Music - IndieGames https://www.indie-games.eu/en All about Indie Games Sat, 07 Jun 2025 12:00:33 +0000 en-GB hourly 1 https://wordpress.org/?v=6.8.1 https://www.indie-games.eu/wp-content/uploads/2023/10/cropped-logo-ig-novo3-32x32.png Music - IndieGames https://www.indie-games.eu/en 32 32 Nostalgična ’80-ih tinejdžerska avantura Mixtape ukrala je pozornost na ovogodišnjem Summer Game Festu https://www.indie-games.eu/en/nostalgic-80s-teen-adventure-mixtape-steals-the-show-at-summer-game-fest/ https://www.indie-games.eu/en/nostalgic-80s-teen-adventure-mixtape-steals-the-show-at-summer-game-fest/#respond Sat, 07 Jun 2025 12:00:33 +0000 https://www.indie-games.eu/?p=26055 The mixtape follows three friends on their latest adventure.

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Mixtape, the latest project from Beethoven & Dinosaur, the studio behind the acclaimed The Artful Escape, debuted a new trailer at Summer Game Fest 2025 that’s got everyone talking. Published by Annapurna Interactive, this coming-of-age adventure is set to launch soon on PlayStation 5, Xbox Series X|S, and PC via Steam and Epic Games Store, with day-one availability on Xbox Game Pass.

Mixtape follows three friends on their final adventure, guided by a perfectly curated playlist of 80s and 90s hits featuring iconic bands like DEVO, Roxy Music, The Smashing Pumpkins, Joy Division, and Siouxsie and the Banshees. This soundtrack fuels a series of dreamy vignettes, each highlighting key teenage moments: first kisses, late-night mischief, skateboarding, fireworks, and sneaking into abandoned theme parks.

The trailer, packed with amazing visuals, captures the era’s spirit, blending nostalgic realism with dreamlike, fantastical moments that evoke the emotional highs of adolescence. Echoing Life is Strange, the game uses abstract storytelling to amplify the pivotal moments shaping its characters. The distinctive style of Beethoven & Dinosaur, seen in the psychedelic flair of The Artful Escape, shines through in this title as well.

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Hip-hop akcijski RPG Wu-Tang: Rise of the Deceiver debitirao je na Summer Game Festu https://www.indie-games.eu/en/hip-hop-action-rpg-wu-tang-rise-of-the-deceiver-debuted-at-summer-game-fest/ https://www.indie-games.eu/en/hip-hop-action-rpg-wu-tang-rise-of-the-deceiver-debuted-at-summer-game-fest/#respond Sat, 07 Jun 2025 10:18:43 +0000 https://www.indie-games.eu/?p=26061 In Wu-Tang: Rise of the Deceiver, you enter a surreal, Afro-futuristic version of Shaolin.

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Revealed at Summer Game Fest 2025, Wu-Tang: Rise of the Deceiver is a cooperative action RPG developed by Brass Lion Entertainment. It’s set to launch on PC via Steam and Epic Games Store, with console versions planned for later. The announcement coincided with the Wu-Tang Clan’s “Final Chamber” farewell tour kickoff. With a dynamic soundtrack overseen by Just Blaze, this game promises to blend hip-hop culture with anime-inspired action.

The announcement wasn’t a complete surprise, as there had been prior rumors about a game tied to the Wu-Tang Clan. As early as 2021, Jeff Grubb mentioned a project codenamed “Project Shaolin” in his leak, describing it as a hip-hop-inspired action game with dungeon crawler elements involving the Wu-Tang Clan, reportedly initially linked to Xbox Game Studios.

In Wu-Tang: Rise of the Deceiver, you enter a surreal, afro-futuristic version of Shaolin, a dream world under siege by a corrupting force known as the Deceiver. Led by Ghostface Killah, up to three players team up to rescue Wu-Tang Clan members, using their mystical powers to battle enemy creatures across increasingly challenging levels.

The game emphasizes customization, letting you create unique combat styles and outfits with powerful abilities. Additionally, the soundtrack features reimagined Wu-Tang classics like “C.R.E.A.M.” alongside new tracks, dynamically shifting with the action.

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Dead as Disco predstavio je ritmički nabijenu beat ’em up borbu u prvom traileru https://www.indie-games.eu/en/dead-as-disco-unveils-neon-charged-beat-em-up-with-musical-combat/ https://www.indie-games.eu/en/dead-as-disco-unveils-neon-charged-beat-em-up-with-musical-combat/#respond Mon, 28 Apr 2025 17:25:21 +0000 https://www.indie-games.eu/?p=24221 Your beats sync up seamlessly with the music.

