The Composer of A Short Hike’s Story

Anybody who has indulged in the delightful experience of playing A Short Hike is well aware that the soundtrack constitutes a significant portion of the entire adventure. Absent this musical backdrop, your two-hour expedition would transform into a mere walk, lacking the essence of a truly immersive experience. Surprisingly, this remarkable soundtrack might never have materialized had composer Mark Sparling not encountered The Binding of Isaac during his college days.

In an email conversation with Polygon as part of our week-long exploration into the intersection of games and music, Polygon FM, Sparling – who also crafted the soundtrack for Cursed to Golf, among other projects – shared his thoughts on being inspired by Isaac, his creative process while working on A Short Hike, and the significance of drawing from the rich tapestry of game history when composing for games.

Polygon: Was there a game soundtrack or song that kindled your passion for creating game music? Could you describe the circumstances and explain why the music was so impactful?

Mark Sparling: The soundtrack of the original Binding of Isaac by Danny Baranowsky had a profound influence on me.

Back when I was pursuing music at university, I was engrossed in few games. I can’t quite recall why I picked up Isaac – perhaps it was a suggestion from a friend – but I distinctly remember being completely captivated. I was astounded by how a small team could create such an outstanding game. I was so eager to reach the next area just to soak in its accompanying music. It’s one of those soundtracks where, once you hear it, you simply can’t envision the game with any other musical accompaniment. It masterfully combines orchestral instruments with a plethora of squishy, glitchy, and synthesized sounds. I likely invested over 50 hours in that game and never grew weary of the soundtrack. It’s been years since I last played the game, but whenever I revisit the soundtrack, it transports me back to that enchanting world. Until that point, I had never contemplated composing for games, but after experiencing this one, I was determined to give it a try.

Could you dissect one of your own songs and discuss its influences? Was it inspired by game soundtracks, other forms of music, or something else altogether?

The instrumentation in [A Short Hike’s “Somewhere in the Woods”] is a harmonious blend of Sufjan Stevens and Animal Crossing: New Leaf. I aspired to layer the guitars (and other instruments) in a manner reminiscent of how Sufjan does in many of his songs on Carrie & Lowell. The charming, minimalist percussion was largely inspired by New Leaf.

The main theme of A Short Hike (“Beach Buds”) is deeply inspired by the works of Ghibli, and although the string part of this song may not be directly influenced by Joe Hisaishi, I intentionally incorporated strings to introduce an orchestral element. There is also a musical layer that emerges when you approach the beach in the game, which is strongly inspired by afro-cuban jazz.

What were the primary instruments utilized to record the soundtrack for A Short Hike? How did you make the selection?

When it comes to live instruments, I recorded guitar, mandolin, and banjo. I also employed sampled piano [and] drums. I felt that these instruments provided an excellent starting point for a folk music-infused game set in a national park. As I mentioned earlier, I have always adored the instruments used in Animal Crossing: New Leaf, and thus drew inspiration for my choices in bass and percussion. These instruments evoke memories of the old general midi sounds on my first digital piano. I also incorporated strings as I believed they enhanced the flying aspects of the game. Additionally, I included some simple synthesizer patches as they seemed to gel well with the combination of instruments.

Is there any additional information we should be privy to regarding your approach to composing video game music?

I firmly believe that video game music boasts a rich and storied history, and whenever I have the opportunity to compose for a game, I strive my utmost to honor and draw inspiration from that illustrious past.

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