synthwave – Invisible Oranges – The Metal Blog https://www.invisibleoranges.com Mon, 26 Jun 2023 12:39:28 +0000 en-US hourly 1 https://wordpress.org/?v=6.5.2 https://www.invisibleoranges.com/wp-content/uploads/2023/06/27/favicon.png synthwave – Invisible Oranges – The Metal Blog https://www.invisibleoranges.com 32 32 Naïve Magic: A Dungeon Synth Digest #4: Heimat Der Katastrophe (Interview + Roundup) https://www.invisibleoranges.com/dungeon-synth-digest-4/ Thu, 15 Jul 2021 18:00:13 +0000 https://www.invisibleoranges.com/dungeon-synth-digest-4/ DS Digest 4


Love In A Radioactive Era: The Weird Fiction of HDK

The cultural concept of liminality has gone through many changes leading to an idea in sort of a transitory space. Originally, liminality described the transitional period one would enter after a rite of passage or ritual between two stations of being or thinking. The term liminality, or liminal space, has been applied to cultural transitions that describe the ambiguous social, political, or cultural metamorphosing stages, where the past has been discarded yet the future still has not been established. In this space between things, everything once known no longer applies, but the new has yet to be confirmed. It is an uneasy and exciting space where nothing exists concretely and everything is possible. Liminal space has also become a popular aesthetic to describe physical spaces, which hold the memories of old establishments. The concept is defined by pictures of old shopping malls, schools during the summer, or the shell of past cultures. The clash between the current situation and its perceived past provides an uncanny space for its participants. Liminality is what I think about when listening to the releases from Italian tape label Heimat Der Katastrophe (HDK). While this might seem like an overreaching concept for a tape label, the concepts and aesthetics formed in these releases push one into this space where the past is gone and the future has yet to render.

I have been interested in HDK since their earliest dungeon synth releases. Kobold’s The Cave Of The Lost Talisman (2017) and Basic Dungeon’s Tunnels & Treasures (2018) saw dungeon synth cast in the sounds of old computer games. The label pushed the retro aesthetic through both visuals and sounds, which made these dungeon synth releases feel like a world of their own. While dungeon synth was mine, and many others, entry into this label, it is only after one gets in that they start to find a whole catalog of music that defies conventional description. Everything from minimal synth, library music, harsh techno, to Poliziotteschi soundtracks is packaged together and released on tapes with heavy fictional aesthetics. Strange backstories that mix facts and mythology provide the background for the releases, which cast the listener into this transitory space between truth and fiction. Adding onto this, HDK has also embraced tabletop games within their releases, which lead to a strange catalog of music that also possesses various degrees of interaction with the listener. HDK is a music label, an art project, a game supplier, and also an author of weird fiction.

One of the more intriguing facets of this label is a micro series called “Post Nuclear Wave.” This series has focused on the imaged landscapes told in the language of dystopian thematics. Beginning in with David Stone’s ガンマの年の反乱軍 [The Renegades Of Year Gamma] (2018), the post Nuclear Wave Series is part clearing house for vintage obscura and part worldbuilding, where the future is defined by events that have yet to occur. Other releases like CREUTZFELDT JAKOBSIn the Bright Darkness (2021) are “inspired by old BBC-soundtracks and the early 80´s balkan-synth scene” while BMKH’s BMKH (2020) reflects on Italian history during the Cold War through minimal synth, artsy industrial, and soundtracks of police movies. There are also releases like TSAR-BOMB’s Bajkonur (2020) that tell the tragic tale of a failed Russian space exploration while Max RoguishLightbrite (2020) tells a different tale with a vampire biker seeking revenge in a post-fallout megalopolis. The pastiche of sounds and styles, combined with the love for tabletop games makes these releases, both in the Nuclear Wave Series and on the rest of the catalog, feels dangerous, confusing, and intriguing.

I included the most recent CREUTZFELDT JAKOBS release in a previous digest. When writing about it, I thought about how I could probably do an entire feature on this label as they continue to be a marvel in thought and sound. Luckily for me, the custodians of HDK were kind enough to answer some of my questions. They were as excited to talk about their releases as I was to listen to them. We mused over games, niche genres of music, and obscure Italian horror movies in a clandestine basement in an undisclosed location. It is my hope that one day I will truly understand the mind of this label, but I feel each time I have a grasp, something new muddles my understanding. Perhaps it is this space between knowing and not knowing is where these ideas flourish and make worlds that have yet to ripen.

HDK seemed to have begun partially in the dungeon synth scene. How did the label begin and how do you feel dungeon synth was involved in its creation?

HDK: Among the many strange genres we are passionate about, dungeon-synth (DS) certainly had a privileged role for a certain period which coincided with the beginning of HDK, but at the basis of HDK we would say that it is simply a generic concept of “weird instrumental music”. We also like to focus on the descriptive and narrative power of music, which is why we love those kinds of music that “decorate the spaces” or the soundtracks. As for the DS, we were young when the classic records came out in the 90s. Did we like them? Probably not. We were misfits in our twenties and just wanted to headbang all day. When the DS revival began in 2014-15 thanks to Bandcamp, we suddenly became fans of those sounds that we had previously snubbed. I think that many people have lived this strange parable. Over the course of 20 years the way music is used has changed a lot, bringing more reflective genres to find new spaces and ways of listening.

How was HDK born? We hate it when people say what we’re about to say, but basically it is: HDK was born… by chance. Mainly to release the first catalog’s number, KWME‘s Soldiers …, something we had recorded on commission and that was sleeping in our hardisk. The first print run of that tape sold 2 copies. It cannot be called a success. Then, that summer of 2017, a furry humanoid named Kobold knocked on our door with the album Cave Of The Lost Talisman and it felt magical. When we released that and the first Basic Dungeon album (which one of us composed during his lunch break at work) we had no expectations but soon discovered that a lot of people loved those albums as much as we did. We discovered – months after months – a very lively scene, spread all over the world, full of passionate people and it was very good for us. So we went on, and here we are, a hundred albums later.

HDK goes beyond one genre and in fact seems to operate on the crossover of different genres. Where do you find these artists? Do you seek them out on the internet or are some of them in the local underground?

We respect very much strictly-DS labels like Gondolin or Out of Season and many others, which only release DS records and have an exclusive devotion to the genre, but we would not be able to have this seriality and coherence under the musical aspect. We are too messy in our moods and interests not to mix (sometimes clumsily) different inputs. The concept of “game” is the basis of HDK, so… we like to play: mix different genres, concepts, elements with a little recklessness and see what comes up. Sometimes it’s good, other times it’s not, but the good thing about music is that you don’t risk anything if things go wrong.

We come from the punk scene and there we know a lot of creative people with a healthy anarchist view of music and art. Today it is not difficult to find guys who are part of punk bands and who simultaneously cultivate strange electronic music/visual art projects … Some HDK artists such as Black Tiger, Polonius, Hoppo, BMKH, Gnoll, Kobold, Spectraum, Doom Catacomb, Dunjon Magik. .. they come from the punk or indie scene and are people we see every day in our city. Some of these even … we are ourselves! 🙂

Then there are cool artists strictly-DS like Sidereal Fortress, Vandalorum, Pafund and Mausolei with whom we came into contact via e-mail, so the collaboration was born through the internet. We think that, beyond the music that is always important, the setting and the concept are fundamental: DS music is highly evocative, it must transport us to another world, describe landscapes and tell stories. Many times, when an artist offers us his record, a lot of the work we do together is focused on enriching the music with all that imagery that makes some DS albums unforgettable. In fact, the best way we prefer to work is to “commission” a story (or a real RPG module) and then have it set to music by providing the artist with a tracklist. This is how HDK’s most popular albums were born.

The label seems to be friendly to the punk scene. Are you integrated with the local Italian punk scene? Do they also share your vision of strange music?

We are 100% involved in the local punk scene. Each of us has been playing in punk bands since we were 17-18 years old. We traveled the world with our punk band called Kalashnikov Collective and organized hundreds of concerts in Milan with local punk collectives. We are the oldest punks in our city and sometimes young people make fun of us for it, as young punks should do with old ones. Over so many years, we have absorbed every aspect of the DIY ethic of underground punk – it has been so important in the creation and management of HDK. In Italy, anyway, the DS is not such a widespread musical genre in the punk community … I think it is a genre appreciated mainly by metalheads and, at least in our case, by RPG enthusiasts.

You began a micro series / genre called Post Nuclear Wave which seems to be an aesthetic genre as well as a musical one that combines a lot of different genres. How did that begin and where is it going?

It is definitely a conceptual and not a musical series. The “Post-Nuclear Wave” series is at the same time a look back on the clichés of the pop culture of the Cold War era, which we lived as children, but also on real life in those years and on the common feeling of people. There is a reworking of that paranoid imaginary that characterized our childhood in the 1980s, but also of the whole era in which the world was divided into two opposing blocks: the fear of a third world war, secret space programs, espionage, the atomic apocalypse … we are passionate about the history of the cold war, especially from the point of view of the Soviet bloc and we wanted to inaugurate that series to decline this passion in music.

For some reason, I feel you could recommend some old weird movies I haven’t seen. Give me a double feature to watch with friends.

Wow, in our life we have seen more weird movies than normal, that’s certainly not a problem. We recommend some DS-vibes Italian classics including La Maschera del Demonio [The Mask of the Devil] (1960), Suspiria (1970) and E tu vivrai nel terrore! L’aldilà [.. And you will live in terror! The Beyond] (1980). If you are an experienced on old Italian giallo-horror and you have already seen these for sure, we will give you some really rare but absolutely incredible titles like L’amante del Vampiro [The Vampire’s Lover](1960), Nuda per Satana [Naked for Satan] (1974) , Assassinio al cimitero etrusco [The Scorpion with Two Tails] (1982), Rats – Notte di Terrore [Rats – Night of Terror] (1984).

What have been some of your favorite 2021 releases? This could be dungeon synth or something beyond.

The thing we like about the Dungeon-synth is that it is often a starting point for developing weird and original musical directions; in 2021 we loved Scrying Glass’s Beyond Sight, Dream Division‘s Legend of Lizard Lake and Dungeon Guerrilla‘s Hunt on the Nazi Necromancer. If we have to mention a more “classic” DS album, we can say Castle Zagyx’s Doors to the Battlefields of Ertbe.

What does the rest of the year hold for the label? What about next year?