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Brain Jar Games has revealed the first trailer for Dead as Disco, a vibrant rhythmic beat ’em up drenched in neon aesthetics, set to launch on PC via Steam at an unannounced date. The game follows Charlie Disco, a fallen music icon seeking vengeance against his former bandmates, the Idols, in a single night of high-stakes action.

The story unfolds in a non-linear, handcrafted narrative of reunion, revenge, and redemption, set against a world fractured by music, fame, and betrayal. Ten years after the band’s breakup, the living members of Dead as Disco plan a reunion concert to honor Charlie, unaware that he’s back to confront them and uncover the truth behind his death.

Combat is the heart of the game, with punches, kicks, and takedowns syncing seamlessly to the soundtrack, creating a rhythmic flow dubbed “Beat Kune Do.” Mastering this musical combat unlocks new talents, moves, and dances, enhancing Charlie’s abilities. You can customize the experience by adding your own songs, alongside a streamer-safe original soundtrack and licensed tracks spanning multiple genres.

The game’s world is rich with customization, allowing you to collect flamboyant fashion inspired by the stars of Disco’s universe, ensuring Charlie always looks the part. You can also personalize the Dive Bar, a hub where collecting memorabilia unlocks pieces of the band’s true story, deepening the narrative. The hand-drawn, neon-soaked visuals bring the chaotic world to life, blending retro and modern vibes.

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SONOKUNI – Hip-Hop pogonjena biopunk makljaža https://www.indie-games.eu/en/sonokuni-hip-hop-biopunk-beatdown-review/ https://www.indie-games.eu/en/sonokuni-hip-hop-biopunk-beatdown-review/#respond Wed, 26 Mar 2025 15:50:07 +0000 https://www.indie-games.eu/?p=22814 SONOKUNI is a game that openly carries its inspirations, the intensity of the one-hit-kill mechanics from Hotline Miami.

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  • DEVELOPER: DON YASA CREW
  • PUBLISHER: Kakehashi Games
  • PLATFORMS: PC, Nintendo Switch
  • GENRE: Action
  • RELEASE DATE: March 24, 2025
  • STARTING PRICE: 14,79 €
  • REVIEWED VERSION: PC
  • SONOKUNI mixes Hotline Miami's instant-death action with cyberpunk style and Japanese flavor. Made by DON YASA CREW, seven hip-hop artists who turned game developers during lockdown, it's both a love letter to their music and a brutally hard action game. You play as Takeru, a solo assassin taking on a evil biotech empire. The game's world is crazy, violent, and full of wild legends. With blazing-fast gameplay and loud, intense style, this isn't for players who want something relaxing.

    Precision in Chaos

    At its core, SONOKUNI is a top-down action game where every hit is fatal, both for you and your enemies. Takeru wields a katana, a parry ability, and a time-slowing mechanic, navigating rooms packed with grotesque, genetically mutated foes. Unlike Hotline Miami’s gunplay, combat here is intimate and melee-focused, with spinning kicks and sword slashes replacing bullets. The parry is a standout feature: time it right, and you’ll deflect projectiles or counter enemy strikes, turning defense into offense in a split second.

    The game’s structure is straightforward but relentless. You enter a stage, clear rooms of enemies to unlock the next, and repeat until you face a boss. Each room is a micro-puzzle of aggression, enemies have distinct patterns (archers prep shots, sprinters charge, acid-spitters lunge), and you must prioritize, dodge, and strike with precision. Death sends you back to the room’s start, not the stage’s, making retries quick but punishing. A “Speedrun” mode, introduced at launch, amps up the challenge for masochists, flipping stages into mirrored layouts.

    Beating a room feels like solving a fast, dangerous puzzle. Pulling off perfect blocks, dodges, and kills while DON YASA CREW’s music pumps in the background is incredibly satisfying. But the game has problems. At the start, it doesn’t explain much. You’re suddenly dealing with too many things at once, enemies attacking, bullets flying, and split-second timing. Around halfway through, the difficulty jumps sharply. Some rooms feel unfair, forcing you to die over and over just to learn what to do.

    There’s an “Easy” mode to help, but the game still requires quick reflexes and a lot of patience – not everyone will enjoy that. The biggest issue? Repetition. Many rooms full of enemies can just be skipped. Fighting through them feels pointless since they don’t give rewards or tie into the main story. I wish clearing these areas actually mattered, but right now, they’re just optional challenges with no real payoff.

    Myth Meets Morality

    The game mixes biopunk dystopia with Japanese myths. The story isn’t told through long cutscenes, instead, you learn about the world through short talks with characters and mysterious videos between levels. These show a dark, neon world where it’s hard to tell right from wrong. Takeru struggles with all the killing she has to do. Every enemy she defeats is another tough choice to protect her people. The developers say they based this on real Japanese stories about hard sacrifices. While the story doesn’t explain everything about its world, it does a great job making Takeru’s mission feel like a sad, never-ending battle.

