Shoot Listen

Revealing the finest fusions of electronic music and PC shooter games for an Extreme Electronic Experience.

15 December 2008

Music review: Mr Oizo - Lambs Anger

Quentin Dupieux's latest full-length album is a self-confessed mixed bag - the first track Hun admitting that of the collection of this recorded stuff, "some are good, some are bad and some are just OK." That track happens to be very good, impressively climaxing into the less-than-brilliant bare-bones raver Pourriture 2, which then leads into the phenomenal floor-shaker Z, and so on. Instead of continuing my review in this disjointed format, I might as well announce that I have come to a decision based on Quentin's honest statement - of the 17 tracks there are five good, eight OK and four bad. A disappointing realisation considering the consistent brilliance of his previous albums Analog Worms Attack and Moustache (Half A Scissor).

Nonetheless, any serious electronic music fan will have already scrutinised this release in its entirety and decided on which tracks belong in which of the three categories, the reason for this being that he remains one of the most popular, exciting and opinion-splitting musicians around.

As I mentioned, Hun and Z are highlights, as are Jo and Positif. Elsewhere, the shorter tracks such as Lambs Anger and Lars Von Sen are little more than filler, while tracks from the second half of the album like Erreur Jean and Gay Dentists lack the expected luminosity to match those from the first.

Sadly, the bad tracks really do reach some extremely low depths. I was disappointed to hear music so normal and mainstream in the form of Two Takes It. Bruce Willis Is Dead sounds like something from the bargain bin of a Cock Rock Disco sale and for me both of the Pourriture tracks provide little pleasure.

Integrating Lambs Anger into an Extreme Electronic Experience is an interesting experiment. You could do worse than add the tracks to your custom radio station on GTA IV or listen while playing a hectic game of Team Fortress 2, these combinations sparking feverishly high levels of quirkiness.

It's a real shame that Lambs Anger doesn't come close to Mr Oizo's first two albums, and the respect I have for the artist makes me feel dirty for having to give it such a mediocre score, when he is clearly anything but mediocre. So I'll shower now.

6/10

Game review: Left 4 Dead

Since it's release, I've read nothing but praise for Left 4 Dead. A rare feat for a computer game (or in fact any art form), and I must admit I'm mildly surprised by the unanimous approval. Many gamers are harsh critics these days, even games like Fallout 3 and Grand Theft Auto IV seem to have caused almost as much disgust as they have joy. All credit must go to Valve for somehow developing a game that is proving to be as popular as the Team Fortress and Half-Life series.

They consistently pull off winners because they know what gamers want. Silky-smooth gameplay, satisfying and intense combat, interesting characters, enemies and locations, all running beautifully on a perfectly optimised engine. It is a thoroughly professional product, nothing less is expected of Valve.

Left 4 Dead is a co-operative survival horror first-person shooter. Four survivors, humans or bots, shoot their way through zombie infested campaigns set in the city, the countryside, an airport and woodlands. If the nippy hordes of zombies aren't enough to stop the team in their tracks, special infected characters such as the immense Tank and the pouncing Hunter provide a huge challenge on higher difficulty settings. There is a chance to play as the special infected in the well-executed Versus mode. Dying regularly is a given, it is persistence, timing and luck that can eventually overwhelm the survivors.

Choosing music to accompany proceedings is somewhat of a no-brainer. Dark, atmospheric drum 'n' bass adds to the terror of having dozens of zombies rushing you at once. It can be a truly exhilarating Extreme Electronic Experience.

So why am I surprised that the game hasn't suffered the usually mandatory backlash? Well, because content is so thin on the ground at the moment. There is roughly an hour of gameplay within each of the four campaigns, and players who tend to dip in for short blasts will usually be forced to play the first couple of levels of a campaign over and over, causing disappointing repetition. Also, the weapon count is low - fingers crossed this is an area Valve will work on. Downloadable content is expected to trickle out to extend the lifespan of the game, but considering the speed the developer works at there could be frustratingly long waits between updates.

Nonetheless, Left 4 Dead is a worthy addition to my Steam games list, which I now turn to solely for my need to shoot real people in their virtual faces. For once, those people are fighting by my side as I shoot hundreds of virtual zombies in their virtual faces.

8/10

Various news

GTA IV's Independence FM

Following on from my post in April when GTA IV was being enjoyed by console kids the world over and I was left wondering whether it would ever see the light of day on PC, Rockstar has indeed incorporated a user-built radio station into the ultimate version of its masterpiece. Players can choose to play their own track list either in order, shuffled or with DJ banter and adverts in between. Slick.

Spotify


This had to happen eventually. A miniature download opens up a world of freely and legally streamable music with no buffering times. The free version is invite-only and an advert plays after every few songs, however an advert-free day pass costs 99p for account holders and a monthly subscription £9.99 for anyone. A peek into the future and definitely one to watch.

Call of Duty: Modern Warfare 2 confirmed


Infinity Ward has confirmed the unimaginative and confusingly named sequel to its much-loved shooter will be released in 2009 and has been roughly dated for Autumn.

12 December 2008

Christmas shooters and beats

Any self-respecting PC gamer will know that this year's Christmas period has been even more special than last year's feast. The story is not the same for electronic music, with a weak release schedule suggesting the state of the music industry is becoming increasingly dire. I have chosen my favourites from the thriving shooter scene and a worryingly skimpy electronic music selection.

Games

GTA IV - Finally released on PC. Neither a perfect game or a perfect conversion, but it's the most fun you'll have this Winter.

Left 4 Dead - Low on content, but high on co-op fun and zombies.

Far Cry 2 - This sandbox shooter has split people down the middle with the best graphics ever and awesome combat, but poorly simulated freedom.

Call of Duty: World At War - More impressive single-player action and multiplayer fun from the wildly popular series.

Music

Mr Oizo - Lambs Anger - One of the most inventive and unique producers around is back with an album half-genius and half-rubbish.

Ricardo Villalobos - Vasco - The best techno producer in the world delivers another batch of sprawling, mind-blowing epics.

Last Step - 1961 - Aaron Funk's more laid-back alias outdoes his latest effort as Venetian Snares with an album of solid IDM.

30 September 2008

Music review: Squarepusher - Just A Souvenir

44 and a half minutes is not enough for an album to become a sprawling epic like a number of Tom Jenkinson's previous efforts, such as Ultravisitor and more recently Hello Everything, however Go Plastic remains my clear favourite despite clocking in at a similar length to Just A Souvenir.

Now that Squarepusher seems to be moving further and further towards instrumentation and away from electronic wizardry, very much in unison with his label Warp Records, the playtime caused me to expect an album akin to Music Is Rotted One Note (my least favourite) rather than a burst of intense, tight drill 'n' bass.

