Stephen Harwood

简介: 游戏原声创作者。
In 2005, the World War II shooter was a somewhat of a crossroads. The franchise that put this sub-genre on the map, MEDAL OF H 更多>

游戏原声创作者。
In 2005, the World War II shooter was a somewhat of a crossroads. The franchise that put this sub-genre on the map, MEDAL OF HONOR, had started to wane a bit. After four solid efforts along with their associated expansion packs, the series moved to the Pacific theatre but found gaming-seas much rougher than the terrains of Western Europe. Gamers had migrated over to the CALL OF DUTY franchise, which, by 2004, had established itself as the new king of this brand of first-person-shooter games. Then, just as CALL OF DUTY was beginning its own momentary down-turn, along came a upstart franchise from developers, GEARBOX. Their first entry of the fledgling franchise, BROTHERS IN ARMS: ROAD TO HILL 30, would bring an even higher reality to the World War II gaming experience. Squad based tactics and missions with even greater historical accuracy were the foundations of this new shooter. The BROTHERS IN ARMS series would make its initial landing on the platform-beaches of the PC, Playstation 2, and Xbox, going head to head with the two established powers in the industry and helming the pen and baton for the first wave was composer STEPHEN HARWOOD, JR.
What made the MEDAL OF HONOR and CALL OF DUTY games so successful, at least in part, were their engaging storylines, the attention to detail, and the segments of history that were gleaned while playing through. BROTHERS IN ARMS: ROAD TO HILL 30 also makes the most of these same elements but pushes them to a new level; thereby, making room for itself in a sub-genre of gaming that was well monopolized by the other two franchises. What also separated the game from its competition was its intuitive command system. This was no "run and gun" gameplay. Specific squad based tactics had to be employed to successfully accomplish each mission - giving the player a much different experience than they may have been used to. In the first-game of this franchise, gamers get to play missions of the 502nd Parachute Infantry from the famed 101st Airborne Division in all of its heroically brutal and unsanitized reality. The feel of the game is essentially a game-version of the popular mini-series, BAND OF BROTHERS. Although we follow the victories and defeats of a different regiment, the emotional experience and gritty reality is similar...even down to the musical experience.
For BROTHERS IN ARMS: ROAD TO HILL 30, STEPHEN HARWOOD, JR. had a unique challenge; one more akin to scoring for television or film. It is also another distinguishing element for the BROTHERS IN ARMS franchise - the absence of gameplay music. In other words, as you are actually engaged in fighting, maneuvering your squads etc. there is no music. The only music found in the game is at the menu, cutscenes and credits. The omission of music during gameplay was done intentionally to make the experience, again, truer to the actual experience. It worked well enough for the film, SAVING PRIVATE RYAN and the mini-series, BAND OF BROTHERS, which are both significant influences on the game. The influence of those two seminal projects also carries over to STEPHEN HARWOOD JR.'s score.
BROTHERS IN ARMS: ROAD TO HILL 30 is easily divided up into two types of cues. We have a good number of emotional, melodic cues that keep the tone of the game in a the reverential vein, but to balance this out, we have cues representing the action/suspense elements of the game's cutscenes. While, the overall experience is somewhat abbreviated, the included tracks in Sumthin' Else Digital's release is satisfying enough.
To start, Harwood delivers a strong title march. With its inspirational melody played honorably by brass, the undergirding of snare drums, it could be said that this title theme is a bit formulaic...but then upon completing the track you are quite satisfied that there is genuine inspiration here. Track 1 "Brothers in Arms March" builds, layer upon layer, until it reaches a triumphant conclusion. We get this same inspirational theme playing over the main menu of the game...placing in a somewhat more sober mindset than the average gamer might be accustomed to. While this title theme serves as the backbone of the score, HARWOOD offers several other hymn-like pieces that could easily stand on their own as title themes: "Brothers In Arms Theme" (2), "Reunion Theme" (5) and "Purple Heart Lane" (7) all capture and convey a somewhat nostalgic feeling honor, patriotism and heroism; sometimes quoting elements of structure and tone from the title theme and at others employing with varying degrees of alteration. The overall effect gives Harwood's score a specific "oneness" without becoming too tiresome.
Of course, following the story of Sergeant Matt Baker and his compatriots of the 101st Airborne through their campaign in France means there is plenty of action, suspense and drama. The cutscenes go the extra-mile to capture such feeling and HARWOOD's score is more than just a small part of this. STEPHEN HARWOOD JR. relies heavily on runs of brass and strings. Timpanis roll and snares flare, putting the listener seemingly right in harms way. In "Night of Nights" (4) we hear an interesting element carried into most of the other action/suspense pieces - a specific motif knocked out on glockenspiel or some close cousin. It is a surprisingly bright bit of instrumentation amidst the pounding and blaring. At the most intense moments of the score, we hear full symphonic accents that feel like orchestral mortar blasts. While "Objective XYZ" (6) begins darkly and brooding it also moves into an action evoking memories of the late-great Jerry Goldsmith. It is in the climactic action pieces that the ROAD TO HILL 30 starts to feel like some of its FPS cousins from the MEDAL OF HONOR series.
BROTHERS IN ARMS: ROAD TO HILL 30 has been able to carve out a place for itself in gamedom. Fans, critics, and even WWII Veterans have all expressed their approval. The choice to leave all of the in-game action unscored did relieve the developers of having to work in a complex adaptive-music system, but, at the same time, allowed them to focus upon crafting some very specific music for the cutscenes. STEPHEN HARWOOD JR.'s reverential score has helped to set the budding franchise apart and has helped to ensure there is room and demand for sequels.

