My take on Final Fantasy VII Remake Part 2's Trailer Music
Full video where I show how I made it and get hyped:
I suspect this video will not do anywhere as well as a 10 sec bass cover despite having 10x the effort. That's the nature of the internet and I don't truly mind!
However...
... if you're one of the few who will watch this video, I'd like you to do that from the understanding that FF7 and Zack's infamous catchphrase are the biggest reason why I became a composer at all years ago.
Watching this trailer with my own arrangement on it hit me like a truck
Not sure if I'll ever get to compose for a Final Fantasy game FOR REAL, but there's definitely plenty of fun to be had in embracing your dreams and try.
And to everyone who cried watching this: wow guys.
This goes to show how much videogames bring us together!
A few melodies and visual can get us all to have the same emotions.
Those stories are really engrained in our souls and I'm happy to share that connection with you all!
I also want to add, this would NOT hit as hard without the incredible voice acting from @JohnEricBentley , @ItsBrianaWhite , @brittbaron , @ReallyCody , Tyler Hoechlin & Caleb Pierce.
Thank you for bringing so much life to the characters we all deeply love.
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The whole thing is on YouTube too, in case Twitter is using its infamous "Compression" materia:
The amount of comments and RTs this got in 2 hours is overwhelmingly wholesome. Glad you enjoyed everybody!
I take this chance to remind you that One-Winged Angel was composed by @UematsuNobuo .
The orchestration on which the remix is based instead is by @yasunorinishiki !
One heartwarming comment I get often on my videogame music remixes is that they sound better than the originals.
While I really appreciate the sentiment and love to hear y'all are enjoying them, I don't completely agree and think it may be a bit unfair to compare those...
(1/x)
The truth of the matter is that, videogame composers are capable of WAY MORE than we hear in game soundtracks.
However, they're heavily limited by what the directors want to hear.
Usually a track can't be too bombastic or it'll steal too much of the show from the rest of the game
Game composers have to think in terms of "what would sound good AND fit the limits I was given?"
When people like me write remixes for listening purposes instead, there's no limits.
There's no directors wanting something precise, we just do what sounds good without holding back