Upon seeing the track lengths, I was further disappointed to see a majority of the tracks playing out in under two minutes, assuming they would consist purely of impressive but ultimately shallow bass-noodling. Imagine my initial relief then when I listened to the opener Star Time 2. An instant Squarepusher classic. Nostalgic yet original, playful yet incredibly intelligent, it is, for me, the best track of the year. As for the short tracks, it speaks for itself that I am struggling to find anything much to say about them.

The Coathanger and Delta-V are both strong tracks that reward repeated listens, but nonetheless fail to keep up the momentum gathered by the glorious starter. There is unfortunately one track which stands out a turd - I listened in disbelief as I came to terms with the fact that the horrifyingly cringe-worthy A Real Woman was produced by the same man who made Go! Spastic.

It is the centerpiece trio of Planet Gear, Tensor In Green and Glass Road that save this album from seeming like an A-side with numerous B-side fillers. These tracks each serve up similarly awesome doses of music which are better than anything you'll have heard this year.

Squarepusher has always been unpredictable and he has not failed to shock and split opinions again this time around. For me, it is another boundary-pushing experimentation with 4 standout tracks to cherish forever (each of which mix well with fast-paced online shooter action, I should add). Just A Souvenir is out now on Warp Records and the follow-up EP Numbers Lucent is out in January.

UPDATE: Numbers Lucent is a glorious return to the Squarepusher style I am most in love with - melodic drill 'n' bass. Five of the six tracks are absolutely brilliant, however sadly the closer is a poor attempt at gabba.

8/10

29 September 2008

Game review: Crysis Warhead

When moments in a game have you shouting "that was amazing!" you know it's special. This is something that the half-priced standalone expansion to Crysis achieved, which is more than can be said for its predecessor. Crysis was good, but its open-ended nature meant that moments of mind-blowing action movie linearity were hard to come by. Warhead manages this by being a tighter and more free-flowing experience, but without losing the feeling of freedom that is so important to the game. Good job Crytek.

The moments I am referring to range from effectively using the über-cool performance-enhancing Nanosuit to waste a group of the frankly pathetic Korean enemy to driving past a heavily guarded fuel station and blowing the place to hell.

The secret to the significant improvement over Crysis seems to be largely in the level design, which for the most part is rather brilliant and free of the disorientating arrangements that plagued the original.

Set on a lush paradise island of greens and blues, the scope for graphical triumph reaches far above the greys of many shooters, and although Warhead's promise of less unforgiving system specs is barely apparent, it does look better than Crysis on medium settings, which is still all I was able to use despite running the game on a PC that runs other new games with ease.

You play as Psycho, the cockney stereotype who would have been everyone's last choice based on his appearances in Crysis. Miraculously, he's actually nowhere near as offensively irritating in Warhead. The over-zealous yelling is gone, replaced by measured dialogue and more suitably placed expletives.

Continuing with the modern trend in shooters, Warhead is a short game, even for an expansion, taking around four hours to complete. However, the multiplayer side has been beefed up considerably, highlighted by the fact that it has been distanced from the single-player by having a separate disc and its own name, Crysis Wars. It's good, with the Nanosuit, vehicles and weaponry adding up to a technically impressive affair, but the immersive and addictive qualities of the heavyweight online shooters are sadly absent here.

Musically, Warhead is as much of a sandbox of choice as the game itself. I'd say choose based on how you intend to play. Cloaking deviously before switching to maximum strength and pummelling Koreans in the jaw? You might opt for some atmospheric techno. Steaming in with all guns blazing? Your favourite brand of fast-paced music should combine well to deeply satisfy the anarchist in you.

I came away from Warhead feeling almost completely positive about the experience having raced through it one glorious sitting. You should do the same.

9/10

23 April 2008

GTA IV PC rumours and soundtrack

Despite rumours of an October release, there is still no official word on a PC version of Grand Theft Auto IV as the countdown for the console release enters its final week.

In the past, GTA games have arrived on PC graphically enhanced six to eight months after the console release and the same is expected this time around, despite conflicting rumours that Rockstar have no intentions of a PC release.

The soundtrack appears to consist of two electronic music based radio stations, The Journey (ambient and chill out) and Electrochoc (electro and dance).

They feature tracks from well-known electronic music artists such as Jean Michel Jarre, Boys Noize and Simian Mobile Disco.

Players hear the soundtrack through genre-based radio stations by entering any vehicle in the game.

Previous versions of GTA have featured tracks from prominent electronic music artists such as 808 State, Omni Trio and Calyx within their radio stations.

If a PC version is released, players should expect to be able to add their own music files to a user-built radio station, as with previous editions, to create a stylish Extreme Electronic Experience.

GTA IV will be available on Xbox 360 and Playstation 3 from April 29.

UPDATE: GTA IV will be released on PC on November 21.

Memorable experience 3: Half-Life

Recalling Half-Life’s iconic scenes as merely memorable experiences seems an offensive understatement. Although the sequel is ultimately the better game, my memories of the ground-breaking original from 1998 remain closer to heart.

The legendary Black Mesa tram ride and Anomalous Materials Lab, pummelling my first headcrab with the crowbar, being outwitted by the incredibly intelligent and lifelike soldiers, marvelling at the brutal yet strangely adorable aliens, gazing in awe at the stunning outdoor environments - all elements that contributed to Half-Life being so devastatingly revolutionary and eminently memorable.

Having originally played it as a wide-eyed pre-teen upon release a decade ago, I embarked on replaying it this time with ten years of shooter experience behind me and the purpose of unearthing the optimal musical enrichment. The mixed bag of resulting feelings were made up of nostalgia, of course, tinged with a disappointing realisation that I was tainting precious memories by playing a game that was long ago significantly superseded, but also an enthusiastic appreciation that Half-Life can still contribute to providing a satisfying Extreme Electronic Experience.

The dynamic nature of the game means the scope for exciting combinations is extensive. For the earlier alien-infested levels I preferred the aptly extraterrestrial sound of acid techno, while listening to twisted IDM during the fast-paced later levels left me feeling as if I had just pigged out on my favourite junk food.

The sparse and austere Xen world plays host to the games closing levels and it is this relocation that triggers a lapse in an otherwise tight and gripping experience. Nonetheless, music similarly eerie and barren, such as ambient and minimal techno, conjured up a cruel uneasiness.

With the Source update adding a much-needed gloss to proceedings; it won’t hurt to enjoy a rerun of this earth-shattering shooter, this time armed with your iPod.

An early level




1 March 2008

Interview: James Hannigan

James Hannigan is a BAFTA-celebrated composer of music for games. His credits include Republic, Evil Genius, Grand Prix 4, FIFA and many others. I quizzed him on the relationship between games and music.

On the activity of combining games with music...

“I think it's inevitable and fun because in playing some games you are partially shaping your own experience, which is unlike passively watching a film or TV.

But there are games which are manipulative and tell a story as you progress through them, and it's for those I think you need still need composers and more of a universal/pre-determined score.”

On which styles of music suits which games...

