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"We
knew we were going to have to stay within the expectation of Call of
Duty (that we needed to have some big bold, orchestra), but there
wasn't anyone telling me that I couldn't throw a big, fat, oberheim synth
underneath it!"
Sean Murray
After the mega-hit CALL OF DUTY:
MODERN WARFARE, developer TREYARCH returns the franchise to World
War II in CALL OF DUTY: WORLD AT WAR. We speak with composer
SEAN MURRAY about his genre-bending score, the ideas behind the
divergences from the norm and his special connection to both the
game's setting and recording in Prague, Czechoslovakia.
5 Exclusive Tracks from
Call of Duty: World at War
All Music Used by Permission
Call of Duty: World at War (Treyarch)
Composer
Sean Murray in studio
Emilie
Bernstein (Orchestrator) and composer Sean Murray at Prague
recording sessions.
Prague
Philharmonic recording sessions
CC: How did growing up
in and around
Hollywood affect your
choice to become a
music composer?
SEAN MURRAY: It's
really sort of fun
because when I was
about five, I picked
up a guitar instead of
piano lessons. I
just knew from that
young age that I
wanted to be a
musician, but then my
father (DON MURRAY) did a very
interesting movie in
Hawaii (he took us all
there when we were
little kids and we lived
there for six months).
The movie was
about FATHER DAMIEN
who was a
leper-priest. It was
always really fun
hanging out on the
sets and was one of my
favorite things about
my dad being in the
movie business. Once we got back to
New York, he'd go into
the city to see how
the score was going
and he'd bring home a
cassette tape of the
score mocked up on a
Moog synthesizer. So I
really got into that
and learned the themes
on the piano. And I
thought, "I love these
themes. I love the
fact that these were
in the movie."
That
got me to start
listening to movie
music. Then he brought
home the orchestral
score and I thought,
"Wow. That's what I
want to do."
CC: Who have been your
biggest influences?
SEAN MURRAY: My dad
also gave a start to a
guy that really made a
pretty big mark in his
own right named, BRAD
FIEDEL, who wrote
TERMINATOR.
Also, there was
Jaws by John Williams.
You can't be a little
kid and not be
affected by that
theme. As a kid, we
used to always play
S.W.A.T. and so the
theme song was always
running around in my
head. And I was able
to meet Barry DeVorzon
and became one of my
mentors when we lived
in Santa Barabara
(CA). He wrote
"Nadia's Theme" the
theme song for
S.W.A.T., and SIMON
AND SIMON. When I met
him, he was doing the
score for a cool
sci-fi television show
called "V." He had all
his synthesizers set
up in his house and
I'd go over and hang
out and would learn
from him.
CC: How did you come
to Call of Duty: World
at War? You've worked
on a couple of
Activision games. Was
that the connection?
SEAN MURRAY: That was
totally the
connection. I did TRUE
CRIMES: STREETS OF
L.A. and then TRUE
CRIMES: NEW YORK CITY.
Brian Tuey, who is the
head of TreyArch's
audio team, worked
with me on TRUE
CRIMES: L.A., which I
totally loved. I had
never done a video
game before that.
Then, we worked on
TRUE CRIMES: STREETS:
NEW YORK CITY. After
he worked on CALL
OF DUTY 3 and was
moving onto CALL OF
DUTY: WORLD AT WAR, Brian called
me in and talked with
me on how we could
approach it and wanted
to talk about what
sort of new vibe we
could bring to World
War II.
CC: That must have
been a big challenge
as the WWII FPS
has been done ad
nauseam.
SEAN MURRAY: Yes and
that was the risk,
after MODERN WARFARE,
to go back to World
War II. That was a big
risk that they took,
but I felt compelled
by it. First of all, I
had very strong
personal relationships
with people directly
involved with World
War II: my
father-in-law and
another close
friend-to-the-family.
World War II has
always been of real
great interest to me
and I know a lot about
the history of it.
Knowing that they were
going to do the
Pacific campaign was
really interesting to
me as well. I really
loved the fact that
they would be tackling
Okinawa and Peleliu.
CC: So what was the
conversation like
between you and the
developers, knowing
that there is a
certain expectation
when it comes to WWII
first-person-shooters
and the music
associated with it?
