{"title":"Mechanical and artificial ‘nü-horror metal’: The film music of Resident Evil","authors":"D. Gibson","doi":"10.1386/mms_00062_1","DOIUrl":null,"url":null,"abstract":"Remaining true to its origins, the survival-horror video game film adaption, Resident Evil: The Original Motion Picture released in 2002, retains its core foundational game-like qualities. The film is heavily influenced by the video game franchise and it appears as if the audience\n is treated the same as the player. This is because the viewers are forced to ‘participate’ from fixed camera angles. As expected, the music contained within the moving image also borrows well-established compositional techniques from horror films and survival-horror video games.\n The music, therefore, serves to provide information to the viewers and acts as an auditory trigger. This type of music is defined as ‘process music’; music that appears to imitate a process of actions. An additional function of the music is to create immersion. The most prominent\n soundtrack cues from the film, visually and musically (‘synchronically’ matched), hint at overarching medical, artificial and mechanical themes. This immersive link is achieved through the use of the related music genres of industrial metal and nü-metal. The resultant combination\n of industrial/nü-metal sounds with horror imagery can effectively be termed ‘nü-horror metal’. In this article the genre label of ‘nü’ takes preference over ‘industrial’. The focus of this article will, therefore, demonstrate how the aforementioned\n medical, artificial and mechanical themes are effectively portrayed and heightened by the use of industrial/nü-metal music and techniques. This article will also highlight when the music serves a process function. This will be approached by appealing to traditional film music analytical\n tools engaging specifically with the traditional film music theory of ‘synchrony’ and ‘asynchrony’.","PeriodicalId":36868,"journal":{"name":"Metal Music Studies","volume":" ","pages":""},"PeriodicalIF":0.5000,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Metal Music Studies","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1386/mms_00062_1","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"CULTURAL STUDIES","Score":null,"Total":0}
引用次数: 1
Abstract
Remaining true to its origins, the survival-horror video game film adaption, Resident Evil: The Original Motion Picture released in 2002, retains its core foundational game-like qualities. The film is heavily influenced by the video game franchise and it appears as if the audience
is treated the same as the player. This is because the viewers are forced to ‘participate’ from fixed camera angles. As expected, the music contained within the moving image also borrows well-established compositional techniques from horror films and survival-horror video games.
The music, therefore, serves to provide information to the viewers and acts as an auditory trigger. This type of music is defined as ‘process music’; music that appears to imitate a process of actions. An additional function of the music is to create immersion. The most prominent
soundtrack cues from the film, visually and musically (‘synchronically’ matched), hint at overarching medical, artificial and mechanical themes. This immersive link is achieved through the use of the related music genres of industrial metal and nü-metal. The resultant combination
of industrial/nü-metal sounds with horror imagery can effectively be termed ‘nü-horror metal’. In this article the genre label of ‘nü’ takes preference over ‘industrial’. The focus of this article will, therefore, demonstrate how the aforementioned
medical, artificial and mechanical themes are effectively portrayed and heightened by the use of industrial/nü-metal music and techniques. This article will also highlight when the music serves a process function. This will be approached by appealing to traditional film music analytical
tools engaging specifically with the traditional film music theory of ‘synchrony’ and ‘asynchrony’.
2002年上映的生存恐怖电子游戏电影《生化危机:原声电影》(Resident Evil:the Original Motion Picture)忠实于其起源,保留了其核心的游戏般的基本品质。这部电影深受电子游戏系列的影响,看起来观众和玩家一样受到了对待。这是因为观众被迫从固定的摄像机角度“参与”。不出所料,运动图像中包含的音乐也借鉴了恐怖电影和生存恐怖电子游戏中成熟的作曲技术。因此,音乐用于向观众提供信息,并充当听觉触发器。这种类型的音乐被定义为“过程音乐”;模仿动作过程的音乐。音乐的另一个功能是创造沉浸感。电影中最突出的配乐线索,在视觉和音乐上(“同步”匹配),暗示了总体的医疗、人工和机械主题。这种身临其境的联系是通过使用工业金属和nü-metal的相关音乐流派来实现的。工业/nü-金属声音与恐怖图像的结合可以有效地称为“nü恐怖金属”。在这篇文章中,“nü”的类型标签优先于“工业”。因此,本文的重点将展示如何通过使用工业/nü-metal音乐和技术来有效地描绘和强化上述医学、人工和机械主题。这篇文章还将重点介绍音乐何时起到处理作用。这将通过吸引传统的电影音乐分析工具来实现,这些工具专门涉及“同步”和“异步”的传统电影音乐理论。