“If a game is attempting to be cinematic the language of film music tends to come into play as it is so widely recognised and understood.

There are parts of the games industry more self-contained and self-referential and I do think there is music still identifiable as 'games music' at first listen.

This used to be the case more often than now, as the sound of the underlying technology was part-and-parcel of the sound. Since digital audio levelled the playing field and brought about all this convergence, there's been a blurring of the lines between many forms of music and markets in general.

Games music means different things to different people now and I think the industry in general will continue to fragment.”

On whether the importance of music in games is underappreciated...

“Not entirely. Many games succeed with or without good music in business terms, so I think games may be less reliant on music than, say, films – at least in terms of how much music is thought of as part of games design.

In other words, people may still buy games and be satisfied by them when the music is bad or even absent in some cases. But this isn't to say music isn't becoming increasingly significant and integral to the experience.I think the function of music in games differs in that it may be less emotionally manipulative than film music a lot of the time, in order to immerse the player in a convincing reality. And it may also exist less for narrative support and more for atmosphere, as players are often in control of the 'story' themselves.

But it's hard to discuss music in blanket terms when games are so diverse in genre and purpose these days, spanning action/adventure, sports, simulations and so on.”

25 February 2008

Recommended game and music combinations (Part 3)

Splinter Cell, Splinter Cell: Pandora Tomorrow, Splinter Cell: Chaos Theory and Splinter Cell: Double Agent
The unrivalled stealth series places the player in the shoes of a spy who clocks up kills (or not) using the shadows rather than a machine gun.

Genres -
Ambient, drone, experimental electronic.

Artist walkthrough (Splinter Cell: Double Agent)
Iceland - Brian Eno, William Basinski, Stars of The Lid, Tim Hecker, Keith Fullerton Whitman

Kinshasa - Alva Noto, CoH, Frank Bretschneider, Taylor Deupree

Bonus Mission



Multiplayer

Battlefield 2
This is the best multi-player action money can buy. The semi-realistic modern warfare is as exhilarating and fun as it gets.

Genres - Minimal techno, Detroit techno, drum ‘n’ bass.

Artists - Matthew Dear/Audion/False, Cristian Vogel, Gabriel Ananda, Surgeon, Aphex Twin, Ceephax Acid Crew, Ed Rush & Optical, Photek, Technical Itch.



Team Fortress 2
The reincarnation of Team Fortress Classic turned out to be a staggering success. This is a wildly fun game with an awesome graphical style.

Genres
- IDM, electro, drum ‘n’ bass, acid techno.

Artists - AFX/Aphex Twin, Plaid, Squarepusher, Luke Vibert, Ceephax Acid Crew, Plug, Drexciya, I-F, Legowelt, Orbital, Wagon Christ.

24 February 2008

Recommended game and music combinations (Part 2)

Portal
Portal is a cold and minimalist work of utter genius and a game in which not a single bullet is expired by the player. The portals are a worthy replacement for bloodshed in this criminally short but innovative outing.

Genres - Ambient, drone, minimal techno, experimental electronic.

Artist walkthrough
Test Chamber 00 – William Basinski, Stars of the Lid, Gas

Test Chamber 10
Test Chamber 11 – Keith Fullerton Whitman, Tim Hecker

Test Chamber 15
Test Chamber 16 – Alva Noto, CoH, Taylor Deupree

Test Chamber 18
Test Chamber 19 – Plastikman, Richie Hawtin, Frank Bretschneider, Ø

Also see 'Memorable experience 1'



Call of Duty, Call of Duty 2 and Call of Duty 4: Modern Warfare
This is the cream of the crop in the overcrowded World War 2 shooter scene. This series carries on what Medal of Honor: Allied Assault (also recommended) started with unforgettable moments of pure adrenaline and feelings of fright and hopelessness.

Genres - Drum ‘n’ bass, breakcore, Detroit techno, minimal techno.

Artist walkthrough (Call of Duty 4: Modern Warfare)
Prologue - Dieselboy, Ed Rush & Optical, Technical Itch, Venetian Snares, Bong-Ra, Enduser

Act 1
Act 2 - Cristian Vogel, Surgeon, Underground Resistance
Act 3 – See ‘Prologue’

Epilogue



Max Payne 2: The Fall of Max Payne
This is the best third-person shooter ever. The bullet time and brutal combat ensure this is among the coolest and most eminently playable games there is.

Genres - Drum ‘n’ Bass, breakcore, electro, acid house, tech house, Detroit techno.

Artist walkthrough
Part One - Ricardo Villalobos, Gabriel Ananda, Alex Smoke, Cobblestone Jazz, Jeff Mills, Carl Craig, Luke Vibert, Ceephax Acid Crew

Part Two - High Contrast, Photek, Plug

Part Three – Dieselboy, Venetian Snares, AFX/Aphex Twin, Squarepusher

5 February 2008

Recommended game and music combinations (Part 1)

The Extreme Electronic Experience can be achieved in countless different forms. It can be intense, frantic, chilling, dark, minimalist, technical, or brutal. The list could go on.

There are a number of ways I could have written this article. One method could have been recommending a range of games for specific music and another could have been recommending specific games to specific music. However I decided the best way to deliver the combinations was to recommend a range of music for specific games, as there is probably only one good shooter for every 100 good electronic music albums, and this way the variation on show is strongest. Each game has recommendations for accompanying genres and artists and an example track.

Single-player

Deus Ex and Deus Ex: Invisible War

Deus Ex is the best game ever, and Deus Ex: Invisible War is a great follow-up that was unfortunately somewhat diluted by the restrictions a multi-format release created. The games mix shooter elements with RPG elements into a blend that is dark, technological and downright phenomenal.

Genres - Game soundtrack, ambient techno, ambient house, ambient, electro, IDM.

Artist walkthrough (Deus Ex)
Liberty Island – Biosphere, B12, Higher Intelligence Agency

Hell’s Kitchen
NSF Airfield - Drexciya, Arpanet, Radioactive Man, Urban Tribe, Aux 88
Majestic 12 - Keith Fullerton Whitman, Tim Hecker
Hong Kong – The Field, Norken, Kaito, Triola, early Aphex Twin, early Autechre
Naval Shipyards – See ‘NSF Airfield’

Paris – See ‘Hong Kong’

Vandenberg – See ‘NSF Airfield’

Area 51

Also see 'Memorable experience 2'



Half-Life and Half-Life 2 + Episodes
The Half-Life series is the most critically acclaimed PC game series ever. The staggering action and interactivity that both games bought to the palette on release were boundary pushing and remain pretty much unrivalled in the shooter world.

Genres - IDM, experimental electronic, acid techno.