We will try to make regular releases throughout the year and the next, of course if our mental health supports us. Obviously we have a lot of strange projects in the works, this is obvious. We will soon start releasing our most famous albums on vinyls in the “HDK Classic Series”. Before the Covid Era we were planning a DS Festival in Milan & Berlin with our russian friend, maybe we can resume that idea…

Even though I have a pile of dungeon synth related material to review, I am going to conclude this article with some of the 2021 releases from HDK. While I could talk about their entire catalog, just pulling out a few tapes from this year will illuminate the variety of sounds. Much like the label, this roundup will begin with dungeon synth and end somewhere far beyond. I thank HDK for doing what they are doing, as I feel it is a magnet for people with weird taste in music and ones who desire experimentation of sound.

Many of HDK’s releases come with a conceptual flood that I feel could intimidate or intrigue certain people. Red Gremlin’s The Rise of the Gazunderlings comes with the pitch of combining fantasy RPG monsters and pro labor politics. Referencing the UK Miners Strike of 1984-85, the Gazunderlings rise up and rebel against the Goblins, who have exploited the Gazunderlings for far too long. Told through the narrative of minimal dungeon synth, Red Gremlin transposes history and politics with fantasy aesthetics in a release that even comes with stat blocks for the protagonists. Using the language of noisy dungeon synth, which really sounds like a processing machine for computation, Red Gremlin takes on an important pol;itical and social cause and deals with it in the realm of fantasy. It is a fascinating release which is intriguing in both the realm of the real and the imagined.

Lone Wolf is a gamebook (interactive fantasy fiction) series from the UK that began in 1984 and currently has 31 volumes detailing this martial art / sword & sorcery epic. Gnoll’s Flight from the Dark pays tribute to this seminal piece of interactional fiction with an unofficial soundtrack to the series. Taking dungeon synth and shadowing it with John Carpenter synthwave, Flight From Dark is a fitting tribute to a game series that deserves more attention. This is Gnoll’s 6th release on HDK, making it one of the longest running artist(s) in the label. Flight From The Dark also comes with official artwork from the series’ original illustrator, making this release an escapist passion project from people who truly adore gaming.

Basic Dungeon serves an important purpose for HDK in that the label can worship at the altar of old fantasy video games. Since 2018, this artist(s) has made dungeon synth but with the aesthetic of a soundtrack for a 16 bit Sega Genesis game. This project was one of the first HDK releases and I have a feeling it is heavily connected to one of the labels’ creators. Perils In The Slums Scenario 3 is the third part of an interactive module that sees unnamed adventurers entering the final dungeon called the Maze of Death. This release comes with a dungeon map with different scenarios keyed to parts of the dungeon. The soundtrack is a whimsical carnival of chip inspired dungeon synth that oozes off of the tape, conjuring images of sprite based dungeon crawls and scary monsters as dark as a backlit screen.

The Dungeon Synth Magazine (DSM) series is something that HDK has been operating since December of 2020. Part zine and part showcase of new talent, these tape releases feature four dungeon synth artists from various locations all with lengthy tracks for discovery. Later in July we will be getting the third volume from this series, but to catch up before that release we have tracks from Glog, 13th Scale, Alkilith, and Nekmunnit. While only some of those names might be familiar, the discovery aspect of this magazine is part of the experience, with each track offering an accompanying zine of fiction not unlike the pulp stories of the golden age of magazines. The DSM series is one of the most exciting new series this label is producing, as it showcases a variety of dungeon synth talent with an extra step in immersion.

Doom Catacomb has been making music since 2018 when they released The Empire Of The Necromancers. Using classic dungeon synth as a sound and dedicating it to the fiction of Clark Ashton Smith, Doom Catacomb struck an accord between droning Berlin School soundscapes, obscure nautical history, and weird fiction. Polar is the fourth release from the mysterious entity with an album dedicated to the arctic voyages of 16th century explorer Sir Hugh Willoughby. Accompanied by an extensive zine detailing the perilous voyage through the Northern Sea Route, Polar seeks to pay tribute to Willoughby and his crew who perished during the voyage. Through hazy Tangerine Dream-esque soundscapes, Polar is a eulogy to this ill fated captain and seeks to construct a tombstone made from the drones of winter synth.

Speedway’s Deathblow is perhaps the one example I can point to in order to illustrate the interactive immersion in these releases. Not only is this release a fantastic ride in retro minimal synth, which sounds like slowed down synthpop running on worn VHS tape, but it is the soundtrack to a complete tabletop RPG game. By using a d4, listeners and players can enter the world of Deathblow, which is populated by cartoon-like gangs, seedy landscapes, and action scenes out of a Charles Bronson film. The rule system can be read on a website, which presents a very loose and chaotic approach to tabletop games and assaults one’s idea of organized play. The lite rules system combined with the aesthetics compliments the music, which will run endlessly as you trawl the streets of Reaper City looking for trouble.

In the world of weird, A. Ralla takes the silent crown of being perhaps the weirdest of the lot. La Gabbia Umana is the soundtrack to an unaired science fiction television movie that was supposed to be broadcast in 1979. Due to the death of its director, Antonio Rasiera, from complications of an unknown disease, the production was never complete and its finished material, like its soundtrack, was archived in the basement of the Docuvideo TV network. The La Gabbia Umana soundtrack only survives today due to an anonymous sender who uncovered the reels and sent them to the HDK office. This is the moment when one has to decide which reality they would like to live in. One is where the backstory is a fictional aesthetic and the other is where non-existent soundtracks are unarchived and worshiped on cassette tapes. Both are honestly valid and both are extremely fun.

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No Dream is Ever Just a Dream: An Interview with James Kent of Darksynth-Transcending Perturbator https://www.invisibleoranges.com/perturbator-interview/ Thu, 17 Jun 2021 20:31:12 +0000 https://www.invisibleoranges.com/perturbator-interview/ Perturbator - Lustful Sacraments


Last year, during the opening of an interview I conducted with the darksynth trailblazer James Lollar of GosT, I briefly noted the unique standing of the genre in contrast to its origins in the wider synthwave scene along with speaking on how GosT, despite their continued musical evolution, still appealed sonically to many in the metal scene. I made sure back then to verbalize that Lollar wasn’t alone in his approach. And, for that matter, he certainly wasn’t the first: that distinction, even if it’s only by a year, has to be attributed to James Kent from France and his project Perturbator.

Before the first year of Perturbator’s existence came to a close in late 2012, three songs from the project were used in the soundtrack for indie-video game Hotline Miami, which can be best described as a retro arcade style top-down shooter/fighter with an aesthetic and plot akin to if David Lynch had directed Miami Vice. The game became a massive success that helped expose the burgeoning project to a worldwide audience through the gaming community. Since then, Perturbator has released four full length albums, six EPs, and numerous singles that have all tapped into similar surreal 1980’s sci-fi and neo-noir tones while consistently expanding the sound on each subsequent release allowing for a clear sense of musical evolution.

A dramatic shift in that evolution occurred with 2017’s ep New Model, a short work that saw a real incorporation of electro-industrial (think Skinny Puppy and early Nine Inch Nails) and post-punk into the John Carpenter- and Vangelis-indebted atmospheres on ice cold dance beats that could bring an android to tears. Four years later, after a lengthy gap in releases,Perturbator returns with their fifth full length Lustful Sacraments, which even further embraces the previous EP’s new trajectory with perhaps more of an emphasis on the post-punk given the expanse of moody guitars and goth rock-timbre vocals dripping off the album.

So far, nothing mentioned has been explicitly metal and for that reason Perturbator would never be called metal; and yet many of those similar artists I used for comparison have large portions of their fanbase made up of metalheads. Celtic Frost were no strangers to incorporating vastly divergent sounds to their art, and I’m often reminded of a quote from that group’s legendary member Martin Eric Ain who once said, “There are many-many more shades and colors to darkness than just black.”

Perhaps one sign of the metal community’s own evolution in admitting its own collective embrace of different shades of darkness compared to Celtic Frost’s heyday has been the love shown by all sorts of metalheads for Perturbator’s music, including some very high profile slots at traditionally metal festivals. Very early on, when Perturbator started performing live, they played a closing set for the underground black metal festival Nidrosian Black Mass and have since played such big name events like Brutal Assault, Roadburn, Graspop, and much more. One of the last before Covid-19 struck the world was the 2019 iteration of Psycho Las Vegas where along with Mork I hoped to land an interview with Perturbator’s James Kent for one of my first pieces here on this site. Unfortunately, either conflicting time schedules or perhaps an avoidance of in-person interviews prevented me from talking with Kent at that bacchanal of sonic delights, but I remained hopeful for an opportunity.

Such an opportunity came knocking this year with the release of Lustful Sacraments and an accepted invitation for an interview. Despite the dramatic time zone differences between Paris and Los Angeles, I got up bright and early (well, early for a night owl like me) to chat with Kent online about his latest work and ask a multitude of questions—some that had been bubbling in my mind since that arid night at a Las Vegas casino pool where he commanded psycho legions in a neon-hued tribal war dance.

First off, how are you doing? How have you been managing with COVID, quarantine, and everything?

James Kent: I mean I’ve just stayed at home. It’s not like it changed a lot for me, because I’m usually staying at home and not really going out. I mean, I do, but… well, I can work from home so that’s very convenient. Though it does feel a bit like it’s taking very long right now and I’m kind of tired of it to be honest.

I have a friend in France, though I don’t know how far he lives from Paris, but he was saying that the vaccine distribution hasn’t exactly been great yet.

Yeah, the vaccine process here has been really bad. Still not a lot of people vaccinated yet. They barely just started to make it available for everyone right now. So I guess I’ll get my own, soon hopefully.

So Perturbator has at least publicly been in existence for almost a decade now. I think most fans and critics have noted how your music has evolved over that time. Probably most so with New Model and they probably will again with your new full length, Lustful Sacraments. How would you describe your music today and its evolution from when you started?

It’s kind of hard to put a name or like a genre name to it. It’s basically become much more of a mix of a lot of influences that I have, whether it be soundtracks, electronic music, some goth music, ambient music, a lot of industrial, and etc. It’s sort of like a melting pot of all this. Whereas before it was much more of a love letter to the 1980’s, exploitation cinema, and stuff like this. So now it’s just going a bit less in a nostalgia driven direction and more of a, I guess you could say, experimental approach but it’s not experimental to the point where it’s hard to digest.

Would you say there are any influences or inspirations you have today that you didn’t have before? Say something that in the last few years really caught your ear?