    Characters don’t talk much, but when they do, every word matters. Most of the story comes through the game’s dark mood and Takeru’s actions rather than long conversations. The boss fights, especially the final one, connect to the game’s big ideas about power and sacrifice. However, players who want deep stories with lots of character growth might be disappointed. SONOKUNI focuses more on creating a strong mood than explaining everything. The unclear ending might frustrate some some of you who want definite answers.

    The music is the true highlight. DON YASA CREW created 50 powerful hip-hop tracks that drive the action. The deep bass and raw energy match perfectly with every sword swing and block, making you feel like you’re in an action-packed music video. This isn’t just background music, it’s the soul of the game. The excellent sound design even won awards like BitSummit’s Excellence in Sound prize. While the game doesn’t have voice acting, this actually lets the music and combat sounds stand out more.

    Ending thoughts

    Despite its many good points, the game’s difficulty is uneven. Once you learn the mechanics and how to use all the combat tools, it gets easier. But it can be very frustrating if you keep dying at the same level over and over. SONOKUNI is a fast, intense game that throws you into the action with loud hip-hop and a bold style. It’s not perfect: the story is thin, and it may not have much replay value. But when it clicks, it’s a unique indie game with a strong attitude. If you love games like Hotline Miami, stylish action, or Japanese underground style, you should try it. Otherwise, it might not be worth the risk.

    Pros Cons
    Addictive combat once you learn the mechanics. Very repetitive and frustrating.
    Amazing soundtrack. Constantly adapting to each new room.
    Strange and alluring visuals. Simplistic story.
    Unique game. Not everyones cup of tea.
    Content
    70%
    Gameplay
    80%
    Presentation
    90%
    Final score

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    Antro je tijekom Humble Games Showcasea predstavio novi gameplay trailer i najavio demo verziju za konzole https://www.indie-games.eu/en/antro-announces-console-demo-during-humble-games-showcase/ https://www.indie-games.eu/en/antro-announces-console-demo-during-humble-games-showcase/#respond Wed, 12 Mar 2025 21:40:14 +0000 https://www.indie-games.eu/?p=22330 The demo will offer you a glimpse into the dystopian world of Anthro and protagonist Nittch.

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    Publisher SelectaPlay and developer Gatera Studio invite players to dive into the underground metropolis of Antro with a brand-new demo version for PlayStation and Xbox consoles. This visually striking 2.5D rhythm-based action puzzle platformer is set to impress fans with its fast-paced mechanics, intriguing story, and an urban soundtrack that drives the game’s world.

    The demo offers a glimpse into Antro’s dystopian world and its protagonist, Nittch, as he navigates the city streets on a mission that will change his life forever. You will join the fight against the oppressive regime known as La Cúpula and attempt to liberate Antro and its people from tyranny. The regime has allegedly banned art and music, making resistance even more vital.

    As you descend into the dark depths of this underground world, you will overcome obstacles using parkour, solve various puzzles, and escape relentless pursuers, all in sync with a dynamic soundtrack featuring hip-hop, drill, R&B, and electronic beats.

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    Future Vibe Check donosi glazbenu automatizaciju kasnije ove godine https://www.indie-games.eu/en/future-vibe-check-brings-musical-automation-later-this-year/ https://www.indie-games.eu/en/future-vibe-check-brings-musical-automation-later-this-year/#respond Wed, 12 Mar 2025 19:02:43 +0000 https://www.indie-games.eu/?p=22322 Instead of automating factories, resources in this game are collected through interaction with rhythm and pitch.

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    Developer Unwise and publisher Akupara Games have announced their collaboration on the upcoming musical automation game Future Vibe Check during the Humble Games Showcase. Blending rhythmic minigames, automation mechanics, and philosophical themes, the game offers a unique experience of music creation and universe restoration. It is set to launch for PC via Steam in 2025.

    Instead of automating factories and traditional resource mining, Future Vibe Check lets you gather resources through rhythm and pitch-based interactions. The game features an intelligent music system that ensures everything sounds harmonious, even without prior knowledge of music theory. The rhythmic minigames are designed to be accessible rather than overly difficult, while defending against the Vibe Stealer becomes crucial as the factory expands.

    Manik Bhat, the game’s creator and founder of Unwise, emphasized that Future Vibe Check is a product of his desire to create something that his younger self would have loved. The game transforms the instinctive drive for optimization and growth, common in automation games, into something deeply human - creative energy and music-making.

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    Glazbena avantura o prijateljstvu Koira izlazi ranije nego planirano https://www.indie-games.eu/en/musical-adventure-about-friendship-koira-launching-earlier-than-planned/ https://www.indie-games.eu/en/musical-adventure-about-friendship-koira-launching-earlier-than-planned/#respond Thu, 27 Feb 2025 21:07:51 +0000 https://www.indie-games.eu/?p=21716 Koira delivers an emotional story about the bond between the main character and his new puppy.