Artist walkthrough (Half-Life 2)
Point Insertion – Plastikman, Richie Hawtin

Route Kanal
Water Hazard - AFX/Aphex Twin, Squarepusher, Venetian Snares

We Don’t Go To Ravenholm - Luke Vibert, Ceephax Acid Crew, Gescom
Highway 17 - AFX/Aphex Twin, Squarepusher

Nova Prospekt - AFX/Aphex Twin, Squarepusher, Autechre, Luke Vibert, Ceephax Acid Crew

Follow Freeman
Our Benefactors – Gescom, Autechre, Luke Vibert, Ceephax Acid Crew

Dark Energy



System Shock 2 and Bioshock
Bioshock is the spiritual successor to the immense System Shock 2, which was released ten years ago. These are the only games that truly challenge Deus Ex for the crown of the thinking-mans shooter, with similarly ingenious RPG elements to significantly enhance the experience over a standard shooter.

Genres - Ambient, drone, minimal techno, electro, experimental electronic.

Artist walkthrough (Bioshock)
Welcome to Rapture - William Basinski, Stars of The Lid, Keith Fullerton Whitman, Tim Hecker, Max Richter, Gas, Biosphere, Colleen

Smugglers Hideout
Arcadia - Autechre, Gescom, Arpanet, Urban Tribe, Plastikman, Monolake, Cristian Vogel

Proving Grounds
Fontaine – Venetian Snares

Music review: Autechre - Quaristice

Fans of Autechre will be aware that when scrutinising a new release first impressions count for little as the music is packed with so much detail. There are layers upon layers of concealed sounds that do not become apparent until the umpteenth listen.

So during the time that Quaristice landed on my hard drive and this review was posted, my count of thorough listens was hefty. Sadly, in hindsight I realised that it needn’t have been, as Quaristice seems to lack the gradually revealing nature of previous releases, and even fails to conjure up the usually over-whelming and hard-hitting clout of the first few listens. That is not to say this is a bad album, as that is clearly not the case.

Quaristice clocks in at a bulky 73 minutes, and with an unorthodox 20 tracks making up the length there is a lot for a reviewer to get his or her teeth into.

Altibzz is a suitable opener, with crisp and (dare I say) Eno-esque melodies leading into the second track The Plc, which is a solid track but regrettably nothing more, as the morphing process of the catchy beat and bass line sounds like Autechre functioning rather than excelling.

plyPhon and Perlence are deliciously dark tracks with gloomy melodies and bass reverb used to monstrous effect, yet the listener is not truly convinced this is an Autechre record until the splendid Simmm reveals the more luminous side of the duo. The track begins with a saccharine melody and beat work reminiscent of Untilted. The track degrades towards the middle, but the delicate final minute and a half is a highlight.

From paralel Suns through to Fol3 the album takes a turn for the worse. The five tracks in this bracket all seem to lack the inventiveness and edge Autechre usually accomplish with ease. However, from the schizophrenic fwzE through to the delectable closing ambient tracks Notwo and Outh9X, the listener is treated to an incredible range of sounds. 90101-5l-l, bnc Castl and chenc9 are fantastically playful and thoroughly enjoyable listens, while the melodies in WNSN and Theswere are also highlights.

In terms of Quaristice’s suitability for shooter gaming, the mechanical and buoyant tracks work well with fast-paced multiplayer games like the recent Unreal Tournament 3, while the darker tracks lend themselves nicely to a moody shooter like Bioshock.

Quaristice is out now on Bleep, however for those who would rather wait to get their hands on a physical copy it will be released worldwide on March 3. A limited edition of the album was made available for pre-order in conjunction with the Bleep release; however the 1000 copies sold out within 12 hours. The main draw is an extra CD of 11 tracks (68 minutes), which are reportedly different versions of selected tracks from Quaristice.

Returning to the here and now, the vanilla release should not only keep you bewildered and astounded until the bonus tracks arrive, but for the foreseeable future.

8/10

3 February 2008

Music review: Clark - Turning Dragon

Going out and buying a new album from a record store as opposed to acquiring it digitally is an extremely rare event for me these days, reserved only for albums by favourite artists that have me salivating in anticipation prior to release. The promise of Clark’s latest release was strong enough to trigger the act, and the first listen eventually turned this great promise only to mild approval.

Turning Dragon is Christopher Clark’s fourth full-length album for Warp Records after 2001’s Clarence Park, 2003’s Empty The Bones Of You and 2006’s Body Riddle. Fans were told to expect an album of more dancefloor-friendly tracks and that is generally what they are.

A number of the tracks, especially Volcan Veins with its poor vocals, tend to grate to the extent that they become unpleasant, which can be put down to Clark’s questionable decision to coat his tracks with an overly rough and distorted sound. However there are strong and memorable moments as one would expect in an album of stomping beat ridden tracks from a producer very much holding the torch lit by Warp’s electronic giants. These include the tremendous melodies in the final minutes of the opener New Year Storm, the epic centrepiece For Wolves Crew, the deep and acidic thuds of Ache of the North and the marvellously executed closer Penultimate Persian. From a gaming perspective, Turning Dragon sounds as if it was made for turbulent online fragfests in places.

Despite this scattered praise, I consider the album a step sideways rather than a step forward for Clark. There’s plenty of energy and aggression here, but it lacks the consistent panache of yesteryear.

6/10

1 February 2008

Game review: Call of Duty 4: Modern Warfare

The latest in the excellent series brings the setting forward from the arguably tired World War II backdrop to the modern day, and this incarnation is the best yet.

I am still feeling an immense buzz from my latest game of multiplayer Call of Duty 4, one that easily matches those given by Battlefield or Counter-Strike when they were fresh. The frantic fire-fights coupled with the rank-climbing and unlocks make this the most addictive online shooter I’ve played. It may seem unorthodox for this review to focus on multiplayer first, but despite the awesome campaign it is far and away the star of the show, which is a breath of fresh air compared to the excuses for multiplayer usually tacked onto shooters at the last minute.

The single-player campaign is very short (I ran through it in about six hours) but so tight and enjoyable that you won’t feel short changed. There is a commendable amount of variation throughout (which couldn’t have been truly said for its predecessors), meaning that different styles of electronic music fit different missions.

For example, drum ‘n’ bass or breakcore seemed to enhance the action-packed skirmishes, while I’d go as far as to say that ambient music matched the tension of levels such as the chilling Prypiat sniper mission.

The graphics and environments are visual pleasure at its finest, the realism and polish further showing how much love has gone into this product. Missions are cinematic and brilliant (if still teetering on complete linearity) and combat, online and off, rarely fails to be intense and overwhelming.

Call of Duty 4 has taken me by surprise. Instead of the merely good single-player romp I was expecting, I was treated to a fabulous campaign and the finest multiplayer action currently available to boot.

10/10

29 January 2008

Autechre to host internet radio show

Electronic music behemoths Autechre will host a live internet radio show on February 23.

It will be streamed via the website autechre.ws from 8pm GMT.

The show will take place on the last Saturday before the start of the world tour on February 29 and the physical release of the duo’s 9th album Quaristice on March 3.