Not really, actually. I mean I always listen to the same things. I just expanded my music library but that’s just like new releases and stuff like this. I mostly listen to black metal; I always did [laughs]. I listen to a lot of new wave, which I always have. More recently I guess… I wouldn’t say that I discovered goth music because I did beforehand but I kind of like, rediscovered it. I guess like a newfound love for it in some ways. So maybe that also had an influence on the album.

Was there a particular artist or someone that kind of rekindled that for you?

I guess The Sisters of Mercy. I mean there’s a lot of artists that I really enjoy who currently do these types of things, like True Body who appear on the album. Then stuff like She Passed Away, Drab Majesty, Boy Harsher, and more. This sort of like a new wave of goth music led me to re-listen to the older stuff that I used to love but kind of forgot for a little bit. That old stuff being like The Cure, The Sisters of Mercy, Fields of the Nephilim, and such.

Nice. Yeah, I kind of have to thank you for bringing True Body up on my radar. I hadn’t heard about them before and actually the first time was while listening to the promo for your new album. So thanks for that as they’re really good.

No problem. Yeah, I really love them.

Your discography grew pretty rapidly. Early on you’d have albums or EPs within a year, or at most maybe two years apart. Although since the New Model EP it’s been about four years now. What caused this longer period between works?

Well, for one I guess it’s pretty obvious but basically I’m just taking a bit more time and just trying to be more precise than I used to be. I remember around like 2011 or 2012 I used to be very, how to say… sort of impatient. I was churning out tracks and just releasing them without really thinking about it. There was no promotion behind it; just me putting it on the internet. Now, there’s a lot of promotion stuff. You know… making vinyls and other stuff, with a lot of deadlines. Also during that period, after I released New Model, I had a lot of touring to do. I was always on the roads and I’m the type of artist that cannot write when I’m not at home. I need to be in my headspace or able to control my own mindset in order to compose. I can’t do it in the back of a tour bus. It’s just too hard for me, so that basically took a lot of time. After that, when COVID started, was pretty much when I could really finish the album.

Well, that definitely makes sense. It seems like your biggest early breakout was having some of your songs featured on the Hotline Miami video game and then later on the sequel as well. What are your memories of that time and getting your music in the game?

I mean it was pretty cool. At the time before the release I didn’t really think too much of it but the game then got really, really popular. I think that even the developers of the game were not expecting such a crazy rise in popularity. So at first it just felt like I had made a track for a tiny indie game that at the time even kind of looked like a… like a phone game. If you really look at the screenshots of it you’re like, “okay, that’s kind of weird.”

Yeah, that retro low-bit processor look.

Yeah, so I was like, “ok, it’s just this little project,” you know? Then the game got released and there was just this explosion of… like all my notifications were going off. I was like, “oh, that’s pretty crazy, actually.” I didn’t expect the game to get so popular and I’m super grateful for its success. I remember feeling pretty ecstatic when that all happened.

From looking and digging around I haven’t seen too many other video game collaborations, nor movie ones, but have you been approached for any?

Not really. I mean, yeah, I’ve been approached by other game developers but it always ends up being cancelled or the game never gets finished. So I don’t really want to start something that’s just gonna be shelved away or never come out. I also haven’t really had many people asking me to do movie soundtracks either.

I think that’s a bit of a shame since your music is pretty cinematic. Speaking of video games though, I was listening to your interview from a few years ago with the Beyond Synth podcast. You guys were talking about video games a fair bit. I’m not a huge gamer but I do really love Fallout, which I noticed you mentioned in that interview.

Yeah, I’m a big fan of Fallout.

With everything that’s happened between the release of Fallout 4 and Fallout 76 how do you feel about the franchise at this point?

I don’t really like the later games. I’m really not a fan of 76. I tried and really didn’t like this one. Fallout 4 is, you know it’s decent, but it’s not… I mean it’s cool but…

You’re still more a fan of…

Fallout New Vegas. Fallout New Vegas.

Yeah.

Fallout New Vegas is my favorite or at least one of my all time favorite games. It’s gonna be hard to go beyond that.

Yeah, It’ll be interesting to see if Bethesda can pick up the pieces on that. Certainly seems like most fans agree that New Vegas is the best, so maybe they should just give it back to Obsidian.

Yeah, but I think Obsidian made another game called Outer Worlds.

Oh, yeah.

Which I tried and it’s, eh… it’s not that good.

Oh really?

Yeah. They lost a bit of their touch I think. Of course, they can always get it back.

Well, hopefully. I mentioned movies earlier and on Twitter I saw you praising a piece from John Carpenter’s “Halloween III: Season of the Witch” soundtrack. I think the soundtrack for a while has been treasured in the horror soundtrack community but more recently it seems that the movie has been reevaluated as a cult classic. Beforehand it was sort of seen as an “Ugh! What the hell was that?” kind of film. What are your thoughts on the movie? And along with that are there any other movies you enjoy that you don’t feel get enough attention in the same way “Halloween III” hadn’t for a while?

Well I vividly remember the day I saw “Halloween III”. I was like a kid and my father, I guess, bought me the box set; a two disc thing that said “the Halloween movies made by John Carpenter.” or something like this. So it had the first and third movies but not the second. I put the first movie in and it was mind blowing! It’s one of my favorite movies of all time, still to this day. Then I put in the third movie expecting something just as cool, and I was so like… well, at the middle of the movie I started to realize Michael is not going to be there [laughs]. So, fucking hell! I was so angry at the movie. I was disappointed and I never watched it again.

Well, for a long time at least. Then I grew up and listened to the soundtrack. I really listened to the soundtrack a number of times and it made me want to rewatch the movie. I now kind of agree with the general consensus that it’s a good movie. It just was a bad idea to market it as a Halloween movie [laughs]. As for the second part… I mean, I’m trying to think of movies that I really love but don’t get enough attention and actually there’s a lot of them. Like… I’m even scanning around my house because I have a lot of posters, but damn, I’m having trouble…

Ah, sorry about that. Maybe that was a bit too open-ended of a question.

Yeah, that’s tough. I’ll tell you I’m gonna think a bit about it but I don’t think I can give you an answer here.

No problem. Moving on though I wanted to talk about the art for Lustful Sacraments. It’s quite compelling… entrancing even, but it also seems like a departure from some of your previous album covers in terms of aesthetics. How did the piece become the cover art and is it thematically tied into the album?

It’s definitely tied into the themes of the album. Basically I wanted something that doesn’t look like typical electronic music artwork or metal artwork. Instead I wanted something very strange. My good friend Mathias, who illustrated the album, came up with the idea of having these weird shadows, like a theatrical play using shadows. And so, that was pretty cool. There’s like a theme and even a little story to the album, so I just told him the narrative behind it and he did a great job fitting that to the art.

It kind of reminds me of two rather different things. For one it reminds me a bit of a Wicker Man type of paganism…

Yeah, yeah.

…especially with the dancing around the fire. Second, well… have you ever seen the movie “Howl’s Moving Castle”?

No, I don’t think I have actually.

Ah, okay. There’s certain moments in the movie with these sprites or spirits. They’re dancing in a ritual and you see their elongated shadows. Your cover was very much reminding me of that.

One of the inspirations I gave to Mathias was the scene from Eyes Wide Shut where they went to this mansion, the orgy place. There’s sort of a strangeness to it, you know? It looks all beautiful with the masks and the very Baroque environment; the scenes are full of gold and red. Then you realize that something is hidden behind it, something disturbing and twisted but it’s all very mysterious. You don’t know exactly what’s fucked up but there’s something below the surface.

I love that movie. It’s very underrated especially amongst most of Kubrick’s other films. I had a question though about the song “Dethroned Under a Funeral Haze”. I can’t help it but every time I see that title it makes me think it’s a black metal song [laughs]. Considering your background as a fan and also playing in black metal bands did that influence your thinking when you titled it or was that just pure coincidence?

Yeah, I guess it had a hand in it. The fact that I’m a big fan of black metal but I generally don’t really remember how I found the title for this one actually. I think it was supposed to be called just “Dethroned,” but then I was like, “Oh, that’s pretty lame.” So I just was searching for cool words, things that would tie into the lyrics. At some point I was like, “Oh, I’ll just add Under a Funeral Haze.” A lot of people have so far thought it was a reference to Darkthrone because they have an album called Under a Funeral Moon. So yeah, I didn’t do it on purpose actually. I hadn’t even thought about that kind of connection.

A bit more subconscious, perhaps?

Yeah, probably.

In the piece you did for Decibel you talked about some of your favorite venues and live shows you’ve experienced over the years. One you mentioned was opening for John Carpenter in Las Vegas as your favorite. I don’t think I saw that one but the last time I did see you perform was a couple years later at the 2019 Psycho Las Vegas

Psycho Las Vegas, yeah on the beach or the pool stage [laughs].

What do you remember from that weekend?

So my show was very shortened by the way and the show itself on that day was kind of like… I was never happy with it to be honest. It was shortened because the band that was playing before, I forgot their name but it was like a punk band, and they just literally took all of my time slot. So I got to play only for 20 or 30 minutes but I wanted to play for an hour. Then we had some technical difficulties with the gear and stuff. So overall the show was not very pleasant but I really love the festival and I loved being there. I just love Las Vegas by the way too. So at least everything around the show was awesome.

Just not the show itself. It’s funny because I had entirely forgotten it got delayed and you had a shorter set. I guess that’s my rose tinted glasses with me just thinking “Oh yeah, that was a great one.” Not even remembering that had all happened.

Oh, well thank you.

No, I mean I think you made a good impact with the limited amount of time you had. I’d seen you before in Los Angeles a couple of years before that but…

Yeah, that was probably a bit better.

Perhaps so though that gig was a number of years back and it was actually at Psycho LAs Vegas where for the first time I saw you with a live drummer. Given a lot of COVID-19 restrictions potentially laxing relatively soon for most of us, between the second half of this year and the beginning of the next, I imagine you’re making plans for live shows again.

Absolutely.

Are there new changes we can expect in terms of the live presentation?

It’s mostly going to be an improvement over the one that you already saw. So keeping the drummer and gonna keep the synthesizer but I’m going to add a guitar that I’m going to play and I’ll be adding a vocal mic. I’m gonna use it to do some vocals myself sometimes, depending on which track as some tracks from Lustful Sacraments have my own vocals.

I saw on Twitter not too long ago you were showing off a really nice guitar and you mentioned you were going to play that live. Admittedly that prompted me to wonder, “Oh, how’s that gonna work?”