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    Publisher DON’T NOD and Studio Tolima have announced a revised release date for their upcoming musical adventure, Koira. Instead of the previously planned April 17, the game will now be available on April 1 for PlayStation 5 and PC via Steam. It will be priced at €17.99, with an additional 10% discount for those who purchase it in the first few days after release.

    Koira delivers an emotional story about the bond between the main character and their newfound puppy. The game takes place in a mystical musical forest, where the duo will solve ancient puzzles, encounter woodland creatures, and search for a way home. However, the journey is not without danger—hunters lurk in the shadows, and mysterious pathways and locations hide numerous challenges.

    Puzzle-solving is also a key part of the experience. Through cooperation and clever use of the environment, you will attempt to activate ancient monuments and restore life to the forest. The setting is not only visually stunning but also rich in music, with dynamic interactions that enhance the overall experience. In other words, the music doesn’t just accompany the story, it becomes an integral part of it.

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    Narativna simulacija Wax Heads dobila je novi trailer, izlazi sljedeće godine za Xbox i PC https://www.indie-games.eu/en/wax-heads-releases-in-2026-for-pc-and-xbox/ https://www.indie-games.eu/en/wax-heads-releases-in-2026-for-pc-and-xbox/#respond Tue, 25 Feb 2025 19:27:49 +0000 https://www.indie-games.eu/?p=21622 In Wax Heads, you take on the role of a passionate record salesman at the Repeater Records store.

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    Curve Games has announced that Wax Heads, the highly anticipated narrative sim from Patattie Games, is set to release in 2026 on Xbox Series X/S and Steam. The announcement was made during ID@Xbox Showcase, accompanied by a new trailer that gives players a glimpse into the game’s charming world.

    In Wax Heads, you step into the shoes of a passionate record store clerk working at Repeater Records. Your job is to recommend the perfect vinyl for every customer who walks through the door, each with their own unique tastes and eccentric personalities. The game combines charming puzzles and minigames with punchy dialogue and a gorgeous comic book-inspired art style, creating an emotional and uplifting story.

    Set to an original toe-tapping soundtrack, Wax Heads invites you to immerse yourself in the world of music, nostalgia, and human connection. Whether you’re flipping through records, solving puzzles, or engaging in heartfelt conversations, the game promises a memorable experience that celebrates the joy of music.

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    Mozart, Pokémony i najstarsza orkiestra symfoniczna w Polsce – wywiad z Wiktorem Kulińskim z Anime Symphony https://www.indie-games.eu/en/wywiad-z-wiktorem-kulinskim-z-anime-symphony/ https://www.indie-games.eu/en/wywiad-z-wiktorem-kulinskim-z-anime-symphony/#respond Sun, 15 Dec 2024 15:40:55 +0000 https://www.indie-games.eu/?p=19057 Rozmawialiśmy o tym, jak stworzyć mieszankę klasycznego brzmienia i melodii z popularnych japońskich animacji.

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    Jak stworzyć mieszankę klasycznego brzmienia i melodii z popularnych japońskich animacji? Sposób na to znaleźli członkowie Fundacji Yumegakanau, która, we współpracy z Orkiestrą Symfoniczną im. Karola Namysłowskiego z Zamościa oraz chórem Pro Musica Mundi, organizuje koncerty w ramach projektu Anime Symphony. Ostatni w tym roku koncert muzyki z anime odbył się na krakowskim Magnificon Winter Expo 2024, gdzie mieliśmy okazję porozmawiać z Wiktorem Kulińskim, prezesem zarządu fundacji i pomysłodawcą całej inicjatywy.

    Co jest takiego wyjątkowego w muzyce z anime?

    Na pewno jest to muzyka, w której znajdziemy ogromną rozpiętość gatunków: od rocka, przez symfoniczne wykonania kompozycji filmowych, aż do muzyki poważnej wzorowanej na dziełach Mozarta bądź Bacha. Często zdarzało się, że ludzie nieobeznani z anime wychodzili z naszych koncertów zaskoczeni, ponieważ spodziewali się głównie tradycyjnego japońskiego brzmienia. Ono oczywiście również się u nas pojawia, natomiast bardzo dużo jest jednak melodii o europejskim charakterze, kojarzonych ze wspomnianymi już wybitnymi kompozytorami.

    Jesteś inicjatorem projektu Anime Symphony – skąd wziął się pomysł, by połączyć orkiestrę symfoniczną z muzyką z japońskich animacji?