Stephen Harwood的歌

推荐资讯

如何建立自己的选题素材库?让素材库成为你的第二大脑 - 第五AI

如何建立自己的选题素材库?让素材库成为你的第二大脑 - 第五AI

如何建立自己的选题素材库?让素材库成为你的第二大脑 📝 为什么每个创作者都需要专属选题素材库?做内容创作的人,大概都遇到过这种情况:灵感来了的时候文思泉涌,可没灵感的时候盯着屏幕半天写不出一个字。更...

765 2025-10-06
公众号注册的“蝴蝶效应”:一个选择,可能影响未来三年的运营 - 前沿AIGC资讯

公众号注册的“蝴蝶效应”:一个选择,可能影响未来三年的运营 - 前沿AIGC资讯

你可能觉得公众号注册就是填几个信息的事,殊不知,这里面的每个选择都像蝴蝶扇动翅膀,未来三年的运营轨迹可能就被悄悄改变了。很多人刚开始没当回事,等到后面想调整,才发现处处受限,那叫一个后悔。今天就跟你好好聊聊,注册时那些看似不起眼的选择,到底能给未来的运营带来多大影响。​📌账号类型选不对,三年运营路难

789 2025-10-06
2025公众号托管服务方案,赚钱技巧与内容代运营全面升级 - 第五AI

2025公众号托管服务方案,赚钱技巧与内容代运营全面升级 - 第五AI

📌 2025 公众号托管服务的底层逻辑:不是代运营,是 “结果交付” 这年头做公众号托管,还只停留在帮客户发文章、改排版?趁早别干了。2025 年的托管服务早就变了味儿 —— 客户要的不是 “做了什...

489 2025-10-06
AI写作如何进行事实核查?确保头条文章信息准确,避免误导读者 - AI创作资讯

AI写作如何进行事实核查?确保头条文章信息准确,避免误导读者 - AI创作资讯

上周帮同事核查一篇AI写的行业报告,发现里面把2023年的用户增长率写成了2025年的预测数据。更离谱的是,引用的政策文件号都是错的。现在AI生成内容速度快是快,但这种硬伤要是直接发出去,读者信了才真叫坑人。今天就掰开揉碎了说,AI写作怎么做好事实核查,别让你的头条文章变成 误导重灾区 。​📌AI写

806 2025-10-06
10w+阅读量爆文案例拆解分析:高手都从这5个维度入手 - AI创作资讯

10w+阅读量爆文案例拆解分析:高手都从这5个维度入手 - AI创作资讯

🎯维度一:选题像打靶,靶心必须是「用户情绪储蓄罐」做内容的都清楚,10w+爆文的第一步不是写,是选。选题选不对,后面写得再好都是白搭。高手选选题,就像往用户的「情绪储蓄罐」里投硬币,投对了立刻就能听到回响。怎么判断选题有没有击中情绪?看三个指标:是不是高频讨论的「街头话题」?是不是藏在心里没说的「抽

713 2025-10-06
135编辑器会员值得买吗?它的AI模板库和秀米H5比哪个更丰富? - AI创作资讯

135编辑器会员值得买吗?它的AI模板库和秀米H5比哪个更丰富? - AI创作资讯

📌135编辑器会员值不值得买?AI模板库和秀米H5谁更胜一筹?🔍135编辑器会员的核心价值解析企业级商用保障与效率提升135编辑器的企业会员堪称新媒体运营的「合规保险箱」。根据实际案例,某团队通过企业会员节省了大量设计费用,完成多篇内容创作,单篇成本从千元降至百元内。这得益于其海量正版模板和素材库,

391 2025-10-06
新公众号被限流怎么办?粉丝增长影响分析及 2025 恢复指南 - AI创作资讯

新公众号被限流怎么办?粉丝增长影响分析及 2025 恢复指南 - AI创作资讯

新公众号被限流怎么办?粉丝增长影响分析及2025恢复指南🔍新公众号限流的核心原因解析新公众号被限流,往往是多个因素叠加的结果。根据2025年最新数据,超过70%的限流案例与内容质量直接相关。比如,有些新手喜欢用“震惊体”标题,像“惊!某公众号三天涨粉十万”,这类标题在2025年的算法里已经被明确标记

255 2025-10-06
AI内容重复率太高怎么办?掌握这些技巧轻松通过AIGC检测 - AI创作资讯

AI内容重复率太高怎么办?掌握这些技巧轻松通过AIGC检测 - AI创作资讯

⚠️AI内容重复率高的3大核心原因现在用AI写东西的人越来越多,但很多人都会遇到同一个问题——重复率太高。明明是自己用工具生成的内容,一检测却显示和网上某些文章高度相似,这到底是为什么?最主要的原因是AI训练数据的重叠性。不管是ChatGPT还是国内的大模型,训练数据来源其实大同小异,都是爬取的互联

451 2025-10-06
135编辑器让排版更简单 | 专为公众号运营者设计的效率工具 - AI创作资讯

135编辑器让排版更简单 | 专为公众号运营者设计的效率工具 - AI创作资讯

🌟135编辑器:公众号运营者的效率革命做公众号运营的朋友都知道,排版是个费时费力的活。一篇文章从内容到排版,没几个小时根本搞不定。不过现在好了,135编辑器的出现,彻底改变了这一现状。135编辑器是提子科技旗下的在线图文排版工具,2014年上线至今,已经成为国内新媒体运营的主流工具之一。它的功能非常

728 2025-10-06