Well, of course I’m gonna have to switch between a synthesizer and a guitar. I’m preparing the show, actually as we speak, and I’m making sure that it doesn’t get too overcomplicated for myself. So yeah, we’ll totally see about that but it’s just basically going to be an improvement with more lights, instruments, and basically stuff like that.

Nice. You’ve announced collaborations with other artists on remixes with, I think one of the more recent ones was Author & Punisher. Many of these artists certainly seem to make sense in terms of being related to your music but one that stood out and surprised me was Pig Destroyer. So I was wondering how exactly that came about?

The guys from Pig Destroyer are fans of Perturbator and Scott Hull’s also a very good friend of my manager. So we just contacted each other, like briefly, to just talk. Mostly text messages with me just saying stuff like, “Hi, I dig your music too.” So when we did the brainstorming for what bands we wanted to have on this thing we thought Pig Destroyer would be a pretty fun idea. The idea is to have every cover to sound very different from each other, you know? So Pig Destroyer would be the ultimate weird addition.

I’m excited to hear it because that’s gonna be very interesting to hear them interpret it. In some recent social media posts you shared screen captures of the Metal Hammer interview you did. The article was titled by the magazine…

“Synthwave Is Dead.” Yeah.

That seemed to rile up in the comments of quite a few people. I saw you explain that line wasn’t quoted from the interview.

Yeah, it’s not a quote.

Right. The publication created that. So it’s somewhat ironic, since I’m a music journalist asking this, but do you feel like that happens a lot where you get misinterpreted? A false perception created not because of anything you do but because maybe the way a media outlet editorializes?

Yeah, I think there’s a lot of things and that’s certainly a problem that I seem to have from time to time. One of the worst cases of that was when there was this school shooter in Santa Fe. I think this was a couple of years ago where it was reported a school shooter was a fan of my music, which really sucked, and the New York Times wrote an article about the whole thing. So I read in the New York Times, “something, something Perturbator, associated with neo nazi movements”, and it’s like, “Well hell! The New York Times is basically calling me a neo nazi and I cannot defend myself.” Yeah, it was kind of really fucked up and it’s not the first time something like this happened to me.

As a result I have this sort of thing that I do on social media where I just try not to talk about too much. I just relay some information on new music or maybe only to share bands that I like, stuff like this. I never write my opinion on Twitter because I really don’t like being portrayed in a weird way by people. I don’t really want people to potentially get a mob mentality for no reason. As I might not have even said it, you know? [chuckle] I don’t really like social media in general so I hate that it seems nowadays some people are really out for blood on the internet.

[Writer’s Note: There’s a few things I feel the need to discuss here. I’d nearly forgotten this incident Kent mentions, which was regarding the New York Times and other media outlets mentioning Perturbator in their reporting on the mass murder commited at a Santa Fe High School in 2018. The teenage shooter was apparently a fan of Perturbator, to the point of having the artwork for the album Dangerous Days as his Facebook profile cover photo. The New York Times piece in particular, for whatever reason, decided to mention that “Mr. Kent’s music -largely instrumental- has been adopted by affiliates of neo-Nazi groups and the alt-right.” They followed that by a Facebook statement that Kent released condemning the act and saying he wouldn’t comment further due to not wanting anyone to twist and take advantage of his words in that situation. The only previous mention before the school shooting I can find is a BuzzFeed article about how some online fascists seemingly enjoy Perturbator’s work, even though the article explicitly states there’s no actual associations between Kent and white nationalist groups.

I personally find the reporting on this loose connection odd, especially as verbalized in the NYT piece, given no artist is responsible for who not only enjoys their work but who might try to appropriate it for a political agenda. Just ask Matt Furie about his endless attempt to reclaim his Pepe the Frog character from its alt-right appropriation. A good way to sum it up is in a comment found on Shayne Mathis’, the mind behind the Full Metal Hipster site/podcast, tweet pointing out the absurdity of the association. Commentor Brandon Geurts notes “Perturbator has about as much to do with neo-Nazis as Depeche Mode has to do with Richard Spencer,” which references how Spencer in an interview once mentioned that band as his favorite. In an entirely different way, when CNN reported on the massacre they felt the need to highlight the Perturbator song “Humans Are Such Easy Prey” as if to suggest the music’s title encouraged violence. A film geek on the other hand would spot that easily as a line taken from the 1980’s horror film “From Beyond” and further that the admittedly disturbing out-of-context dialogue that opens the track is a sample from the classic science fiction movie “The Terminator”. Needless to say, it’s unfortunate that since Columbine, over 20 years ago, many media outlets still seem to go out of their way to suggest the arts are somehow responsible for the actions of school shooters.]

Yeah, I definitely see it sometimes.

Yeah, like in this article from Metal Hammer it’s just… to me it’s just so silly [chuckle]. Like it’s super silly, you know, if an article says, “black metal is dead.” It’s just not but I don’t really give a shit because I’m just not gonna agree with the article. I’m not going to be fucking pissed off and up in arms about it but I guess that’s just me.

I think it’s one of those things where the average person doesn’t realize that when they see a title it may not even be from the writer of the article. It might be just the editor of the publication thinking, “oh, this is a catchy title so we’ll use this,” and you had nothing directly to do with it.

Yeah, I don’t even know who wrote that. The weird part is when some people learned that it wasn’t a quote from me. They still went like, “but how can you accept this garbage?” Jesus. Oh my god [laughs].

Yeah, like you have to prosecute them about it [laughs].

Yeah, it’s just nuts. If you don’t like the magazine then just don’t buy it. That’s all. Whatever. I was just happy to share that I got featured in a five page article.

Of course, especially for a big publication like that. Related to all that, I have another question. Obviously when you release any work of art to the public every individual person interprets it in their own subjective way. To me that’s a pretty basic aspect for the nature of art. So with that in mind I saw someone on a particular website give an interpretation I didn’t find very charitable. So I wanted to ask about that because they seem to take issue with your song “Vantablack” and specifically the lyrics on it.

Yeah, this one has also caused some trouble.

Far as I could tell from their article they never reached out to you for comment. So I wanted to ask you what that song is about?

So “Vantablack” is a song about a BDSM relationship. That’s basically what the song is about and it’s from the perspective of the dominant partner. Of course it does have this sort of weirdness to it. I remember the song was very misinterpreted by quite a few people who thought that I was making like a rape apology song, which is absolutely not what it’s about. It reminds me of like… well, I’m gonna take the most basic example here, but like how Metallica made a lot of songs about death. That doesn’t make them murderers. It’s just this whole weird thing about how this song was very misinterpreted.

I don’t think I’ve clarified publically what it’s about because I don’t usually want to explain my lyrics. I think I told it to a bunch of fans at the end of a show where maybe they asked me about the song saying, “what’s it about?” and I said it’s about a BDSM relationship. The biggest inspiration for this track was actually the Nine Inch Nails song “Closer.” I wanted this sort of weird sexually tense vibe to it; a sort of primal desire. I think the lyrics to “Closer” are pretty edgy if you really read them literally and I thought it wouldn’t be a problem if my lyrics were a bit edgy too on this track. I mean to be fair, I can totally see how people can look at it and be offended or misinterpret it from what I intended.

James Kent

Lustful Sacraments released May 28th, 2021 via Blood Music.

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“Monument” of Glory: Molchat Doma Rocket Themselves to a Synthwave Sun (Review) https://www.invisibleoranges.com/molchat-doma-monument-review/ Sat, 14 Nov 2020 00:23:48 +0000 https://www.invisibleoranges.com/molchat-doma-monument-review/ Molchat Doma Monument


Molchat Doma presents historically-minded music listeners with an interesting question: how is it, exactly, that such bright, uplifting synth jams have ended up coming out of Belarus, of all places, a country previously ravaged in the 20th Century by both World War II as well as the Soviet satellite state occupation that came later? Perhaps Molchat Doma have simply learned to move past all of this, regarding it from a bit of a sarcastic, humorous perspective as a coping mechanism. Or perhaps, as the artwork on their newest 2020 album may suggest, they actually feel more of a cultural kinship with Mother Russia than some might suspect.

Whatever the case, this delightful trio who have done quite a bit for the synthwave/post-punk revamp in the past couple years are back in action again with Monument, which could easily be their most warmly caressing release yet.

It’s not as if Molchat Doma weren’t any good prior to dropping Monument on the ever eager synth/electronic fans of the world. In particular, Etazhi (2018), with that weird hotel on the cover, received considerable acclaim, winning over many music journalists (myself included) and appearing on many year-end lists. But whereas Etazhi was a little more bass heavy with its production and overall bouncier on the songwriting front, Monument takes a backstep from this delivery, slowing tempos down a hair and focusing on the higher end of Molchat Doma’s trademark synths.

The result is noticeably more meditative, ringy, and a bit, well…. sexier.

In past interviews and in their biography, Molchat Doma claims to take a significant cue from Russian rock, but there’s far more than that mere aspect to unpack with Monument. Part of what I’ve loved so much about the so-called “synthwave revival” is how it feels distinctly old-school and new-school simultaneously. The Russian rock influence may certainly be there with Monument, but there are also clear touches of non-Russian stuff from the 1970s and 1980s.

The album also feels more multidimensional with some of its underlying influences and songwriting approach. Though an excellent release, Etazhi nevertheless felt slightly samey with its songwriting after a point. Monument broadens the Molchat Doma delivery quite nicely and covers more bases sound-wise. I have particularly been abusing the replay button for the fourth track “Ne Smeshno” which gives off something of an Eastern aesthetic with the guitar tone and also sees front man Egor Shkutko employing a charismatic yelling vocal delivery that I don’t exactly recall hearing with Etazhi.

Further, Pavel Kozlov’s bass offerings on Monument come off as a lot fatter and more audible than on Etazhi, serving to give the record a wider, more spacious final sound that works wonders on the listener.

Monument isn’t that different from its predecessor in Etazhi, but it is nonetheless doing enough things differently to serve as a commendable next step in Molchat Doma’s sonic evolution. In the realm of the “synthwave resurgence” that’s been booming since about 2015 or so, Molchat Doma have stood out firmly from the rest of the pack for multiple reasons, not merely for having a vocal dimension while many other artists remain purely instrumental, but also for simply feeling a lot more dynamic, layered, and all around fun than their competition.

Hail to the synthwave rebirth, especially to these wonderful composers from the land of sgushenka and of fine chocolates.

— Sahar Alzilu

Monument released today, November 13th, 2020 via Sacred Bones Records.