Rob Brown and Sean Booth’s latest release was made available worldwide for download on Warp Record’s digital music service Bleep today.

The MP3 version costs £6.99 and the increased quality FLAC version is available for £8.99.

A limited edition of the physical release has been announced.

It will feature a bonus CD with 11 different versions of selected tracks from Quaristice, special packaging and is limited to 1000 copies worldwide.

Warpmart are taking pre-orders for the regular CD and limited edition 2CD now.

Tickets for live dates are available now and more information about the world tour can be found at autechre.ws.

27 January 2008

Memorable experience 2: Deus Ex

There is no way I could post a series of memorable experience features and not include one for my favourite game of all time. Not only that, but Deus Ex probably has the most memorable soundtrack for a game I’ve heard, with tracks such as UNATCO (embedded below) bordering on beautiful and conjuring up thoughts of joyously playing the game almost eight years ago. It is for this reason that I feel obliged to bend the rules of the Extreme Electronic Experience and advise you to turn off your play list for at least some parts of the game, which is exactly what I did.

When reminiscing about Deus Ex, it is more often than not the UNATCO headquarters which first springs to mind. This is a part of the game that had no combat (at least during your first few visits) but was utterly engrossing and downright fun to explore.

The opening level Liberty Island was easy, but stands out as a highlight because it plays like a sandbox, with the open spaces and unsuspecting enemies allowing me to realise the awesome scope of the games combat and interactivity in the coolest of settings. The other two parts of the game I remember equally as fondly are Hell’s Kitchen and Hong Kong. Like UNATCO, these are the areas with the most interactivity and depth. For me, exploring the games nightclubs, hospitals and hotels had a much greater fun factor than the military bases of the later levels.


Game review: Bioshock

“Is a man not entitled to the sweat of his own brow? No, says the man in Washington. It belongs to the poor. No, says the man in the Vatican. It belongs to God. No, says the man in Moscow. It belongs to everyone. I rejected those answers. Instead, I chose something different. I chose the impossible. I chose Rapture.”

Spine-tingling words from the ruler of the underwater city of Rapture (Bioshock’s game world) Andrew Ryan, whose presence is just one of many exhilarating elements of what adds up to one of the best shooters of all time. Not only is this true, but the scope for musical compatibility with Bioshock is astronomical thanks to its glorious art deco backdrops and dark gameplay.

There’s little left to say about the game itself which hasn’t already been said, but the great amount of joy I took in mixing and matching different styles of electronic music with Bioshock’s awe-inspiring settings is worth recalling.

A variety of ambient, minimal and ambient techno, electro and experimental electronic music all seemed to stylishly enhance the already extensive immersion and trepidation. Check my ‘Recommended game and music combinations’ article to find out what I chose as the ultimate harmonies.

Bioshock is the spiritual successor to the legendary System Shock 2, and fortunately the game bears much resemblance to the ageing masterpiece. The RPG elements have been effortlessly implemented and set the game apart from standard shooters. Hacking, weapon upgrades, buying – they’re all present and correct, along with the excellent plasmid system, which adds a new dimension to the gameplay.

The solid range of weaponry and intimidating enemies (including the mighty Big Daddies that spearheaded the games promotion) ensure that combat is very good, if not revolutionary. The games environments are beautifully inventive, interactive and wonderfully realised by the lush graphics engine. Despite this depth, Bioshock retains a gleaming polish throughout.

So you simply must play this; it’s one of the greatest single-player experiences ever and a goldmine for the Extreme Electronic Experience.

10/10

25 January 2008

Memorable experience 1: Portal

Although I had witnessed the intense media coverage and hype that surrounded Portal prior it its release, I genuinely did not know what to expect from the game. When I finally played it through, I was at first sceptical of its tutorial-style nature, which lasted until the final level, however it did not take me long to realise I was enjoying a fascinating, hilarious and truly memorable (albeit extremely short) experience.

Portal is not strictly a shooter because there is no actual combat in the game, however it is first person and the player does have the portal gun. The atmosphere is very cold and sparse, and the surroundings are extremely minimalist and bland, consisting of mostly greys and whites.

Working my way through the delicately planned puzzles was a joy, and with the sarcastic computerised assistant Glados making this one of the funniest games I have ever played, it is essential the games own sounds are not sacrificed completely for music.

The showdown with Glados is the part that will live in the memory. I gradually destroyed her devices while her taunts turned to pleading. When it came to incinerating the last competent, I ran the countdown timer extremely close as my choice of music (see 'Recommended game and music combinations (Part 2)') continued to build up a sense of dread and paranoia. Glados’ song in the credits, ‘Still Alive’, caps off an ingenious and faultlessly executed creation wonderfully.

The battle with Glados




Is IDM dead?

IDM. Intelligent Dance Music. A genre name as absurd as the music is, or at least was, brilliant. It is, or at least was, often heavily disputed what actually constitutes IDM. The fundamental reason for this being that where techno music has its 4/4 beats and drum & bass has its fast tempo broken beat drums and bass lines, IDM did not originally have its own established and recognisable conventions. There is now deliberation about why the genre was invented at all and much criticism surrounding the use of the word intelligent. The term was born out a seemingly necessary desire to lump ground-breaking artists in the late ‘80s and early ‘90s into the same category. Musicians such as Aphex Twin, Orbital, Future Sound of London and Black Dog were breaking free from the restrictive rules of existing genres. It was not until 1992 that electronic music behemoths Warp Records released their influential Artificial Intelligence series that the term was truly coined, via the tags electronic listening music and intelligent techno. At the time, IDM was considered to be only for pretentious electronic music fanatics, or the male techno elite and IDM musicians were trying to detach themselves from the techno movement.

I approached Thaddeus Hermann, owner of Berlin’s City Centre Offices label, and Gabe Koch, owner of Merck Records (two of the most successful IDM labels of recent times) to discover the thoughts of those closely associated with the term.

He said: “Somehow the term made it into the mainstream media and it turned into a description for anything without 4/4 rhythms. This is when it got bad.”

Koch added: “It’s simply a term to describe a vague categorization of music. We all need terms like that so that we can talk about and relate music to other people.”

Further use of the idiom was initiated online with the conception of the IDM mailing list in 1993, which functioned as a forum for discussion on leading IDM artists and Artificial Intelligence. Incidentally, when I questioned Mike Paradinas (µ-Ziq) on his feelings towards the term, he bluntly answered: “No one uses or used it in UK. Only Americans ever used the term. It was invented by Alan Parry who set up the IDM mailing list.”

Use of the term, the popularity of the artists and the fertility of the scene began to soar in the mid-90s. Warp Records artists such as Aphex Twin, Autechre, Boards of Canada, Squarepusher, Plaid and Rephlex artists such as Cylob and µ-Ziq became the most distinguished IDM artists, consistently releasing critically acclaimed and cutting-edge music while simultaneously remaining in the background due to lack of mainstream appeal. In the mean time, charting artists such as Orbital and The Orb who had previously been known as IDM were shipped to the Electronica moniker alongside The Prodigy and The Chemical Brothers, a term created by the American media to categorise the most famous electronic musicians.