    To jest historia, która brzmi dość sztampowo i ckliwie, ale wydarzyła się naprawdę. Moja miłość do utworów z anime uwidoczniła się już w gimnazjum. Wtedy miałem zajęcia ze świetną nauczycielką, panią Katarzyną Kucharską, która na lekcjach muzyki uczyła nas również gry na flecie prostym. Całkiem dobrze mi to wychodziło, także szukałem nowych piosenek do grania i tak znalazłem na internecie utwór z drugiego filmu o Pokemonach: „Lugia’s Song”.

    I ten utwór tak mi się spodobał, że przyszedłem do pani i powiedziałem, że chciałbym się go nauczyć – to co prawda były już czasy internetu, ale jeszcze nie aż tak zaawansowanego jak teraz, stąd nie byłem wprawiony w szukaniu nut. Dlatego też ściągnąłem ten utwór z Youtube’a i zgrałem na płycie CD, którą zaniosłem pani Kasi. Już tydzień później dostałem od niej nuty spisane ze słuchu – bardzo się wtedy ucieszyłem, a pani, widząc moją radość, zaproponowała mi zapisanie się do szkoły muzycznej. I tak właśnie znalazłem się na pierwszym stopniu w klasie oboju.

    Również z inicjatywy pani Kasi braliśmy udział w wyjściach do filharmonii – był wówczas taki program całoroczny, gdzie kupowało się karnet i koncerty wychodziły wtedy po 5 złotych. I ostatni koncert z cyklu, na którym byłem, poświęcony był muzyce filmowej – grano utwory m.in. z „Piratów z Karaibów”, „Gwiezdnych Wojen” czy „Misji”. I wtedy mnie olśniło: skoro mogę sobie pójść do Filharmonii Krakowskiej i posłuchać największych hitów z „Piratów z Karaibów”, to dlaczego by nie zrobić tak samo z muzyką z anime?

    Przecież te utwory z anime są przepiękne i często mają potencjał na wykonanie symfoniczne. No i ten pomysł zaczął kiełkować powoli w mojej głowie – w międzyczasie pomagałem przy organizacji różnych wydarzeń popkulturowych jak chociażby Magnificon, więc widziałem, jak coraz więcej ludzi interesuje się anime. Wtedy zacząłem już poważne przygotowania: dzwoniłem po orkiestrach, chórach i znajomych, aż w końcu udało się wszystkich zorganizować. I tak właśnie doszło do pierwszego koncertu Anime Symphony.

    Jak długo już koncertujecie?

    Wydaje się, jakby trwało to już lata, a tak naprawdę zaczęliśmy w tym roku – występ na zimowym Magnificonie to nasz szósty koncert. Wcześniej były dwa koncerty „duże”, czyli takie z pełnym składem orkiestrowym: ponad 50 instrumentalistów, 24-osobowy chór, no i oczywiście nasze czworo wspaniałych wokalistów. Za to na koncertach kameralnych skład jest nieco mniejszy – 25 instrumentalistów oraz soliści. Także wystartowaliśmy niedawno, chociaż przygotowania do pierwszego koncertu trwały ponad rok.

    Wspomniałeś o inspiracji koncertami muzyki filmowej – czy występy Anime Symphony różnią się jakoś szczególnie od innych koncertów nawiązujących do popkultury?

    Poza oczywistą różnicą w muzyce, która w tym przypadku nie pochodzi z gier czy z filmów, ale z anime, staramy się również podejść do tych koncertów z trochę innej strony – oprócz wymiaru rozrywkowego chcemy również zachować powagę w promowaniu kultury. W związku z tym nawiązaliśmy współpracę m.in. z ambasadą Japonii czy z Fundacją Legalna Kultura. Zwracamy również uwagę na to, by koncerty odbywały się w odpowiednich miejscach, jak np. w Centrum Kongresowym ICE albo w Filharmonii Narodowej.

    Jak ktoś ogląda anime, to wie, że tam muzyka jest zazwyczaj podporą dla obrazu – my postanowiliśmy, że na koncertach to obraz będzie podporą dla muzyki. Mamy więc animacje przygotowane specjalnie na te występy czy też udział cosplayerów podczas bardziej znanych utworów. Odpowiada za to nasza reżyserka sceny i jednocześnie wiceprezeska Fundacji Yumegakanau, czyli Katarzyna „Kairi” Siedlecka, która moim zdaniem idealnie wyczuwa ten balans między sztuką w postaci muzyki a obrazami, które ją dodatkowo podkreślają.

    A jak publiczność odbiera takie połączenie muzyki z elementami performansu?

    To jest właśnie najpiękniejsza rzecz, jaką obserwujemy. Nadal zdarza się bowiem, że młode osoby z zajawką na anime spotykają się ze strony rodziców i starszych z pewnym dystansem do tego – że to takie chwilowe hobby, że niespecjalnie warto się tym przejmować, bo to mało poważne.I my tymi koncertami z Anime Symphony chcieliśmy dać właśnie tym młodym ludziom szansę, by zabrali swoich bliskich do świata anime poprzez kulturę, która do nich przemawia. Śledzę różne komentarze na TikToku, YouTubie czy nawet na Bileterii i większość z nich to wpisy typu: „nie wiedziałem, co to anime, ale moje dzieci/wnuki zabrały mnie na koncert i super się bawiłem”.

