, it sounds like you're not differentiating "orchestra" from "classical instruments." Just because the music is performed by an orchestra doesn't mean the orchestra needs to be limited to classical instruments, or instruments we might typically associate with orchestras. To me, the key to bringing the original soundtrack to life is the use of real instruments—and keep in mind an instrument can be pretty much anything you use to make a sound that ends up in the music. For example, I think the percussion in Robo's theme should sound similar to the industrial hissing and stomping sounds you would hear in a factory. There should be some element of that at least, because that seems to be what they were going for with the percussion in the original chiptune music. But I think the strings in that track should definitely be performed using classical instruments.

But I also think the vast majority of the music from the game was intended to be interpreted as being performed using classical instruments. Even Zeal uses what sounds like traditional instruments, just not strictly European (like the percussion and sitar, or whatever it is, which I think you were also referring to). For the most part, I think 2300 AD is the only real exception where some of the instruments being used would be more modern—but even then, not all of the time. But there are other exceptions here and there in other time periods, such as the electric guitar in the Tyrano Lair, or as you mentioned, the synth in the Ocean Palace and final battles—but in these latter cases, it would be a synth in an orchestra with real instruments, not a synthesized orchestra using virtual instruments. An electric bass seems to get used a lot too with the soundtrack in general, and to great effect. I think we're on the same page here.

If you find some of the tracks jazzy, they're still going to be jazzy with real instruments. But I would never describe the End of Time music as jazzy. I mean, isn't that a straight up waltz, bro? :P

What do you think of my End of Time example? Do you think the first minute is as perfect as I do?


--- Quote from: Lavos, a one-eyed tick on September 13, 2020, 10:44:17 pm ---Also I'd want to make sure all the characters and stuff are based on the og art and sprites, NOT the PSX cutscenes
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Oh yeah, Akira Toriyama all the way!


--- Quote from: Lavos, a one-eyed tick on September 13, 2020, 10:44:17 pm ---I think it'd also be cool if you could swap between the original SNES and the remastered DS versions of the script. Just so you can experience both translations.
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That's a good idea, but there may have to be a note that spoken dialog may differ, as it may not be feasible to record dialog for both scripts.


--- Quote from: Lavos, a one-eyed tick on September 13, 2020, 10:44:17 pm ---And of course, keeping the combat and top-down perspective would be essential.
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I think having an option for a top-down perspective is a superb idea, but making it the only option would be limiting. One potential problem I foresee is that since scale will not be identical, a top-down view might leave out things you would want to see during a battle. But the lack of a controllable camera would also be an oversight when the effort has been made to fully realize the world in 3D. I think many of us would want to do something we can't do in a 2D environment, just to experience the game in a new way, and to visually explore the work that would be put into fleshing out the 3D environment.

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