Interviews
September 6, 2007
Cris Velasco on Composing His “Dream Project”
– Clive Barker’s Jericho
By
Louis Bedigian
“I knew it was working when my girlfriend came down the stairs at three in
the morning to say I was giving her nightmares!”
Picture this: you’re a game composer, a diehard fan of Clive Barker, and you’ve
just been given the opportunity to work on his latest project – a horrific video
game for Xbox 360, PlayStation 3 and PC. You’re overjoyed with excitement. Could
this possibly be real?
Then the reality of the project sets in: yes, you are the composer. But you have
less than one month to complete the score.
That was the dream (and challenge) for Cris Velasco, composer of Clive
Barker’s Jericho.
“I've been a fan of all of Clive's works for many years now,” Cris told us
during our interview. “Actually, I'd have to say that he has probably been the
biggest non-musical influence on my career.”
Cris said that the biggest influence for Jericho was the game itself. “The
mythology of the Firstborn and the Jericho Squad that Clive has created for this
game were more than enough to get the creative juices flowing. The visuals that
Mercury Steam have created to accompany Clive's story are so detailed and rich
that I was completely immersed in this world.”
For further inspiration, he says he turned to Clive’s past, adding, “I did
re-read a couple of his novels prior to writing the score to help achieve the
right frame of mind. I read Weaveworld for its concept of worlds within worlds
and The Damnation Game for it's sheer brutality.”

Clive Barker's Jericho is a dream project for
you. Was it a game you went after when it was announced?
Cris
Velasco: Yes, the very day it was announced I began to pursue this project.
I got in touch with Clive to tell him I was interested and to see if he thought
this might be a good project for us to collaborate on. He was very
supportive from the beginning and personally requested that I should do the
music. What was a dream project for me soon became a reality.
Let's get into the meat of Jericho... It's a dark and creepy game, so that
means it'll need a dark and creepy score. Knowing this, how did you move
forward, and what kind of a sound were you looking to achieve?
CV: One of the sounds that Clive and I both thought would be crucial to
Jericho is a choir. It really became the soul of the score. There are definitely
moments where the choir is used traditionally. We've got the big epic moments
with the chorus blasting away. There's also a chant that I had the men do that
basically translates into "evil approaches." I used this as the evil motif,
which was a great suggestion of Clive's. He thought it would be cool to have
some sort of musical statement that got bigger and scarier the closer you get to
the Firstborn. My idea was to have the choir do this as a chant, almost as if
they were trying to summon a demon from the depths of hell.
The choir starts out doing this as nothing more than a whisper. Towards the end
of the game they are shouting it at the top of their lungs. Finally, my favorite
use of the choir was having them do very long, atonal passages. In games, we
hear the orchestra doing these kinds of passages all the time. It's a great
effect when you want to scare the audience. I haven't really heard a game do the
same sort of thing with choir, though. It worked great with Jericho and at times
could almost be mistaken for the anguished moans of the damned that have been
consigned to live within the walls of the Firstborn's prison.
What scares you?
CV: In games? I like the moments of calm. Maybe you've just finished a big
fight, your team is dead, you've got almost no ammo left, and everything just
seems too quiet. Creeping your way around each corner can be terrifying.
Especially when you know a monster should have just jumped out at you. It was
the perfect spot to be ambushed so why wasn't anything there? You almost wish
something would jump out and finish your character because waiting for it to
happen is way worse than actually seeing the creature in front of you. When
games allow your imagination to get the best of you, that's what scares me.