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Zombi’s Steve Moore on “2020” The Album, The Year, and The Mood (Interview) https://www.invisibleoranges.com/zombi-steve-moore-interview/ Mon, 27 Jul 2020 19:00:40 +0000 https://www.invisibleoranges.com/zombi-steve-moore-interview/ Zombi


When most people think of rock music and subsequent offsprings like heavy metal, they often think of a guitarist (sometimes two), drummer, bassist, and finally a singer. However, a musician that often shows up just as often in rock’s history is the keyboardist, having evolved in equipment from electric piano/organ to meletron to analog and digital synthesizers.

Metal, for its part, has often blustered about with the attitude that such instruments detract from the genre’s focus on heaviness, but the truth is keyboard-based instruments have existed in metal since the beginning. Led Zeppelin, Deep Purple, Rush, and yes, even Black Sabbath — they all eventually used them. Iron Maiden famously proclaimed they’d never use keyboards to then only later eat their own words by the mid to late 1980s.

Since then, synthesizers have even found their way into extreme metal, whether in the otherworldly intros/outros of thrash and death metal bands or sometimes taking center stage on many a black metal song.

Concurrent to metal’s use of keyboard and synthesizer instruments has been progressive rock’s adoption along with its offshoot genre progressive electronic, defined by such groups as Tangerine Dream and Vangelis who reached a great deal of renown in the 1970s to early 1980s. A number of these groups even started composing film scores, which proved to be a method to simulate the sort of emotional atmospheres created by a symphony but with multi-tracked electronic waveforms that constituted a far smaller and financially appealing budget.

This, in turn, inspired synthesizer-heavy bands like Goblin and even filmmakers like John Carpenter to compose their own synth-based works to accompany horror, science fiction, and thriller movies. Thanks to metal’s love for movies like these, metalheads for decades have often had synth-heavy soundtracks amongst their record collections.

All of this — from metal’s reticent love for incorporating synth to the cinematic thrills soundtracked by non-metal synth composers — distills into Zombi. Together for nearly two decades now, Steve Moore and A.E. Pattera have been creating music that originally started as a tribute to the maestros of italian-horror-soundtrack synth-rockers Goblin. They even got their name, Zombi, from the italian title of George A. Romero’s Dawn of the Dead, which Goblin composed some of their most well-known work for.

The band’s metal and punk bonafides are blatant, whether it’s their long partnership with legendary extreme music label Relapse Records or touring with heavy-as-a-metric-ton bands like Isis and Daughters.

Over the past decade, Zombi haven’t kept the most constant presence. Their previous album Shape Shift was four years in the making while their latest, 2020, took a whole half-decade to see fruition. Live performances have also gone absent for a number of years at a time. The general absence is understandable once you reckon with how many projects Moore and Pattera are involved in, including solo projects, other bands, and even composing film scores — the latter being an opportunity to elevate their talents to audiences that might never otherwise discover Zombi while also indulging in the craft their musical heroes Goblin were so well known for.

I had the pleasure to chat on the phone with Moore where we discussed a range of matters including the difficulties of messaging as an instrumental band, how the pandemic has delayed planned changes, and comparing the band experience to the creation of film scores. Where we started off, though, is pondering on the nature of their new album’s title, as it’s certainly one that could be interpreted in many different ways.



So the title 2020 for the new album, under normal circumstances, that would seem to be a little bit unimaginative, but giving how the year’s turning out, I think this is gonna be quite a memorable album title. So how exactly did that title come about?

Well, I mean we have a sense of humor. I think that there’s definitely something a little bit funny about taking an iconic year like 2020 and naming your album title that, and it was sort of maybe a bit of a reference to 2112. We just thought when growing up the year 2020 seemed like it would really be the future. It turns out that it kind of is but it’s not really the future that anyone really wanted. So in a way it turned out to be a very dystopian and post-apocalyptic album title [laughs]. We had it all set before the Coronavirus hit, you know, and another reason for the title is we’ve been a band for about 20 years now. It just seemed like a way to sort of mark our time as a band.

Now that’s interesting that you had it already in mind beforehand. Also, I like the relating of it to 2112.

Yeah, we’re massive Rush fans.

Kind of related to the idea of themes and subject matter, since you guys are an instrumental band, do you ever feel exempted from letting your music make a comment about society or what’s going on in the world? Or do you generally feel glad that you avoid that?

That’s really interesting because in these insane times it does kind of feel a little bit weird to not be making a statement but as I mentioned, we’ve been writing this album over about the last three years or so. All of this stuff was put together before Coronavirus and the massive civil unrest in the United States had really started. Our whole thing is that we’ve always wanted to provide a bit of an escape for people. So in a way it wouldn’t really work for us to try to bring our politics into things.

We have tried to do that in other ways like in the promotion of the new record. We did a raffle, actually a few weeks ago now, for a test pressing of the new record and all the proceeds benefited Black Lives Matter and other appropriate outlets. I think we kind of feel bad because we do have a bit of a voice and we don’t use it for that so it’s good being able to say things like Black Lives Matter. It’s very important to do that when our music may not really dictate it because our music is more for just escaping reality. So yeah, there’s a bit of a divide there.

As you say there, at least with social media and I guess the marketing of the album you’re able to make some part of your voice heard.

We can make a contribution at least in the only way that we can. It was pretty great and a really rewarding experience.

It’s been five years since the release of Shape Shift, which, not by much, but I think it’s the longest gap you’ve had between studio albums.

Yeah, it probably is.

Was it just a consequence of the touring for the last album and then other projects coming up taking up time for both of you? Was there any other particular reason for the longer length?

I think a lot of it had to do with the touring based around the last album. When Shape Shift came out we did a few short tours here in the states to promote it but it was about maybe a year later that we got asked to support the Swedish pop metal band Ghost. We did a handful of shows, maybe about a week’s worth, in the states with them. Through meeting Tobias [Forge], the head of Ghost, it was very clear that he was legitimately a big Zombi fan and wanted us to do more shows with them. So we ended up doing a full European and U.K. tour opening for them the next year.

So it was just all of these really great opportunities for us and it really extended the album cycle for Shape Shift by an extra year and a half. It took us that long after all of these tours for us to sort of let the dust settle and figure out like, “Well, what do we want to say now?” We’ve been a band for like 20 years now so what’s the point of just putting out another album if it’s not somehow different and yet somehow an expansion of what we have always been?

That definitely makes a lot of sense, though also I have to say it’s really cool that Tobias is such a big fan that he brought you guys out.

I would say he likewise was probably an influence on the new record just in the sense that I really love his guitar playing. That along with some film work that I did last year required a lot of guitar playing. So I think all of that came together and I really wanted to add a lot more guitar to the new record because we never really work with that instrument at all.

Zombi Album Art

It’s funny how that naturally came up because my next question literally was going to be that obviously you had bass in previous albums, but I think this is the first time I really heard the electric guitar prominently featured in Zombi.

I played some guitar on our Spirit Animal album, which I think came out in like 2009 or 2010. So there’s some guitar on there but really, for this new record we already knew that we wanted to sort of expand our lineup in a live setting. There’s just really only so much the two of us can do. It began after, like I said, we really toured the shit out of Shape Shift. It really cemented the fact that we wanted to try to do something really different with the new record and that entailed that we envisioned having more members of the band playing live.

So a lot of this stuff when we were writing it, I sort of had a four-piece band in mind because that’s what we actually had a tour set for October here in the states. We had dates set and it would have been like a three or four week tour to support the album but of course all of that got unfortunately canceled. So I think it was sort of a natural progression that we both wanted to do something a little bit different and the guitar seemed like a really fun and easy way to differentiate this album from our previous work.

So hopefully when things change and live shows become a thing again you imagine the band would expand to something like a four piece for live shows?

Yes, we are absolutely planning on that. This is going to seem funny to some people but I will be playing bass and we’ll have a synthesizer player doing all the keyboard parts. Then we’re going to have a guitarist and Tony [A.E. Pattera, the other main half of Zombi] will be playing the drums right now. We have a booking agent working on a spring 2021 tour in Europe and it definitely seems like Europe’s probably going to open up before the states. Yeah, the states are just fucking everything up right now. I think there seems like a very real possibility that we may not be able to tour the states for a long time but we’re moving ahead trying to figure out how to get to Europe and it would definitely be as a four piece.

The press release mentioned a fair bit of rock influence mentioning Blue Öyster Cult and Rush. Would you say those groups are a new part of Zombi’s composition or have they always been there but just shine through more on this record?

I definitely think they shine through more on this record, but they’ve always been there. We definitely get pegged as the Goblin/John Carpenter sounding band, but I think if you listen to a lot of our stuff it draws just as heavily from places like Van Halen, especially the Van Halen tunes where Eddie plays synths. That was a major, major influence on me growing up. I wanted him to play keyboards all the time because I thought it sounded fucking rad. His guitar stuff is cool but I was always into when he played the synthesizers.

Also, I was always into Blue Öyster Cult as they were a pretty heavy rock band that had lots of synthesizers as well throughout their different phases. So yeah, I think that the rock influence has always been there in the band but we always grew up playing in rock bands. With Zombi, we wanted to do something different but I think at this point we just want to rock a little bit more now. We might be done with being obtuse and difficult and feeling more like, “let’s just be fun.”

Obviously you already mentioned you had it in mind before everything happened this year but do you think the events of this year kind make you feel like, “Fuck it! Let’s just do what we want because time is so short?”

[laughs] The funny thing is I was already at that point before any of this happened. I was totally ready to just be a full on active band again. That was the whole plan with this new record to try and kickstart that. To just be like an active band like we were in the mid 2000’s when we were touring a lot. We kind of really missed that. I’m at a point now where I have young kids but they’re in school now along with after school programs and stuff. So I’m a little more flexible to do more touring and we definitely have planned to really be a band again. Then this 2024 has just been like the most epic bummer.

Yeah. For a lot of people it is.

There’s just something about putting out an album and not being able to play any shows. It’s just a little anticlimactic.

How would you compare the reception you generally get from audiences to your music to say seven or 14 years ago? I’m asking that considering in the last few years synth heavy music has been so popular whether it’s the return of Goblin, John Carpenter whether in with studio albums or performing live, soundtracks to pop culture phenomenon like Stranger Things, or the popularity of synthwave in general.