Between the mid to late ‘90s, the second wave of acclaimed IDM artists emerged. This included artists from Planet Mu such as Luke Vibert and Jega, Skam artists such as Bola and Gescom while Warp and Rephlex also revitalised their rosters with names like Mira Calix, Bochum Welt and Bogdan Raczynski. Meanwhile, other labels had taken notice of the blossoming IDM scene and thus artists such as Amon Tobin and Mouse on Mars became respected names in the field.

At the turn on the century, new IDM labels and their musicians began to garner great respect. These included Merck (Proem, Lackluster) and City Centre Offices (Arovane, Ulrich Schnauss). Despite this surge the early pioneers of the genre continued to produce the most ground-breaking and commended records. A particularly significant player who also began to build a strong reputation around 2000 was the irrepressible Venetian Snares, whose breath of fresh air was enough to ensure that he is now regarded among the biggest names in IDM.

The third and current wave of IDM artists began to appear around 2004. By now, the genre had developed and morphed to the extent that the sound of the music and the market had formed its own conventions.

Herrmann said: “I think the problem was that everybody had a clear idea of what IDM was supposed to be. Processed beats and experimental sounds maybe made more accessible with some warm melodies. People got bored of it pretty soon.”

The conventions are evident in the work of all of the most prominent names of the third wave, including Kettel, Ochre, Marumari, and Wisp and have been picked up the majority of the second-wavers. Whereas the music used to be ground-breaking, the third wave artists seem to have a distinctly uniform style and the genre has become oversaturated.

Herrmann said: “There have always been great tracks around but the trademark sounds got horribly overused and became redundant. There was a huge wave of new record labels releasing mainly mediocre tracks, killing the fact that there was this new music around instantly. So IDM, originally a term for “intelligent dance music,” turned into something else.”

Therefore, it is worth pondering whether the current sound of IDM warrants its tag. It is arguable that any intelligence has vanished with the safety of the conventions and lack of originality. And whereas IDM was always considered to be at best difficult to dance to in the early days, the current sound surely does not constitute dance music at all. So to answer the question ‘Is IDM dead?’ would demand considering whether IDM as a name has lost all meaning, or whether the music itself has lost all life. First it must be debated whether the term should have been created in the first place or at least have been allowed to survive. Much criticism has been leveled at it in the past by artists and journalists operating in the field.

Herrmann said: “Nowadays, I do not like the sound of the term. Whenever someone mentions it, or uses it to describe their own music, I immediately become skeptical, expecting weak and boring tracks.”

In 1997 Aphex Twin said: "It's basically saying 'this is intelligent and everything else is stupid.' It's really nasty to everyone else's music.”

Kid 606, another well known IDM artist, has said: "I hate IDM and its elitist champions. It makes the music sound so much more than it actually is.”

And Cylob said: “Anyone who applies the term IDM to my music deserves to be shot."

It is clear what has happened is that the moniker IDM in its original form is now redundant and scoffed at, however the second and third waves of artists that held the torch lit by Aphex and Autechre are now officially recognised as belonging to the genre of IDM, and that is not going to change for the foreseeable future.

Herrmann said: “The term is dead, but there is still great music out there which would theoretically fit the term. And of course, some key players in the game continue to produce music and naturally evolve their vision. A lot of things have happened since the high times of the term. Record sales crashed, labels closed down and most importantly, new trends, such as acoustic sounds, influenced the former strictly electronic sounds. This changed the music and direction of the genre before media understood it.”

In terms of the music’s liveliness, the popularity and excitement surrounding the current crop of names in the field is significantly lower than it was with the second and, much more so, the first wave. In fact, bar a handful of exceptions, the original pioneers still reign supreme and produce the most inventive music. Nevertheless, there are still good quality IDM records being produced that merit applause despite their lack of originality.

Koch said: “The 'sound' established so many years back has been run through the works, and come out mostly mapped and explored. A lot of people listened to the early stuff and recreated their own versions, much of which was less than interesting. Do I still listen to tons of IDM? Of course. But it’s not generally a genre that much new music is being created in that people are interested in. I still use the term now and again, and I don't get offended by people using it.”

So, IDM as we knew it is a distant memory, with reminders from the big names now depressingly infrequent, however IDM as we now know it is very much alive, albeit in a less influential and popular, but still respectable form. IDM is dead, long live IDM?

What is Gescom?

Electronic musicians are infamous for burying their projects in a deep burrow of conjecture and mystery, and there are few more enigmatic guises than Gescom. Much like the recent The Tuss records on Richard D. James’ Rephlex Records, there is an abundance of conspiracy theories that deliberate the pseudonyms veracity. However, whereas The Tuss’ work is accredited to a (probably fabricated) Brian and Karen Tregaskin, but is widely suspected to be the creation of Richard D. James himself, Gescom’s roster, which varies from release to release and track to track, has been partially disclosed. Yet it is believed the majority of the contributions remain unaccredited, leaving the door wide open for followers of the project to speculate to their heart’s desire. If the past is anything to go by, that is exactly what electronic music fanboys do best. Rumours pondering whether Gescom is an abbreviation are also rife, with Gestalt Communications being the most frequent suggestion. Additional incongruous allusions include Global Enterprise Communication Systems, and Global Engineering Systems Components.

The Gescom moniker is often mistakenly recognised as merely being Autechre’s more dance-friendly and approachable side-project. This perception is as misguided in terms of the actuality of who is involved as it is absurd in terms of the often non-dance-friendliness and experimental nature of the music. However, there have been releases under the alias which were accredited as being produced solely by Autechre. The duo, which consists of Rob Brown and Sean Booth, are documented as being among most exceptional and important innovators in the field of electronic music.

The Autechre FAQ, a Q&A which attempted to settle the whirlwind of conjecture surrounding the pair, says: “Sean Booth calls it an 'umbrella-project'. The whole Gescom crew consists of almost 20 people.” Despite this, the only other confirmed contributors are Andy Maddocks (Sonic Beat Alliance and one half of Meam), Darrel Fitton (most prominently known as Bola and to a lesser scale Jello), Mike Williamson (Made), Rob Hall (Ad Vanz) and Russell Haswell.

The release of Gescom’s new mini-album, A1-D1 (the first new material in four years), has in some cases been met by electronic music fanatics with more interest about who was involved with the production than the music itself, which incidentally sounds so convoluted for the most part as to mirror the confusion surrounding its creators.

While scouring through discussion about A1-D1 on the popular electronic music forum Xltronic, notable comments included: “I’m a little surprised there has been so little reaction to the music itself” and “I couldn’t see Sean and Rob putting their name to this, it sounds like shit. Let's hope some other anonymous loser did the other tracks”.