Did you pull any real-life fears into the music? Or is it a purely fictional
fear – the kind that comes from games and movie screens?
CV: Well, I think the music is what the typical Western ear would associate
with being scary. However, some of the music may sound quite tame and
perhaps even beautiful when taken out of the context of the game. The
magic is when you have a scene from the game, something truly grotesque and
visceral, and add music that should not be there. Like a solo boy soprano
or strings and choir playing something almost reverential. That's when the
scene takes on a whole new level of eeriness and can make you have to leave the
room. I did actually use a "real life" sound with one cue. For the child
crusaders I wrote an action cue that also incorporated the sounds of children
laughing and babies crying. There's even a type of music box lullaby in there. I
knew it was working when my girlfriend came down the stairs at three in the
morning to say I was giving her nightmares!
Have you met Clive Barker? Did you get to communicate with him at all about
the project? And if so, did he give any input as to what he was looking for from
the score?
CV: I've been friends with Clive for a number of years. It's an interesting
progression actually. I had always been a great admirer of his work. So I went
from a fan, to the two of us having mutual respect for each other’s art, to
becoming friends and collaborators.
Clive had very definite styles in mind for this score. Before I started writing
a single note Clive and I had a series of meetings, on the phone and in person,
about the direction of the music. One of the interesting styles that came from
those meetings was to include some of the late 20th century style of writing
like Ligeti and Penderecki.
However, to get an even creepier sound we decided to add more tonal textures
over the top of these atonal clusters. For example, in the Crusades level I have
a mixed choir singing these long, drawn out atonal passages. From out of nowhere
I then bring in a men's choir singing a very traditional Gregorian Chant.
The two of these superimposed over each other made for a really great effect.
Especially when you've thrown Clive's visuals into the mix. The other style
Clive really wanted to explore musically was a religious one. In this way
I was able to better score the overarching story of the game rather than each
scene individually. The choir is all singing in Latin with the text taken right
from the Mass.
This being a dream project, were you nervous at all? Was it a moment of,
Okay, I've got to put everything into this score?
CV: At first, I was very nervous actually. This really was a dream project
for me. I'm very passionate about Clive's work though so the excitement soon
displaced all feelings of dread. I never really felt like I had to throw
everything into the score either. Clive and I had a series of great discussions
about style and musicality and I was never tempted to stray from this. Unless by
"everything" you mean did I try extra hard to write something great for Clive.
Then yes, there was certainly that factor but probably no more than any other
job. I think it's important to treat every score as if it's a dream project.

The music might not be creepy at all times, but the visuals sure are.
Is this the kind of score that we'll listen to and think, "This is from a
Clive Barker project"?
CV: I hope so! However, the music is not all scary. Like I mentioned before,
Clive wanted the score not only to be frightening at times, but to have an
almost religious tone to it. So yes, there are moments of action and
tension. The choir that I recorded at Skywalker Sound was singing some very
eerie, aleatoric passages too as I stated already. But there are also moments of
beauty, for example, The Firstborn Theme. This character represents the root of
all evil in the game. His theme is one of innocence though with just a hint of
the darkness creeping through. I recorded an amazing boy soprano, Brooks Fisher,
for this. I should also point out that each period of time you visit in
the game is scored differently while still maintaining a cohesive sound. The
music heard in the WWII level is much different than the Crusades level which is
unlike the Ancient Sumerian level, etc. However, they all sound as if they
belong in this world that Clive has created.
How long did it take to complete?
CV: I initially had only 3 1/2 weeks to complete the whole score, about two
hour's worth of music! In the end though they were able to give me a couple more
weeks to finish things up. Those extra weeks really helped out.
However, even with the additional time I still needed to enlist the talents of
more people to help pull things together. Sascha Dikiciyan, my long-time writing
partner, worked with me on some of the most important and intense set-pieces in
the game when his time would allow. Mike DiMattia lent his hand by doing some
drum programming for me to work with on things like the Sumerian level. This
really helped for example when trying to get that huge and primitive sound for
the Sumerians. Laura Karpman was also able to lend her hand and contribute a lot
to the score. Her knowledge of late 20th century orchestral writing was exactly
what I needed and worked perfectly to set the mood.
Were there any re-writes during the project?
CV: Not very many actually. The challenge is always to strike the right tone
for the game. This is always the first step in writing any kind of score.
How do I capture the essence of Jericho musically? Something I strive to do in
any project I take on is to try to make the score work even if the narrative and
visuals are stripped away. I want people to be able to hear the music and say,
"that sounds like Jericho."

Did you get a look at the script while working
on the music?
CV: Actually, I had something even better. Codemasters was kind enough to
lend me a 360 devkit so that I could play through the whole game myself. I
can't begin to tell you how much this helped my creative process. I've gotten
quite used to working with very little material from the games I work on. Being
able to play through Jericho in its entirety allowed me to make sure the score
was working every step of the way.
How do you move on from a project like this? Are you going to bug them to
work on Clive Barker's next project?
CV: Only time will tell of course, but Clive has let me know how much he
personally liked the score to Jericho. For me, it would be the greatest honor to
be asked back for the next chapter. In the meantime, I'm back working with
Sascha again. We've got our hands full scoring some new and exciting projects.
Sounds great. Thanks for your time Cris!
Clive Barker's Jericho (360)
Clive Barker's Jericho (PC)
Clive Barker's Jericho (PS3)

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