    Mi aż serce rośnie, gdy słyszę i czytam takie opinie, bo widzę, że udało nam się stworzyć wydarzenie traktujące anime poważnie i łączące dzięki temu pokolenia. Ja nie mówię, że te osoby nowe w świecie anime mają od razu zacząć je oglądać czy chodzić na konwenty – mają one okazję, by po prostu poznać choć cząstkę tego, czym z taką pasją interesuje się ich syn, córka czy wnuczka. Bo zaznaczę, że anime to medium, które jest jednak bardzo wielowątkowe – tu praktycznie na każdym szczeblu pojawia się jakaś forma sztuki: animacje, cosplay, muzyka, obrazy, przedstawienia itd. W takich momentach naprawdę dostrzegamy, jak ludzie zainteresowani anime są w stanie przekuć je w coś jeszcze bardziej kreatywnego.

    Wróćmy jeszcze do samego koncertu – jak wybierany jest repertuar?

    Nie będę ukrywał, że pierwszy repertuar jest w całości mojego autorstwa. Jak go kompletowałem, to zwracałem uwagę na dwie rzeczy: poziom wykonania utworów, by były one bardziej zaawansowane pod względem techniki gry, oraz ich charakter – najlepiej sprawdzają się kompozycje podniosłe, emocjonalne i napisane z myślą  o orkiestrze. Chodzi głównie o to, by pokazać słuchaczom, że może nie kojarzą nazw tych utworów, ale jak już usłyszą je podczas koncertu, to przypominają im się konkretne sceny z anime. Chcemy wrócić do tych emocji, które przeżywali oni podczas oglądania.

    Między innymi z tego powodu staram się raczej unikać openingów i endingów, ponieważ są to utwory już popularne i traktowane bardziej komercyjnie i promocyjnie. Co nie znaczy jednak, że w ogóle nie pojawiają się one w Anime Symphony: mieliśmy ending z Demon Slayera, który jest jednocześnie utworem pojawiającym się w trakcie odcinków, no i oczywiście „Moonlight Densetsu”, opening z Sailor Moon.

    A są już jakieś nowe propozycje na przyszłe koncerty?

    Tutaj mogę zdradzić, że na następnym koncercie będzie opening „Gurenge” z Demon Slayera, który nasza wokalistka Carolin „Wønder” Mrugala bardzo chciała zaśpiewać.Wiele pomysłów podsuwa też Kairi – to ona zaproponowała m.in. muzykę z Death Note’a, którego wprawdzie oglądałem, ale zdążyłem już zapomnieć, jakie tam są fantastyczne partie wokalne, idealne dla naszego chóru Pro Musica Mundi. Od Kairi również wyszła propozycja My Hero Academia, ja od siebie dorzuciłem jeszcze One Piece i Fairy Tail.

    To są dobre pomysły na bloki tematyczne – to dlatego, że nasze koncerty składają się z dwóch segmentów: mamy blok utworów z konkretnego anime, na który składa się zwykle około pięć utworów, a także pojedyncze utwory z innych produkcji. Te większe bloki zazwyczaj są cztery, resztą utworów zaś uzupełniamy przerwy między nimi i dzięki temu mamy prawie czterdzieści utworów na jeden koncert.

    Faktycznie jest tego sporo. W takim razie już na koniec zapytam: jakie są plany na dalszy rozwój Anime Symphony?

    Kolejne cele, jakie sobie postawiliśmy są dość ambitne – jako następny krok chcielibyśmy zaprosić na nasze koncerty kompozytorów z Japonii. Może udałoby się również zaprosić wykonawców tych najbardziej znanych utworów, by zagrali razem z orkiestrą bądź zaśpiewali solo. Jakby np. Mika Kobayashi zaśpiewała piosenki z Attack on Titan z całą orkiestrą symfoniczną, no to by było prawdziwe widowisko.

    Wiadomo, że koszty czegoś takiego byłyby ogromne, a my działamy całkowicie na własnych zasobach – stąd też gdyby znalazł się jakiś inwestor lub sponsor chcący wesprzeć taką inicjatywę, na pewno byłoby nam łatwiej się za to zabrać. Ale myślę, że to wszystko jeszcze przed nami i jak najbardziej te marzenia będą coraz bardziej realne wraz z rozwojem koncertów Anime Symphony.