Gescom has released material on SKAM, Warp Records, Clear, OR, FatCat Records and Source Records and has been active since 1994, the year which saw the release of the Gescom EP and Motor. The former was accredited to Rob Booth, Sean Brown, Darrel Fitton and Rob Hall, as well as an unidentifiable entity called Daniel 72. The latter remains unaccounted for. In 1995 and 1996 four more 12”s were issued. These were C&D (Andy Maddocks and Autechre), The Sounds of Machines Our Parents Used (unknown), Key Nell (unknown) and Key Nell Remixes (remixes by Autechre). 1998 saw the release of Minidisc (supposedly the first ever Minidisc-only release) which was unaccounted for, but suspiciously released on Russell Haswell’s OR label. Also released in this year were the This and That 12”s, which are unaccredited but again feature remixes accredited to Autechre among others. There was then to be a five year hiatus until 2003’s ISS:SA was released, again unaccounted for, as is the latest release A1-D1, which surfaced on 22nd October this year. Gescom has also produced remixes for Marco Passarani, Push Button Objects, Man Parrish and Hecker (an electro-acoustic musician who is closely related to Russell Haswell).

So, the question that predominantly remains is who else is involved with Gescom and which releases are they involved with?

A quick e-mail to SKAM revealed zilch, with the response from the label’s establisher Andy Maddocks being: “I’m afraid nothing shall pass these lips.”

One method of speculating is by comparing conceivable contributors’ music to Gescom’s music. The style of the releases has varied wildly, from the superb formulaic IDM of Key Nell to the heavily experimental bleeps and clicks of Minidisc. Autechre’s influence is blatantly evident in most of the tracks; therefore it is probable the electronic music behemoths provide at least a helping hand in all of the releases. It is feasible that there are contributions from Autechre’s Warp Records label mates such as Plaid within the more formulaic tracks. The intense sounds of ISS:SA and A1-D1 easily suggest that SKAM label mates such as the magnificent Team Doyobi participated. And it wouldn’t be a surprise to discover that an electro artist such as Drexciya took part in the creation of The Sounds of Machines Our Parents Used. The guessing game could go on and on. Oh and by the way, any murmur that the mighty Richard D. James is connected with the project has been hastily met with dismissal.

Gescom will continue to exist as a stage for an unknown number of artists to anonymously work in an unknown number of combinations. Is the assurance of anonymity an incentive for participants to take more risks with the music while ensuring the reputation of their main projects remain intact, hence the heavy experimentalism? Perhaps. One almost unanimous detail is that the music has been consistently excellent, and providing that continues, it should not matter who is responsible for its creation.

Music review: Cristian Vogel - The Never Engine

For me, Cristian Vogel has always been one of the more interesting techno musicians and I approach his releases with optimism. His style is unique and detached from the typical techno sound. The Never Engine is Vogel’s second album of 2007 after August’s Music for the Creations of Gilles Jobin, a highly experimental non-techno release on his own Station 55 Records. He returns to Tresor after a five year absence with what is among the most accessible techno in his discography, which came as a surprise considering that Vogel’s concept for the album is bordering on nonsensical.

Following complex explanation surrounding “interpolation between data-states” and an “engine code-named the Xpute” we are told this is the “first chapter documenting the sonic results of concentrated research and development into what could be one of the more important steps into orgone -driven electronic music.” The chances are you, like me, will be in the vast majority who do not understand and quite frankly do not care for Vogel’s methodology and are more interested in the quality of the product. What we have then is eleven slices of experimental techno that are as much dance floor material as they are headphone material.

The tracks follow somewhat formulaic foundations – fascinating, often stomping, beatwork, accompanied by deep basslines and bleeps. A casual listen might reveal bare-sounding tracks with a lack of variation throughout, however it is these factors that contribute to what can be an enthralling listen. Raw austerity and provocations of intense paranoia are rarely conjured up so convincingly. It is difficult to identify tracks as highlights from such a solid and similar sounding bunch. "XPUTE theWoopWoop" is based around a simplistic hook which somehow manages to sound phenomenal. "rogue PROTOCHI" and "PROTOCHI rearMount" take this a step further by adding eerie underlying drones to the stark and driving rhythms. "SKX engineUnderwraps" almost gives the impression of Vogel’s mysterious Never Engine crashing, as the track becomes disjointed before the beats are replaced by abrasive noise for the last few minutes. The two variants of "BOPX_BOCX" are the grooviest tracks on the album. They are more laid-back and glitchy with emerging basslines that go beyond the extreme simplicity of the other tracks. The closer "PERCOL ecoDrive" is similar to "XPUTE theWoopWoop" in concept and almost as awesome.

Vogel has reported “further massive refinements to these so-called 'NeverEngines' which will emerge from Station 55 as soon as they are fit for human consumption." So expect follow-ups to this brand of conceptual gibberish and hugely absorbing techno music.

Music review: Gescom - A1-D1

The elusive Gescom project has resurfaced with its first new material in four years. A1-D1 is a six track mini-album available on CD, and in two parts as A1-B1 and C1-D1 on 12” vinyl. As has been a factor in the past, there is much attention placed on exactly who produced the music. Naturally, there are no accreditation's, with only Booth and Brown’s participation presumed.

A1-D1 is an extremely intense, convoluted and dense listen, however it inexplicably retains a distinctive stench of old-school. This is due to the unexpected assortment of samples exploited within the tracks. The blend of abstract and more conventional sounds is generally used to good effect.

The standout tracks are "A1" and "C1." The former is based around an insanely catchy fast-edit arrangement, which chops up and deteriorates accordingly. The latter contains an achingly beautiful melody, which is progressively concealed within a coating of complex beats and layers.

"A2" is a magnificent acid track which is easily the most straight-forward and conventional track on the mini-album. "B1" is a strong track which uses various samples accompanied by elaborate beat manipulation. "C2" is an electro-acoustic piece which sounds suspiciously as if previously acknowledged contributor Russell Haswell got in on the action. The last minute or so of this track, it is worth noting, is a snarled joy. The immense "D1" is a nine minute long mash up of Adonis’ classic acid track "No Way Back." As awesome as the rehash is, there is a feeling that sampling should not become the focal point as it is here, as Gescom is capable of much more, which it proves with the other sample-heavy tracks on the record.

In hindsight, the style of Gescom’s releases has often provided a glimpse of what is in store for the subsequent Autechre release. This notion corroborates with the similarities between Gescom’s EP ISS:SA and Autechre’s album Draft 7.30 in 2003 and to a lesser degree Gescom’s Key Nell EP and parts of Autechre’s Chiastic Slide in 1996 and 1997 respectively. If A1-D1 is indeed a taster for Autechre’s next release, it seems Booth and Brown should prepare for a mixed reception comparable to what 2005’s Untilted received. Zealous Gescom and Autechre fans will undoubtedly lap this up and hesitant followers will gradually comprehend its intricate allure, however this is probably not a great starting point for those new to the enigmatic project. If you haven’t already, check out Key Nell, ISS:SA and The Sounds of Machines Our Parents Used before you approach this.