You know, it’s hard to say looking back to when we started by signing to Relapse [Records] and first really found an audience. There was no scene for it at all, really for what we were doing but that was exhilarating to us as we really enjoyed being the odd band out. We sort of became this band that in a way could tour opening for almost anybody because we didn’t fit in anywhere. We ended up doing tours with bands like Isis, Trans Am, and a really wide variety of different types of rock groups. Usually we went over pretty well. It’s interesting now because there are so many synth based acts, like you mentioned, out there now that have really gained a fair amount of notoriety. If anything that probably pushed me to want to play more guitar on this record. Like I mentioned before, when we started out we kind of liked being a band that didn’t fit in and in a way I think we still don’t want to fit in [laughs]. It’s a bit like shooting ourselves in the foot really as we could just put out a fucking straight up synthwave record in order to try and ride that wave. We don’t because that’s just not in our hearts.

We’re just Gen-Xers and we just don’t want to be a part of the trends. I have no problems with any of it or any beef with the trends in any way but it definitely did push us to make a heavier record than we might have otherwise.

Last question here. You’ve composed a number of film scores including quite a few between your last album and this latest for Zombi. For example, you did The Guest, Mayhem, VFW, and most recently Bliss. Besides Bliss, which I mean to see as soon as possible, I’ve watched the others and thoroughly enjoyed all of them.

Bliss is pretty cool.

Yeah, with it on Shudder now I definitely plan to check it out soon. In going back and listening to some of the scores you composed, they really do help create the mood of those movies. So what was it like transitioning from a band situation to a film composer?

It’s been interesting as I’ve always wanted to make music for films since I was like literally probably six years old. At a pretty young age I realized that a lot of the film composers that I was really into had actually been in bands when they were younger. That or they were bands like with Goblin. I was also infatuated as a child with Queen’s soundtrack to the 1981 Flash Gordon movie.

So I was just always into rock bands, film scores, and the combinations of them. As I grew older I got into people like Danny Elfman, who started out with Oingo Boingo, and it seemed like a lot of the film composers I was really into got their start by being in a band. So that was always the route that I wanted to take. I wanted to get into a band that would then get me into making film scores.

Zombi kind of did that because it enabled me to make solo records on my own. I put out a solo record called Light Echoes and that’s what director Adam Wingard heard and was like, “I want you to do The Guest.” So it worked out exactly that my involvement in music then got me into the film score work. Overall, it was really a pretty easy transition. I would say the biggest difference is that there’s no instant gratification at all but rather the most delayed gratification imaginable. The total opposite of playing a show. It’s literally months upon months of working and toiling just night and day on something relentlessly until it’s finished. Then it still might be five to six months before anyone actually sees it.

So I always try to attend the premieres of these films or film festival screenings of them because it’s the closest thing to playing a show with it. Being in the theater and seeing how an audience responds to the movie really is a really thrilling experience.

2020 is now out via Relapse Records.


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Master Boot Record’s Dark Synthwave Injects Cyberpunk Into New Adventure Game “VirtuaVerse” https://www.invisibleoranges.com/virtuaverse-master-boot-record-review/ Mon, 22 Jun 2020 19:00:18 +0000 https://www.invisibleoranges.com/virtuaverse-master-boot-record-review/ virtuaverse

If you want a short version right away: VirtuaVerse, both the point-and-click adventure game and adjoining original soundtrack, are good. They are not only good, they are the current apex of synthwave as a genre, equal-footed sibling to the feature length film Blood Machines, which was penned by Carpenter Brut. Through these, synthwave as a genre fully extends into the two media formats that are most critical to it, with one exploring the profound influence of video games on the genre and aesthetic and the other exploring sci-fi and horror film.

One of the many appreciable elements of VirtuaVerse is how rich it is as an object, how many fruitful and satisfying disconnected strands of thought and influence come together in its creation. It was inevitable that we would receive a concept album that is a video game, rather than one inspired by games or inspirational for them. After all, we’ve gotten all kinds of other variations on the form, from stage productions from Dream Theater to graphic novels from Coheed and Cambria and more — even Blood Machines, equal in quality to this project and perhaps more approachable as a roughly hour-long film, is not unique in being a film-length project born from music.

VirtuaVerse seems to be the first concept album released as a video game as its original format, deserving not just a review of the game and music itself but also a deeper look at the relation of games and heavy metal (and how a project like this came to be in the first place).

The charms of VirtuaVerse start at its title screen. After the requisite short intro film and publisher logo splashes, VirtuaVerse greets you with a detail-rich depiction of a classic late 1980s or early 1990s computer desktop setup, complete with oversized and overweight CRT monitor, a horizontal tower complete with a floppy disc drive, and a veritable treasure trove of curling sticky notes, half-finished cans, and partially-posed plastic figures.

Each of these items is a clickable link, be it to the developer’s website, Master Boot Record‘s Bandcamp, the label’s site or more. This kind of detail-rich opening menu screen has been in vogue for some time now, showing up in places as varied as indie darling Surgeon Simulator and AAA mega-smash Call of Duty: Black Ops. It’s a form meant to indicate that even on that first meaningful click that the project to come is one that values small details and completeness of vision rather than just a streamlined central experience with minor set dressing.

That sense of richness of detail and fineness of filigree, with the above being just one example, is one that runs through the entirety of VirtuaVerse, both as a game and, more importantly, as a game-as-album.

It’s fitting for the genreform of the game that this collaboration would so highly value keen detail work. Point-and-click adventure games are a genre not typically predicated on length but rather their depth, swapping out the sometimes endless cutscenes of JRPGs or continuous online play component of multiplayer-oriented fare with a keenness of writing and cleverness of puzzles.

VirtuaVerse doesn’t skimp in this department, clearly designed with thorough notes of the LucasArts classics like Indiana Jones and the Fate of Atlantis and the Monkey Island series, and with a decent share of red herrings to boot. The one relatively major change for people used to this style of game are the various quality-of-life improvements all across VirtuaVerse. For one thing, it seemed on my playthrough that there were no out-and-out wrong answers to puzzles, nor successful combinations of items that yield no results. What this means effectively is that, for those among us untrained in the galaxy-brain mindset needed to approach most point-and-click adventure games, you can effectively brute-force the game.

This is less satisfying than cleverly ascertaining what needs to be done, of course, but it also means that the game can be completed comfortably in the ten-hour window rather than some of the harder games of this genre which can slog on for 20 or 30 hours not because they are long but because you are just plain stuck.

The logic behind the puzzles of VirtuaVerse is also substantially more forgiving. While characters do not often out-and-out state exactly what they want from you, nor do environments place a big blinking arrow over items of interest, the scenario writing is clear enough that a cursory scan of your inventory and the area will quickly map out who needs what and when. Compare this to the sometimes exceptionally abstract puzzles of the Monkey Island series, where in one passage you must put a ship’s anchor into a key lime pie and hurl it at a mime to get a prize.

I’m not saying there is no one on Earth who would think to combine an anchor with a pie, but I recall when I was younger spending a good two or three days stuck on that particular puzzle because, pitiful human mind-thinker that I was, I never would have thought to combine the two until my good friend who’d already completed the game clued me in on it.

This brevity — a $10 game that you are able to 100% in roughly seven hours — may feel scant, but VirtuaVerse prides itself on density over length. If we are honest, video games often pad out their length with meaningless collect-a-thons, aimless open-world map-filling and side quests that offer little save more ways to fiddle with the controls. VirtuaVerse, meanwhile, is as tight as the bulging muscles beneath a bodybuilder’s taut glistening skin, functioning more like a long interactive film due to the satisfying combination of its density and legible puzzle logic.

This sense of density also helps highlight the strengths of the writing and worldbuilding. The world of VirtuaVerse will be immediately recognizable to anyone who’s even so much as browsed the “cyberpunk” entry on Wikipedia, but while it may be tempting to knock off points for unoriginality, the game clearly communicates that it’s more interested in a concentrated aesthetic experience than in being groundbreaking.

It is fair, of course, to want new and exciting ideas, be it from games or music or film or any other artistic medium, but there is a value as well to well-crafted honing of existing ideas, especially if they are clearly communicated as aesthetic/genre experiences and not pretentiously preening as groundbreaking fare when they aren’t.

In this capacity, VirtuaVerse‘s bonkers plot, which over the course of the game tilts further and further toward hallucinatory cyber-shamanic Cronenbergian flair, certainly satisfies. The game is even wise enough not to linger too long on the sometimes boomerish or mildly problematic portrayals of things like sex work, indigenous people, shamanism, phone/internet addiction, or the like, making damn well sure to present the protagonist as too fucked up, destructive, and self-centered to be much more than just another perspective among many.

And it’s worth noting that the main character is a real piece of shit. There are multiple moments where your actions lead to the deaths of minor characters or the destruction of their livelihoods, all of which main character Nathan shrugs off with only a minor twinge of regret. The means justify the ends to him and, as ugly as the world is, it’s only ugliness that gets you through to the other side.

The game, meanwhile, has a slight narrative remove from these actions, using short cinematics to make you confront how truly fucked up and self-centered Nathan is being and how little he seems to regret any of it. The slight removal of agency caused by the genreform of point-and-click adventure games also helps cut the tendency for this type of writing in games to become tedious and moralizing like Undertale at its worst or, moreso, something as boorish and thin as The Last of Us, a game which simultaneously forces you to be violent while chiding you for it.

VirtuaVerse by dint of its form is not a game of you playing as Nathan but more you suggesting things to Nathan, such that when he acts selfishly against your own morals as a player, it feels more like reading the bad actions of a character in a novel or in a film. It doesn’t feel like the game is chastising you as much as remarking on this type of self-centered, self-elected “hero” figure who (minor spoilers ahead, sorry) winds up maybe just making everything worse rather than making anything better. The lensing is deliberately somewhat ambiguous; it’s a nasty, fucked up world Nathan lives in, with pushers and killers and abusive corporations and fascist cops and more.

But it also doesn’t cut him any slack for the things he does in response to that world. For instance, he continuously baselessly accuses his girlfriend of cheating on him, something she vehemently refuses and at times chews him out over. You can see where his thoughts come from, but not from a place of sympathy; he is endlessly insecure in a way that seems to drive his narcissistic destructive behavior and so, when you finally get to play as his girlfriend in a brief segment set (sit down for this one) in an underwater nuclear missile base largely battling a giant octopus, you begin to really sour on how shitty he is to her.

When Nathan’s actions lead to the permanent psychosis of a homeless man, it feels awful; when he destroys the pride-and-joy drone of someone he only acquired by getting them black-out drunk, you feel like a monster.

