the hunt
2016
The Hunt, written and recorded between December, 2014 and August, 2016, is a mostly instrumental concept album about a 1986 Nintendo game called Metroid, unlike anything I’d made before it. I put less focus on guitar work, making no pretense of being a serious shredder, and put more focus on melodic and harmonic development, as well as laying on some heavy 80s-style analog synthesizer ear candy.
I had, just months before I started on The Hunt, moved from Portland, Oregon to a small town in Southwestern Minnesota. Although my parents, brother, and two of my three sisters were all within walking distance, it was the first time I’d lived on my own, and finally had the isolation I had been craving (and would later come to loathe). My apartment was on the first story of a nineteenth century house with high ceilings, tall windows, and dark, tasteful woodwork, mostly preserved. This environment seemed to bring me inspiration fast and often, when I wasn’t playing video games or binging episodes of Hannibal.
When I did get sick of turning a wrench by day, then coming home to try modding Skyrim enough to make it actually satisfying to play, I decided I was going to make an attempt at composing music for video games, and that my portfolio would start with an alternate soundtrack to Metroid, one of my favorite games of all time. The Hunt was born, and I didn’t know it, yet. At first I just made alternate music for each of Metroid’s levels, putting it over videos of me stumbling through the game and posting them on YouTube, but then some friends’ comments on FaceBook got me seeing the potential for more. As such, I wrote material to flesh a serious album out with, and just before I went back to college, I finished the last song. Since my brother Jesse had already painted the album’s artwork, all that was left to do was fine-tune the overall mix and boost the loudness a little, which I did by December, and subsequently released The Hunt to all streaming services.
What appealed to me about making an emotional, artistic treatment of Metroid was the open canvas that an old game leaves. Samus, to me, was always one of those strong, silent types. Described in the old manuals as being uncommonly tall and muscular, not just for a woman but for a human; and having been orphaned at a young age and raised as an alien among non-human people, I saw something really compelling in the story I extrapolated from those basic terms. Bringing the personal demons that I struggled with to the table, I had an opportunity to make something cathartic, without having the pity party that often accompanies it. This album is about a Samus my imagination drew out of Nintendo’s prompting, but it’s also a very personal album, too.
On a final note, I want to give my brother, Jesse Cordes, credit for the awesome painting he did for this album. You can find more of his surreal, fantastical art right here.
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This piece is what most resembles anything out of Metroid. I deliberately made a melody that would evoke a similar, but darker, feeling to the opening of that game. My bass guitar plays a simple 7/8 ostinato on the bottom end, while I employed its higher register for the melody, putting on a high pass filter and some very heavy 8-bit distortion, to make it sound as if an NES were the amplifier.
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Here’s where we diverge far from the original soundtrack. No hope for a fun adventure; Zebes has been ravaged, the Chozo have been wiped out, and Samus is all alone, hoping to find some remnant of the people who took her in as an orphan.
I was fascinated with flutes in rock music, having been listening to Jethro Tull and early Genesis in the years leading up to when I wrote this album, and I’ve often associated flute solos with eagles and displaced indigenous peoples. Being that the Chozo, a race wiped out in the Metroid timeline, were humanoids with the heads of eagles, the idea of using a (synthesized) flute solo to represent their memory and loss came pretty quickly to me.
This song was informed by a lot of the music I heard during my years in Colombia, where much of the local music, both original folk and folk rock, was this really cool synthesis of Native instrumentation, African rhythms, and European music theory. -
Here and only here does Samus find her voice, singing a doom-laden dirge for the people who adopted her.
“What have you done? This place was once my home | Where once a noble race held sway
Now all is gone | Creatures of carrion | Roam through these blank halls of decayThis place was civilized | I barely recognize | My childhood refuge any more
A race nobler than thou | Now just their statues’ eyes | Stare, lifeless, at me ever more” -
In this song I put a bit more effort into telegraphing what happened onscreen, hence the descending, atonal synthesizer effect at the beginning. Being that Norfair, the level in Metroid that this song represents, is deep underground, the bass line never really stops moving, like the molten elements pushing their way through a terrestrial planet’s crust. The bright, oscillating synth pads and delay-laden lead guitar bring shimmering heat waves and searing burns to the sonic picture, all bouncing off the walls of these caves.
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Of the songs on this album, this is the first that I wrote, and it predates the album’s conceptualization by about a year.
I had these recurring dreams throughout my childhood and into my twenties where I was sort of playing Metroid, but really just watching a pixelated Samus from a profile perspective. In such dreams there was always this sense of dark foreboding that went way beyond the atmosphere of the games.
Some time in October, 2013, I had one such dream, and the opening motif was on repeat in the background of that dream, gathering in intensity as Samus struggled and fought to get back out of that deep pocket in whatever planet she was on.
When I woke up, I immediately grabbed some staff paper and scrawled down the music, and within a few days, the finished product sounded almost exactly like this song. -
The original music for Kraid’s Lair in Metroid is probably where I got the atmosphere in my recurring dreams from. It has peril and desperation woven through it, and eight-year-old me both loved it and wanted to get away from it when I first played that level, vivid as my imagination was. In this song I try to capture that same atmosphere, which in “The Dragon’s Lair” exists more in my own heart than in the music my brain came up with for that dream.
I use some wide tonal intervals for the most important parts of the melody, changing the character from one pair of notes to the next, almost like someone desperately bargaining with a captor. Or grief; perhaps “bargaining” is the stage of grief that Samus is touching for the first time, here. -
With the Mother Brain’s chief lieutenants now dead, Samus can finally assault her lair.
This song is a duel between cold, computerized logic, as represented by the 12 tone sequence that repeats throughout almost the entire piece, and human resolve and determination, represented by the high, pure chords that shine through, fade, and come back to fight the dissonance in the end, creating a more fantastic harmony than previously anticipated.Nonetheless, the Mother Brain must be destroyed.
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Here is chronicled the quick, frantic escape from Zebes, as the Mother Brain’s facility’s last self-defense mechanism attempts to purge the system of foreign intrusion.
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The job is done; the bounty hunter can collect her bounty. She can also seek some solitude and process her grief. Nothing will replace what she’s lost, but she faced her demons head-on, and she prevailed.
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The title of “Overture” would have been more fitting for this song, being that it ties together most of the album’s musical themes, but it comes at the end, rather than the beginning. I’ve never been a fan of overtures that introduce all of a work’s thematic material, one theme after another, anyway. That, in my mind, treats the main parts of the work as if they were just developments of the overture, rather than entities perfectly capable of introducing themselves in a memorable way. Just sayin’: traditional overtures are kind of redundant. You are perfectly welcome to disagree, and probably right.
For my part, I prefer an overture that sets the overall mood of the work, much in the fashion of late 19th century opera and onwards. If there’s going to be a piece that ties together all of the thematic material, I’d much rather have it at the end, revisiting the thematic material and tying it together in a final, majestic way. I think I achieved that here.