    Co do koncertów, to marzą mi się występy w tych największych polskich miastach: Wrocławiu, Poznaniu, Krakowie, Warszawie, Gdańsku. Myślę, że tutaj mamy duże szanse na rozwój – jak już wspomniałem, współpracujemy z Ambasadą Japonii, Fundacją Legalna Kultura czy też z Instytutem Bliskiego i Dalekiego Wschodu Uniwersytetu Jagiellońskiego, które wspierają nas w promocji tych koncertów jako takich oryginalnych wydarzeń kulturalnych.

    To się łączy tą główną ideą, o której rozmawialiśmy wcześniej – by zainteresować ludzi tematem anime bez przebodźcowania ich popkulturą. Zachęcam więc wszystkich fanów anime, by zabrali ze sobą na koncert rodzeństwo, rodziców, nauczycieli, słowem wszystkich tych, którzy dostrzegają to zainteresowanie, ale go nie rozumieją. Powiedzcie im wtedy: „zróbcie ten pierwszy krok i przekonajcie się sami”. I zapewniam, że będzie to mile wspominany pierwszy krok.

    Najbliższy koncert Anime Symphony odbędzie się 14 marca przyszłego roku w Centrum Kongresowym ICE w Krakowie.

    The post Mozart, Pokémony i najstarsza orkiestra symfoniczna w Polsce – wywiad z Wiktorem Kulińskim z Anime Symphony first appeared on IndieGames.

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    Mozart, Pokémon i najstariji simfonijski orkestar u Poljskoj – intervju s Wiktorom Kulińskim iz Anime Symphony https://www.indie-games.eu/en/interview-with-wiktor-kulinski-from-anime-symphony/ https://www.indie-games.eu/en/interview-with-wiktor-kulinski-from-anime-symphony/#respond Sun, 15 Dec 2024 15:33:14 +0000 https://www.indie-games.eu/?p=19069 We talked about creating a blend of classical sound and melodies from popular Japanese animations.

    The post Mozart, Pokémon, and the oldest symphony orchestra in Poland – an interview with Wiktor Kuliński from Anime Symphony first appeared on IndieGames.

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    How do you create a blend of classical sound and melodies from popular Japanese animations? The members of the Yumegakanau Foundation have found a way. In collaboration with the Karol Namysłowski Symphony Orchestra from Zamość and the Pro Musica Mundi choir, they organize concerts as part of the Anime Symphony project. The final anime music concert of this year took place at the Kraków Magnificon Winter Expo 2024, where we had the opportunity to talk with Wiktor Kuliński, the president of the foundation’s board and the originator of the entire initiative.

    What is so special about anime music?

    It is music that offers an incredible variety of genres: from rock to symphonic film scores, and even classical music inspired by the works of Mozart or Bach. Often people unfamiliar with anime are surprised after our concerts, because they expect primarily traditional Japanese sounds. While those are certainly present, a significant portion of the melodies has a European character, reminiscent of renowned composers already mentioned.

    You are the initiator of the Anime Symphony project. Where did the idea of combining a symphony orchestra with music from Japanese animation come from?

    It’s a story that might sound a bit clichéd and sentimental, but it really happened. My love for anime music emerged in middle school. At the time, I had lessons with an excellent teacher, Ms. Katarzyna Kucharska, who taught us about music. We also learnt to play the recorder. I was quite good at it, so I searched for new songs to play and stumbled upon a piece from the second Pokémon movie: Lugia’s Song. This was during the early days of the internet, not as advanced as it is now, so I wasn’t skilled in finding sheet music. Instead, I downloaded the song from YouTube and burned it onto a CD to give to Ms. Kucharska. A week later, she handed me sheet music transcribed by ear. I was thrilled, and seeing my enthusiasm, she suggested I enroll in a music school. That’s how I began my journey in the oboe class.

    Also, on the initiative of Ms. Katarzyna, we participated in outings to the philharmonic hall. There was an annual program where one could buy a pass, and concerts cost only 5 złotys each. The last concert in the series I attended was dedicated to film music. They played pieces from Pirates of the Caribbean, Star Wars, and The Mission. That’s when it struck me: if I can go to the Kraków Philharmonic and listen to the biggest hits from Pirates of the Caribbean, why couldn’t the same be done for anime music? Anime tracks are often beautiful and have great potential for symphonic performance. That idea started to develop in my mind. Meanwhile, I was helping organize various pop culture events like Magnificon, observing the growing interest in anime. So I began making serious preparations, contacting orchestras, choirs, and friends. Eventually, I managed to organize everyone, leading to the first Anime Symphony concert.

    How long have you been performing?

    It feels like it’s been years, but in reality, we only started this year. Our performance at Magnificon was our sixth concert. Before that, there were two “big” concerts featuring a full orchestra of over 50 instrumentalists, a 24-member choir, and our four incredible vocalists. For chamber concerts, the ensemble is smaller: 25 instrumentalists and soloists. So, while we’ve only recently started, the preparations for the first concert took over a year.