You destroy a band’s life in order to functionally steal their bus all after you arrange to have a man pledging to join a gang killed by gunfire all so you can rifle through his pockets for a badge. That things end poorly for Nathan in the end feels sour, almost too dark to be bittersweet. But it also chiefly feels deliberate. Cyberpunk within VirtuaVerse still at least holds some semblance of punk spirit, and so the long hard look at the vile things people give themselves license and excuse for feels like one of its chief thematic criticisms. Couple that with the hysterically surreal and bleak ending and it’s hard not to walk away satisfied.

It is during the final credit crawl that VirtuaVerse reveals one last trick. It is not, it turns out, a game made by Theta Division and scored by Master Boot Record. Or, rather, it is, but this presents things in the wrong relation.

Up until that point, I was under the impression that this was to be an interesting formal experiment for Invisible Oranges, another step in our continued light experimentation to see just what a metal website can satisfactorily cover, what tendrils of heavy metal culture and influence (in either direction) we could grapple with satisfactorily.

I discovered that Vittorio D’Amore, also known as Master Boot Record, had not only developed the original concept and penned the story, he had also aided in the game design and dialogue writing of VirtuaVerse. He had done this, it turns out, because he is one of three members of Theta Division. In retrospect, this shouldn’t have been shocking; frankly, I had wanted a fresh and unhindered look at the game and its soundtrack and so, after taking the assignment, I deliberately dove in blind.

My notes, then, which constitute the review of the game at least, are based on that relatively blind experience, taking the game for what it was before me rather than having the better-shaped understanding of what I had just played that came from completing it and seeing that little bit in the credits roll by. The late-stage revelation to me that VirtuaVerse was not a game with a soundtrack by a chiptune/industrial metal artist but in fact a game-as-album felt like a rattling and satisfying sea-change in my perception of the project, something that nudged it from merely really good to highly recommended.

It makes sense, structurally, for someone related to synthwave to eventually produce a game. Hell, heavy metal and games in general go way, way back. Doom and Doom II, the legendary first-person shooters of the early 1990s, famously had a soundtrack at least partly composed of straight-up stolen heavy metal tunes rearranged for the buzztooth synth sound of Creative Labs Sound Blaster soundcards, with songs from groups as big as Metallica and Pantera getting that retro/bitcrushed treatment.

This event had three notable off-shoots:

First, and most obviously relevant for VirtuaVerse, it was that precise decision that generated the fundament for synthwave as we know it. There are other influences in the pot as well, obviously, from the leather jacket stiffened cool of Judas Priest to the broader world of chiptune and video game music (especially of the 16-bit era) to the classic cybernetic kosmische horror and sci-fi soundtracks of artists like John Carpenter, Vangelis, and Tangerine Dream. But without the iconic heavy metal soundtrack of Doom, of which its massively influential opening level’s piece “Hangar” is a barely-disguised version of Slayer’s “Behind a Crooked Cross,” it is highly unlike the specifically metal-inclined vein of synth music found in synthwave would ever have come to be.

Second, the success of Doom as a franchise plus the increasing notability of its stolen music pushed id Software to go for the real thing for its spiritual sequel Quake, where they famously commissioned Trent Reznor to record a full original soundtrack for the game. Reznor’s soundtrack, released between The Downward Spiral and The Fragile, was received with rapturous praise, living comfortably alongside the other albums of that early hot streak of his.

The third offshoot of Doom‘s stolen metal tunes built upon both of the previous fruits of that action when, in 2016, the rebooted Doom installment was announced to not only have an original heavy metal guitar soundtrack composed for it but one that was also to be procedurally interwoven into the fabric of the game itself. One of the trickiest components of soundtrack work, and something you have to be mindful of when either critically reviewing or even just casually listening to soundtrack material, is that it is made to live within the source context. Often, compositions for games or films will have deliberately curated senses of spaciousness and emptiness that should critically not be viewed as a gap or empty space within the song.

These spaces are meant to be filled with diegetic sound, be it the sound effects of a video game or the dialogue and scenery sounds of a film, offering a fullness in context that often cannot be fully created outside of that context. This is ultimately why certain punk, grind, and extreme metal bands began interpolating film samples and the like into their work, all an effort to replicate the implicit sensory overload of a well-arranged soundtrack/visual-ludo media interconnectivity.

This original procedural heavy metal guitar soundtrack for both Doom 2016 and its sequel Doom Eternal offer a direct connection in the interrelation of metal and games explored in VirtuaVerse, one where it suddenly feels wildly improper to view the game and the soundtrack as separate, one derivative of the other.

It is tempting to compare VirtuaVerse to the other wing of relation of metal and video games, that of the game derived from the music and not the other way around. We have more examples of species in this space that you might immediately assume. Iron Maiden, for instance, have been hard at work in this arena, with entries such as the first-person shooter/greatest hits game/music collaboration Ed Hunter that celebrated the return of Bruce Dickinson to the band, the top-down Asteroids-like packaged with The Final Frontier‘s special edition, or the surprisingly competent gachapon smartphone RPG Legacy of the Beast.

Likewise, I wrote some time earlier about Amon Amarth’s platformer for smartphones, a game that attempted to justify a nearly ten dollar price tag with at least the premise that it was a fully-realized game.

These attempts at synthesizing games and heavy metal music live on the other side of the fence from the world of Doom however, not satisfactorily moving the ball forward on a synthetic and syncretic hybrid of the two but instead inverting the process, music being the groundwork for a new game rather than an equal partner in its object-form. Hell, even Double Fine Productions’ Brütal Legend, a thoroughly composed AAA real-time strategy title built off of the backs of dozens of heavy metal songs and figures, still ultimately felt (among other shortcomings) like a list of songs of interest to the developers rather than an equal-footed partnership of music and game.

VirtuaVerse the game is, critically, the album itself. The game acts as an efflorescence of the concept of the piece, taking the dramatic thrust of works by King Diamond, Dream Theater, Nocturnus, Queensryche, and more and taking it to the ultimate apex that something like synthwave demands. Where Doom, Quake, Hexen, and the eventual Doom remakes all sought to transform material from the worlds of death, dark ambient and thrash metal into subject for their hyper-violent odes to the ecstasies of those genre spaces, VirtuaVerse instead lives within a space that tends to be retrogazing, reconstructing a hauntological future rich in the past.

It becomes fitting when, textually, a great deal of VirtuaVerse the game becomes about recovering and utilizing old technology and hacking methods more likely to be found in The Anarchist’s Cookbook than a modern-day dark-web Tor-accessed site. It likewise makes conceptual sense as well that Master Boot Record and Theta Division would choose point-and-click adventures to be the platform for expanding their concept record into a full playable game. Where fellow synthwave artist Carpenter Brut expanded the lore of the video for “Turbo Killer” into the feature length film Blood Machines befitting the explicitly cinematic thrust of his approach to synthwave, Master Boot Record has always premised itself on computers and computer life, especially that of older technology.

VirtuaVerse is a good, solid addition to the genre it bases itself in, and the music packaged along with it not only does a damn fine job of evoking the cold, ruthless cybernetic cool of a grimy and amoral cyberpunk future, it also holds up well under the scrutiny of an isolated headphone listen. But perhaps more importantly, in a world where anyone can record a record at home and release their record to Bandcamp, VirtuaVerse as an overall project affirms the power of going that extra mile for a project.

This is not meant as a slight to those lo-fi and street-level offerings of others, and often even this type of extended production would be ill-fitting for certain groups or projects of that type. But it is hard to separate the intense satisfaction I feel viewing VirtuaVerse as the ultimate summation of Master Boot Record as an entity, strong enough that D’Amore could feasibly retire the project and rest easy knowing the mission was completed.

This sense of overall aesthetic completion is so incredibly rare and, frankly, many artists don’t tend to even try. VirtuaVerse deserves more than for someone on a website to sit back, say it’s pretty good and call it a day. This is a special project, deserving of thought and rigor and the same type of love that separated-at-birth sibling project feature-length film Blood Machines seems to be receiving.

Hats off to you, Master Boot Record and Theta Division. You did a damn good job.

Listen to the VirtuaVerse soundtrack by Master Boot Record on Bandcamp; it was released May 12th via Blood Music. The game is available on Steam.

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GosT-ly Horror: Darksynth Master James Lollar Talks Metal, Movies, and More https://www.invisibleoranges.com/gost-james-lollar-interview/ Sun, 01 Mar 2020 00:56:16 +0000 gost

I’m certainly not one who holds the view genre classifications are useless or some prohibitor of musical creativity. On the contrary, I think they help provide a map of the sonic territory we all wander upon, which not only helps define the well known but establishes the frontier that hasn’t yet been explored. All of which I’m stating upfront, because I feel it’s important to note the near decade long love affair metalheads have been holding with synthwave has in truth been more about said genre’s offshoot, darksynth. Others have made a strong case for it being a distinct enough genre where a sizeable amount of groups have gradually stepped away from the fun 1980s retro Miami Vice vibes and french electro house influences exhibited in synthwave founding acts like Kavinsky toward the darker electronic terrains of horror movie maestro composers John Carpenter and Goblin. Yet few in this genre of “darksynth” have rested upon their laurels but instead continually evolve with influences from musical scenes as desperate as industrial, ebm, metal and post-punk. One such individual that helped define the darkness of dark-synth while still refusing to ever hold still is Texas’s own James Lollar, who is synonymous to his project GosT.

Lollar, who previously played in numerous metal bands, started GosT (pronounced like “ghost”) in the early-to-mid 2010s where the horror aspects of his dark-synth work shined boldly with thick satanic atmosphere, both musically and aesthetically, which enamored his work to a great deal of metalheads. I personally got to witness GosT live for the first time in early 2017 when he opened for other darksynth titan Perturbator, and neither disappointed in making many a metalhead in the crowd, myself and quite a few close friends included, dance and jump about in a way so very unexpected for us. The experience proved to not alone be a diverse Los Angeles scene fluke, but instead I saw further electronic body movement play out at the hands of GosT later that year at both Psycho Las Vegas and a quite sizeable crowd at Maryland Deathfest.