SEAN MURRAY: Before we
even talked about the
music, the thing we
talked about first was
the "mindset of the
player" the combat
world: the Pacific
theatre and the Berlin
theatre. And we talked
about these two things
in two different
languages. The
interesting thing
about the Pacific
campaign was the
psychological
stand-point as well as
the historical. This
was a new type of
warfare for the United
States. We'd never
been embroiled in this
insane, brutal,
guerrilla-stye of
warfare. So the idea
that Treyarch wanted
to get across was that
this was an "alien
world." This was
unlike anything
Americans had ever
seen. It was going to
be an "alien" form of
combat and "alien"
settings: jungle
atmospheres. We wanted
to make that a very
poignant part of the
music: the surprise of
the guerrilla tactics,
the heat, the sweat,
the torn-apart landscapes, burned out
trees, burned out
jungle, booby traps
and fox holes.
So we start off with
the campaign with your
patriotic, triumphant
sort of themes, but
it gets very ambient,
strange and weird. You
almost try and get
those alien landscapes
within the music
through the sound
design I built into
it.
CC: It's an
interesting balance
between the symphonic
elements, the cultural
instruments like the
balalaika for Russia
and the taiko drums
for Japan. How did you
manage that balance
between cultural, the
classical, WWII sort
of music, and the more
electronic/industrial
feel?
SEAN MURRAY: Before we
go to Europe, let's
look at the Pacific.
As I mentioned, what I wanted to do in
the Pacific was to
translate the alien
world and this new
form of warfare. The
way I tried to do this
was to have a constant
dialogue between the
Americans and the
Japanese; using the
brass and trumpets
signifying America and
then the taiko drums
and shakuhachi's come
in. So it's a constant
dialogue back and
forth as the warfare
gets more intense. It
was a fighting
dialogue - a screaming
back and forth. We'll
have sections in the
music that was
triumphant and we'll
have the trumpets
going. But even with
the trumpets, I did a
lot of effects with
them. I had the
trumpet player blow
wild notes, do trills,
and ascendis, and
things like that -
almost is if he's
grunting or screaming
in the midst of
warfare. Occasionally,
I'll put in a little
grungy guitar to give
it a little percussive
and rhythmic elements.
CC: Talk a little bit
more about your
infusing of the guitar
and other synthesized
elements into this
dialogue.
SEAN MURRAY: The whole
point in the music was
to make it fun and
exciting for the
gameplayer. As we starting
going along, the more
risks that I took and
the more interesting soundscapes and synth
sounds that I used,
the more people responded to it. We had
a lot of testers who
were really tripping
on the music. They
helped encourage
getting a little more
wild. That totally
lifted the
restrictions on my
palette. We knew we
were going to have to
stay within the
expectation of Call of
Duty (that we needed
to have some big bold, orchestra), but there
wasn't anyone telling
me that I couldn't
throw a big, fat,
oberheim synth
underneath it! (Laughs.)
CC: Playing through
the game myself, it
took me a while to
become cognizant of
the music because the
game is so visceral.
Most of the World War
II games, up to this
point, were not as
gritty, or "in your
face" as this. Because
of how you have meshed
some of the more
contemporary elements,
your score has that
same visceral sort of
punch that the imagery
has.
SEAN MURRAY: Yes.
You're in the time
period and we have
themes that fit, the
American bravado of
that
time period, but then
the imagery of the
game is so incredible you just want to
enhance that with
music using whatever
tools you need to.
What was so neat was
that I had my own
dev-kit, so whenever
they laid in some new
music I could monitor
it and tailor it for
each scene. So I was
intrinsically involved
in that too.
CC: So you were
involved in the
mixing?
SEAN MURRAY: Yes. That
was one of our main
focuses. I mixed
everything. Every
single cue, I mixed
against the production
sound from that area
where music would
be featured. So I had
all the guns, the
atmospheres and
background. As a
result,
I really had a great
opportunity to
optimize my mixes for
each level of gameplay.
CC: That would
certainly have
advantages for you and
the final score.
SEAN MURRAY: Yes. It
was interesting that,
as we were going
along, we found what
worked best for
different scenes. We
found that if we used
too much ambience or
too much reverb with
the orchestral
elements that it would
actually soak up a lot
of the overall
ambience of the game
itself. In light
of that, we let the
orchestra be a little
drier than you
normally would. That
gave the sound guys a
tremendous amount of
flexibility when
taking my tracks and
tweaking them or
adding ambience to fit
their backgrounds.
CC: So what was your
approach to the
European theatre?