Music review: Venetian Snares - My Downfall (Original Soundtrack)

The joyfully/irritatingly (delete as applicable) prolific producer has made a typically swift return after March’s Pink + Green and June’s Sabbath Dubs with the release of his second classically-inspired album. My Downfall is the spiritual successor to 2005’s excellent Rossz Csillag Alatt Született, which is probably Aaron Funk’s most acclaimed work. This, on the other hand, is a release that is undeniably good, but nevertheless ranks alongside his more forgettable work.

The central reason for this being that the usual mind-blowing breakcore has been omitted from all but four of the 14 tracks. Even when the beats do make a more than welcome appearance, the memorable moments that were so abundant in Rossz are intermittent at best.

Perhaps the most satisfying factor of My Downfall is the dark and sinister feel that the music captures. The brilliantly executed orchestral instrumentation is often haunting and bleak. This is most conspicuously noticeable on tracks such as "Colourless and If I Could Say If I Love You." Another highlight is the sound of the elegantly plucked strings in "I’m Sorry I Failed You." Less remarkable tracks include the four "Holló Utca’s, "which are ultimately somewhat feeble, and the Satie-esque "Mentioning It."

The finest of the four naturally excellent breakcore tracks comes in the form of "My Half," its splendid melodies and vigorous Amens work towards an epic climax. "My Crutch" and "The Hopeless Pursuit Of Remission" are worthy additions to Funk’s snowballing catalogue of breakcore productions. It is only "Integraation" of the four which comes close to being spoilt by a slightly overwhelming hoover.

If you preferred the more tranquil moments of Rossz to the chaotic breakcore sections, then the chances are you will enjoy this. If not, you may be left feeling short-changed. Either way, this album is not the triumph that Rossz was.

The truth about electronic music and it's future

What would be the first thing that came to your mind if I mentioned dance music? Depending on your age and musical conditioning, the answers could range from anything to one of ABBA’s more upbeat numbers to a techno anthem that is currently doing its rounds in the clubbing scene. However, how would this change if I was to utter the phrase electronic music? Sure, a majority would go blank. Most of the others would think Chemical Brothers, Daft Punk, Kraftwerk to name but a few. And the minority left would bark out a barrage of names such as Aphex Twin, Autechre and Venetian Snares with pretentious glee. Who? I hear you ask. Fearless and challenging pioneers of a generation, the fanboys would have you know. These names may not have the stadium-filling abilities of Fatboy Slim, but the critical acclaim is there for all to see.

It’s time to find out who is really driving electronic music forward and which artists are getting the most recognition by fans and critics. Everyone knows that trance music died around the time of the millennium. It is no longer the major force it once was, and many top trance DJ’s realised this and moved on. The reason it’s not still as popular today is because the limits of the genre meant that producers hit a brick wall. Everything had been done. The genre had been “nailed”. This meant that two genres that had taken a back seat to trance were able to blossom in the early noughties. House and techno are now the recognised genres in mainstream electronic music. This summer in particular saw a surge in successful techno-house hybrid tracks. As I write this, the second biggest dance tune of the summer, Fedde Le Grand – Put Your Hands Up For Detroit, lies fourth in the Official Top 40. Despite the mainstream acceptance of these three types of electronic music, the talent of their most respected DJ’s must be questioned. The 4/4 beat that is the signature of almost all of the tracks now sounds tired to many listeners who are in search of something edgier. An exception can be made for a certain type of techno music. This is minimal techno, or less commonly, microhouse. While some are sceptical, there’s no denying that some fascinatingly unconventional sounds are emerging from this fairly new subgenre, especially from gurus such as Ricardo Villalobos and Richie Hawtin.

While a small amount of techno and house producers continue to keep the music sounding fresh, there is an underground community that is constantly breaking boundaries and conventions. The fan base has been understandably limited to those with an open mind throughout its lifespan; however there have been certain artists who have become huge. Most readers will not be familiar with this type of music, and would more than likely be horrified if they heard something at the extreme end of its spectrum. The music is most commonly referred to as Electronica. This word is a product of the American media and should not be used at all. Instead, it is experimental electronic music, ambient music or increasingly IDM (intelligent dance music). These are descriptive names. The first two give the listener an idea of what to expect, but IDM is possibly the most absurd genre name in the history of music. It is often debatable whether the music is intelligent, whether it is danceable and there have been occasions whether the tag ‘music’ is deserved. A healthy number of artists that produce this music have acquired a mainstream audience. Brian Eno and Kraftwerk were and still are household names for creating ambient and electro respectively in the 70s. More recently Air, Röyksopp and Moby are among the artists who have become famous for their brand of “chillout” music. The more experimental side, and arguably more ground breaking, has seen artists such as Aphex Twin, Squarepusher and Boards of Canada acquire a less significant mainstream fan base. Despite this, the examples above are among the many artists who have sparked the most curiosity and acclaim among music critics, especially in the past few years.

It’s been established for some time that critics are not blinded by the most popular trends and know how to judge electronic music, but what about listeners? I decided to peek into the world of Last.fm, a thriving music community on the internet, which tracks members listening habits for others to view, to get an insight. Winners of the Best Music Community award in the BT Digital Music Awards 2006, the expanding project is providing increasingly accurate figures on exactly how popular any given artist or track is at the time. The charts make for very interesting reading. And they are almost completely incomparable to the top 40. These are figures that have been unattainable until the birth of Last.fm, and they reveal information that is surprising to say the least. For example, Aphex Twin is in 150th position in the artists chart, hovering just above the likes of Elton John, Bob Marley and, yes, Fatboy Slim. Casual music fans would see this as an anomaly, but those ‘in the know’ would almost expect him to be commanding this kind of position. Boards of Canada, another massively respected IDM act, pop up at 211, sandwiched between Elvis Presley and Kasabian.

The top of the charts are more predictable and annoyingly rarely budge from week to week. The top 10 consists of sickly pop acts such as Green Day, Coldplay and The Killers. It’s then quite a way down until the first strictly electronic act appears. In fact, it’s not until number 78 that mainstream electronic artists Air, The Prodigy and Daft Punk appear in a cluster. It’s like waiting for a bus. Many will argue that the reason these artists can reach such lofty heights is because the majority of Last.fm users are nerdy shut-ins, and they are probably right, but how will the charts change when Last.fm inevitably and deservedly gains a varied mainstream audience?

If underground electronic music artists continue to put out fresh and challenging records, there is no doubt we’ll see new mainstream success stories, like Röyksopp and Daft Punk, but despite major support from music critics, there is little chance you will see five or six electronic albums in the charts at the same time for many years to come.