Hollow Knight composer talks about musical inspirations

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Hollow Knight composer talks about musical inspirations

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In Hollow Knightyou explore a world in ruins, where buildings are rotting and plants and fungi are reclaiming what’s left. This haunting, tragic insect kingdom – and its unforgettable, challenging battles – captured my imagination thanks to Christopher Larkin’s soundtrack. His melodies seemed to encourage proud enemies, as during the battle against the boastful Dung Defender, or his songs sent me into melancholy as I explored crumbling buildings accompanied by “City of Tears.” The soundtrack also suggests a sense of curiosity, at least to my ears, and the possibility of rejuvenation.

While we are still waiting (and waiting and waiting) for more information about Hollow Knightcontinuation Silk SongPolygon asked Larkin a few questions about his process as part of Polygon FM, our theme week celebrating the intersection of music and games.

Polygon: Was there a game soundtrack or song that inspired you to start composing game music? Can you describe how that felt for you and why the music was so impactful?

Christopher Larkin: The music of The Legend of Zelda series, especially that of Ocarina of Time was a big influence. I found that the music for the different areas of the game really captured my imagination. It definitely inspired me.

I was also very inspired by the music of Final Fantasy, especially VII And Crystal Chronicles.

Although I would like to say it was a single piece or a soundtrack, it was really a process of growing up while playing games and exploring the possibilities of music at the same time. This exploration was a kind of continuous flow. I remember at one point I was listening to the piano version of “Those Who Fight” that was in Final Fantasy Advent Children. When I heard this piece, I thought, “Why don’t they use this version in the game?” The sound also gave me an introduction to the idea of ​​combining a modern classical sound with video game music, and soon after, I decided to pursue music studies at a conservatory after high school.

Can you describe one of your own songs and its influences? Was it inspired by game soundtracks, other music or something else?

There is a piece in Hollow Knight called “Mantis Lords,” which is heavily inspired by and plays on the idea of ​​baroque string pieces, particularly the music of Vivaldi. The decision to do this was largely inspired by the Mantis Lords themselves in the game, an elite race of praying mantises who dutifully protect their village. They are proud, nimble, and deadly. The music of Vivaldi is equally nimble, virtuosic, and precise. I don’t know if “elite” is the right word, but while I haven’t studied string playing to this extent, I think it’s safe to say that this music requires a significant amount of discipline and study, perhaps reflecting the sense of devotion and duty of these characters.

The main reference point was the Allegro movements from Vivaldi’s “Four Seasons”, in which many string tremolos and harpsichords were used.

What were the main instruments used to record the Hollow Knight soundtrack? How did you choose these instruments?

One of the main instructions I was given at the start of the project was to work on a score that evokes a sense of melancholic elegance. The world you explore is in an arguably sad state. A once prosperous kingdom has fallen to ruins. Some instrumentation choices were made to reflect this. I used a lot of soft piano and worked with a talented violist called Tim Cheel on the viola parts. There are a number of other instruments including flute, oboe, English horn, a full string section, brass, organ and Amelia Jones’ beautiful voice. The score is not too ponderous and is ‘epic’ orchestrated throughout, but it does have its moments.

Often times the choice of instrument is inspired by an aspect of a particular area in the game. For Greenpath I used instruments I often associate with nature, like harp and marimba, and for the ascent to Soul Sanctum I used an organ, which somehow emulated the sacredness or perhaps the “ancient learned” atmosphere of the space.

Is there anything else I should know about your approach to composing video game music?

There is a lot of work in progress right now and I look forward to informing you about it as soon as possible 😉

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