SEAN MURRAY: We wanted
to get the sweaty,
brute force out of the
Pacific Campaign, but
for the Russians in
Germany, the specific
goal was to translate
a very patriotic
beginning, where the
soldier has this
optimism and
expectations of valor,
and how the
viciousness of warfare
turned them into
monsters. Again we
start off with the
more traditional
thematic ideas with
the use of the
balalaikas and Russian
choir. Now, as they get
out of Seelow and into
Berlin, they start
doing more and more
vicious things to the
Germans, even the
civilians. The music,
then, captures this
degradation. The way
we accomplished this was
to lift the restraints
of orchestration and
style, so we could go
anywhere a maddening
psyche would take us.
As we approach Berlin,
I use a female voice
(Jane Runnalls). She
has an incredible
voice and she is the
German siren that
taunts the Russian
soldiers. As they get
more and more depraved
things become a little
more industrial at
times, more
atmospheric and even
trance-like with some
of the rhythmic
textures.
CC: Now you've written
a lot of music for
this game. Can you
pick some favorite
pieces?
SEAN MURRAY: In the
Pacific theatre, there
is a cut called
"Trenches" that I
like. That's one of
the bigger themes; one
of our patriotic
pieces, but I also
love the cut entitled
"Torture." It's just a
simple cue, but it was
nice as it had a nice
live ambience with the
orchestra. The played
that piece live and I
just did a few
overdubs. We had the
superball in that
piece, which is when
you roll a superball
on a drum-head or on a
gong. It gives you a
weird, bendy-like
sound.
CC: Recording this in
Prague had special
meaning for you.
SEAN MURRAY: Yes. My
father-in-law, who was
a World War II
veteran, was from
Prague. He was there
when the Nazi's
marched in and took
over Czechoslovakia. He
escaped the Nazi's and went and fought with
the French. When the
French were defeated,
he escaped, by row boat,
to Britain to become a
tank commander with
the British Army...and
came back to kick the
crap out of the
Nazi's. So I always
wanted to go to Prague
and see the city of my
father-in-law's birth,
heart-break and
turmoil. So to get to
record a World War II
score there in that
city had
special meaning to me.
CC: You worked
with Emilie Bernstein,
daughter of Elmer
Bernstein, on this
project in Prague.
SEAN MURRAY: Yes. She
was my orchestrator.
I've known her since
just after high
school. Her father was
a friend of my dad's and
he encouraged me when
I was doing student
films. So when I got
the chance to work on
CALL OF DUTY: WORLD AT
WAR, I was able to
afford and hire EMILIE
BERNSTEIN. It was
great working with her
as she had never
worked with someone
who composes on
synthesizers. She, of
course,
orchestrated most of
her father's scores
even up to his last
one. So it became a
very organic thing to
have her do the
orchestration. We also
got to record in the
same hall that ELMER
BERNSTEIN did his last
recording in - The Smeckie Studio in
Prague.
CC: Call of Duty has a
pretty strong
tradition including
its music. Of course
composer MICHAEL
GIACCHINO's name is
associated with the
franchise, but there's
also GRAEME REVELL,
HARRY GREGSON-WILLIAMS,
STEVE BARTON, and JOEL
GOLDSMITH. What, if
any, pressure did
coming into that music
tradition place on
you?
SEAN MURRAY: I know
Graeme Revell and like
him a lot, but I
didn't listen to any
of the music from the
previous games.
Actually, there was
one clip I listened to
from CALL OF DUTY 2,
which was GRAEME (Revell)'s.
I listened to it for a
couple of minutes;
watching in context of
the gameplay that
someone had posted on
YouTube. I just didn't
really want to be
influenced by what
anyone else had
previously done. Early
on, I did go and watch
some of my favorite
war movies like THE
GUNS OF NAVARRONE and
SAVING PRIVATE RYAN
(even though there
wasn't much music in
that) and that was it.
CC: There's already
talk of CALL OF DUTY
6, if it were offered
to you and you
accepted, what would
you like to bring,
given your experience
now on CALL OF DUTY 5,
with you to the
project?
SEAN MURRAY: Well, I'd
bring the fact that
I've now done one now
(laughs), but I'd
actually approach it
very differently. I
try to do it
psychologically from
the gameplay and what
the intentions of the
game producers are. So
I'd probably throw out
everything I did in
this last one and
start fresh.