In the time since then, two albums have been released that added further elements to GosT’s music, leading them toward a truly unique musical path clearly diverged from their dark-synth contemporaries. The latest of those two albums is last year’s Valediction which I found to be such a constant earworm inducer I had to include it in my honorable mentions of 2019. From programmed blast beats to screamed and clean sung vocals, the music found within certainly drives closer to extreme metal than it ever has been before. Simultaneously, it’s capable of morphing into gothic beauty at the drop of a beat or vocal change. “Relentless Passing” scorches out the door like Anaal Nathrakh, given only a small pause before leading into “Wrapped in Wax” with its warm synth bass lines that bathe the listener, accompanied by a goth croon intermixed with Dani Filth-esque shrieks that fits perfectly rather than interrupting the rhythmic flow.

The album continues constantly pulling between these poles of harsh extremity and dark comfort with Lollar at the forefront now with his versatile vocals, capable of emotional performances, particularly on tracks like “Bloody Roses” and “She Lives in Red Light – Devine.”

Lollar hasn’t only made changes in the studio, but has revamped the band on the stage. His former calling card — a skull mask — has been replaced with ghoulish face paint which transfixes fans as he asserts himself as a vocalist. Along with this, his electronic setup is a far smaller construction, opening him up to grab the mic stand to not only get up close to the audience, but also interact with a live bassist. Further he’s refined his live visual aesthetic with the inclusion of a rear projection video screen casting ominous and forlorn images. A very different dynamic to anyone like myself who hadn’t seen GosT in a little under three years but a change that’s certainly paid off in creating an even more memorable and rewarding experience.

Before I got to witness the reborn GosT on stage at The Echo in Los Angeles, I had the opportunity to interview Lollar in person after an earlier attempt over the phone was scrapped due to the band experiencing treacherous conditions on the road. We covered a number of topics ranging from the continued evolution of GosT, his time recently opening for some black metal legends in Europe, and what horror movies excite him today almost as much as the classics.

— Joseph Aprill

It’s been a few dates into the tour, so how has it gone so far?

It’s been really good so far. The response has been good with people wanting to buy merch. We’ve actually been hanging at the merch table more than we usually do. So for sure people seem to be excited to see us.

Any cities you’ve hit so far or got coming soon that you’re particularly looking forward to playing?

Definitely looking forward to Baltimore, Richmond… and definitely tonight should be a good one as well. We’re also playing Providence, which is weird but whatever, and Cleveland. So yeah, pretty excited for all of those.

Providence, wow. Never been myself but if I ever do I’d want to stop at like H.P. Lovecraft’s grave [laughs]. This isn’t your first time headlining your own tour but you have played quite a few opening slots on tours, so how does it compare your headlining shows to your opening spots?

I like them both for different reasons. Support shows are fun because it’s someone else’s crowd so every night is a challenge to win those people over. Then it’s the opposite when headlining as the people who come are really into what we do. It’s been a while since we headlined, so this has been fucking awesome and feels like a breath of fresh air even if this is now only the fourth show so far [laughs]. All we did last year was support runs, so it’s good to have a little more space.

Speaking of touring, back in the fall you opened for Mayhem and Gaahl’s Wyrd. How did it feel being on the road and opening for some of the most legendary figures in black metal?

It was pretty cool, actually. The dudes in Gaahl’s band were really inviting and warm to us. They invited me to sing with them on “Carving the Voices” a few times which is pretty wild. I was super nervous [laughs]. Attila of Mayhem was really awesome to us. He just recently went vegan and we’re vegan so we were all bro-ing down on vegan shit the whole time. But yeah, it was surreal. Every night I went on stage with Kristian [actual first name of Gaahl] was nerve-wracking as fuck. He takes his shit really seriously so you don’t want to mess up his art.

I met him before in Bergen, twice actually. He can be pretty intimidating as I remember the first occasion but he was extremely welcoming and hospitable at his art gallery in Bergen more recently.

Yeah, honestly I think he’s just a bit shy really. He’s reserved and certainly comes across that way.

Playing at those gigs how did you think the pretty black metal audiences received you?

We for sure won some people over. We did have hecklers here and there, though. I’d never spit loogies on people in my whole life until that tour. For the most part though, people were pretty receptive. We definitely had people approach us positively at most of the shows who had never heard of us before.

Possessor seemed to be a pretty big change for the direction of GosT with the inclusion of your clean singing, black metal screams, blast beats and even synthpop-type influences. Valediction seemed to take all of that and crank it all to a higher intensity. Was that a natural progression or something you consciously went into when composing the album?

It felt pretty natural. I find it’s increasingly harder to express myself just with synths, so for example adding vocals creates a new layer musically as well as a new catharsis to the whole thing. It feels natural, but it was definitely a conscious choice to move away from just doing synths.

One thing that’s been something I’ve noted throughout most of your discography was your use of sampling, often from movies. A few I haven’t quite recognized the sources, but there was certainly ”Christine” and “The Satanic Rites of Dracula” used along with on Possessora lot of samples of news reporting from the Satanic Panic of the 1980’s. As far as I can tell there’s no sampling used on Valediction, so what brought about that change when it seemed to be a feature of your sound?

Century Media is owned by Sony [laughs]. I mean seriously it’s that. Anything has to be cleared and it’s a bit ridiculous. Like they turned down a couple shirt designs we had as well. So yeah, that’s the main reason. I mean, it’s cool to use them, but they can also be a crutch instead of writing a proper bridge or something. Either way, early on with Century Media we knew we’d have to change. Earlier when we re-released the Skull ep with them it had “She Lives in Red Light” on it and there was a sample from The Craft. They were like, “That’s not going to work.”

Even without samples present on Valediction,the influence from horror soundtracks and the work of John Carpenter and others are still apparent on your music. What’s some of your earliest or strongest memories of horror movies and the haunting music often found on them?

The first horror movie I remember seeing was the first “Nightmare on Elm Street”. I was like 5 years old then, so it freaked me the fuck out. The soundtrack for it was pretty decent as well, a simple synthesizer soundtrack and for the same reason I like the “Halloween” soundtrack. I think I read somewhere John Carpenter wrote that on his synthesizer out of necessity because he couldn’t afford to hire someone to do the score. So obviously for me those two… well, and “The Exorcist” was incredible too.

Are there any modern movies that impress you in striking the same moods or atmospheres of your favorites?

I like that guy Ari Aster who did “Midsommar” and “Hereditary.” I thought they were both just classy as fuck with such a slow burn but the pay off in both of them was great. Like in “Hereditary,” the last ten minutes of that movie I was like, “Yep! This is everything I need to happen in a movie! It’s a perfect fucking possession movie!” [laughs] So those and the opening strings in Insidious, I didn’t necessarily like the whole movie, but just that giant orchestral moment of the score sounded like a hundred violins scratching. So yeah, that was pretty gnarly. I also thought the remake of “Evil Dead” was pretty good. I was stoked with that one the whole way through.

Nice, yeah I was surprised at how much I enjoyed that one. I loved the ending where it turned into something like “Raining Blood” and I thought, “oh why didn’t they put Slayer in the soundtrack here!?” [laughs] But yeah, I’m usually critical of horror movie remakes but that was a good one.

Same. I don’t like most of them and I can’t think right now of another one, but that one was pretty decent.

I might be repeating myself a bit here but at Invisible Oranges I’ve got a column about cinema and the world of metal, like such and such movie is really “metal.” I’ve so far detailed “The Wickerman”, “Midsommar” and “Phantasm” for that so for sure a lot of horror movies. For yourself what do you think keeps that connection alive between horror movies, the scores of horror movies and metal music that continues to draw people often to all of them?

I don’t really know why people are drawn to it, but I totally understand why people who like one would like the other. Obviously both are dark… but I can’t even really tell you why I’m drawn to it. It’s just something about the sound of it and it just making me feel the way I want to feel. The same, I guess, with horror movies… though I wouldn’t say I’m necessarily fascinated with violence. It’s just cool, I mean that’s a bit lame, but it’s just cool [laughs].

Along with the continuing progression in the music moving away from copying the earlier sound, there have been other changes in GosT. Valediction was your first album not on Blood Music, but now with Century Media, what made you decide to go there for a label?

I had signed for three records with Blood Music, and when it was time to renew a contract I was getting offers from Century Media and a lot of different places. I gave him [Blood Music founder and owner simply known as “J”] the opportunity to outbid Century Media and he gave me a pass. Century Media was the most down with us, with them being like, “lets fucking do this!”

Have they been pretty supportive of you so far?

Dude, it’s almost been too easy so far. They don’t bother me at all when it comes to creativity or anything. I’ve been having full reign on that.

On stage GosT is no longer just yourself as you have a bassist performing on stage with you. What’s his name either stagewise or real life?

His name is Carreau stage wise, but his real name is Chris. We’ve been friends for probably 30 years, so a long time.

What brought about that change in now sharing the stage with someone else?

It’s just an easy direct way to add something more entertaining to the stage. I also got tired of being stared at, because it was only me on stage, so that’s all that anyone is looking at which left no room for relaxation while on stage for me. Besides adding to the live show he was already helping me with tech work so it just made sense.

For a while and certainly the last time I saw you perform your appearance was always a skull mask under a hoodie and jacket. Now, though, you seem to be donning make-up not too unlike black metal corpse paint. I’m going to guess part of this change was the practicality of being able to do vocals on stage?

Definitely that. We tried to fuck with a few latex variants on the new look but it just sounded like I was singing under a mask with that muffled type sound. I think you can even hear that a bit with Tobias from Ghost when they play live. I’m just so hard on myself with shit like that so I was like, “fuck it, I’ll take the mask off.”

Are there any further live visual elements you plan to expand upon or have hopes to develop in the near future?

I’d like to travel with even more of a full band. It takes a lot of the strain off paying for lights and production for a live show. Any metal band can get on any stage and just go. With electronic music you need some stage production. So yeah, first and foremost I want to add even more people on stage, though I don’t know if it’s going to happen anytime soon.

Valediction is out now via Century Media Records. GosT is currently on a headlining tour of Europe with support from Svart Crown. Bonus: check out our full review of Possessor.

Below are the remaining tour dates:

February 29 – Wroclaw, Poland – Pralnia
March 2 – Leipzig, Germany – Naumann’s / Felsenkeller
March 3 – Munich, Germany – Backstage
March 5 – Copenhagen, Denmark – Beta
March 6 – Hamburg, Germany – Logo
March 7 – Strasbourg, France – La Laiterie
March 8 – Eindhoven, Netherlands – Stroomhuis
March 10 – Nancy, France – L’Autre Canal
March 11 – Paris, France – Petit Bain
March 12 – Nantes, France – Le Ferrailleur
March 14 – Liège, Belgium – Reflektor
March 15 – London, United Kingdom – Underworld

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