    You mentioned inspiration from film music concerts. How do Anime Symphony performances differ from other pop culture-related concerts?

    Besides the obvious difference in the music, which in this case is not from games or films but anime, we strive to approach these concerts from a slightly different angle. Beyond entertainment, we aim to maintain seriousness in promoting culture. For this reason, we’ve partnered with organizations like the Embassy of Japan and the Legalna Kultura Foundation. We also ensure the concerts take place in appropriate venues, such as the ICE Kraków Congress Centre or Warsaw Philharmonic.

    Moreover, in anime, music typically supports the visuals. In our concerts, we decided to make the visuals support the music. We incorporate animations created specifically for our performances and include cosplayers during more iconic pieces. This aspect is handled by our stage director and vice-president of the Yumegakanau Foundation, Katarzyna “Kairi” Siedlecka. In my opinion, she has a perfect sense of balance between music as an art and visuals that emphasize it.

    How does the audience react to such a combination of music and performance elements?

    That’s the most beautiful thing we observe. Young anime enthusiasts often face skepticism from their parents or older relatives, who see anime as a fleeting hobby or something not worth taking seriously. With Anime Symphony, we aimed to give young people an opportunity to introduce their loved ones to the world of anime through a culture they can appreciate. I’ve seen comments on TikTok, YouTube, and even ticketing platforms like Bileteria where people say: “I didn’t know what anime was, but my kids/grandkids took me to the concert, and I had a fantastic time.”

    Hearing and reading such opinions warms my heart. It shows we’ve created an event that takes anime seriously and bridges generations. I’m not saying those new to anime will immediately start watching it or attending conventions, but they have the chance to glimpse the passion their children, grandchildren, or friends have for it. Anime, after all, is a multifaceted medium encompassing animation, cosplay, music, artwork, performances, and more. It’s moments like these that highlight how anime enthusiasts can channel their interest into something even more creative.

    Returning to the concert itself, how do you select the repertoire?

    I won’t hide that the first repertoire was entirely my creation. While compiling it, I focused on two aspects: the complexity of the pieces, ensuring they were more advanced technically, and their character. Grand, emotional compositions designed for orchestras work best. The goal is to evoke memories for listeners, even if they don’t recognize the titles immediately. When they hear these pieces during the concert, specific anime scenes often come to mind.

    For this reason, I tend to avoid opening and ending themes, as they’re already popular and serve more commercial and promotional purposes. However, this doesn’t mean they’re entirely absent from Anime Symphony. For instance, we included the ending theme from Demon Slayer, which also appears in the episodes, and of course, Moonlight Densetsu, the opening of Sailor Moon.

    Are there any new pieces planned for future concerts?

    I can reveal that at the next concert, we’ll include the opening Gurenge from Demon Slayer, which our vocalist, Carolin “Wønder” Mrugala, was eager to perform. Kairi has also suggested several ideas, including music from Death Note. Although I’ve watched it, I had forgotten how fantastic its vocal parts are, making it perfect for our Pro Musica Mundi choir. Kairi also proposed My Hero Academia, and I added One Piece and Fairy Tail. These are great ideas for thematic segments. Our concerts are divided into two parts: blocks of songs from specific anime, usually around five pieces, and standalone tracks from other productions. The larger blocks typically number four, while the individual pieces fill the gaps, resulting in nearly 40 songs per concert.

    That’s quite a lot! Finally, what are the plans for Anime Symphony’s future development?

    Our next goals are quite ambitious. We’d like to invite Japanese composers to our concerts. It would also be incredible to host performers of iconic pieces to play with the orchestra or sing solo. Imagine, for instance, Mika Kobayashi singing songs from Attack on Titan with a full symphony orchestra—what a spectacle that would be! Of course, the costs for such events would be enormous, and we operate entirely on our own resources. Therefore, finding an investor or sponsor would certainly make it easier to realize this vision. But I believe that as Anime Symphony grows, these dreams will become increasingly achievable.

    In terms of concerts, I dream of performing in Poland’s largest cities: Wrocław, Poznań, Kraków, Warsaw, and Gdańsk. I think there’s great potential for development here. As mentioned earlier, we collaborate with the Embassy of Japan, the Legalna Kultura Foundation, and the Jagiellonian University’s Institute of the Middle and Far East, which support us in promoting these concerts as cultural events. This aligns with our main idea—to interest people in anime without overwhelming them with pop culture. I encourage all anime fans to bring along their siblings, parents, teachers, and anyone who notices but doesn’t understand their interest. Tell them: „take that first step and see for yourself.” And I promise it will be a fondly remembered first step.

    The next Anime Symphony concert will take place on March 14 next year at the ICE Kraków Congress Centre.

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