If somehow, between the glacial rush of yesterday’s news, the creeping decay of the built environment, the lone slog to work on crammed mass transit, the dilatory hit of tabloid filth that crept in past the defences you erected round your best self, the screen’s mad diet, cogent analysis of the crimes of the wealthy, the blood on the hands of the kings, the inhumanity of collective consciousness, the brinkmanship of capitalism and the brink of survival versus funny animal .gifs, you wondered where 65dos had got to, then wonder no more!
If, above the white noise rainfall of the weeping of our souls, you had time to feel the bittersweet ache of that little 65daysofstatic shaped hole in your life, then trouble not, for here we are to solve none of that, but nevertheless here with you in this, the shortest and newest of epochs, these low, dishonest few decades between peak everything and the new nothing.
Brothers and sisters, let’s hold hands.
Here’s what we’ve been up to:
A couple of years ago we were approached by video-game makers Hello Games to provide some original music for a new game they were developing, then known as ‘project skyscraper’, now known as ‘No Man’s Sky’, a sort of hyper-real, solitary waltz through a parallel universe in search of oblivion or whatever else feels appropriate in the face of the indifference of eternity.
The game, close to completion and due for release this summer, is also procedural, meaning, for those of you who don’t ‘do’ games, that it generates itself algorithmically rather than manually and therefore is, to all intents and purposes, evil. In other words, it means that the parts of the game one journeys through are theoretically unique, built by the game itself, and you are experiencing them for the first time. And the idea was to create an audio engine that also generated unique instances of music, albeit from a central library of sounds. 65daysofstatic sounds.
Our sort of gig, right?
Plus we got to go to Las Vegas and stay in a hotel room with a massive bath. But that’s another story.
65daysofstatic had been angling for a soundtrack project of some description for a while, but this seemed a little too perfect: classic sci-fi aesthetics married with a scope both cinematic and simultaneously HD but lo-fi, with a nice loose analogy for human loneliness or human agency or human desire in whichever unevenly distributed version of the future you happen to live in.
Right now, two years later, 65daysofstatic are working really hard with Hello Games’ best scientists and magicians to finish feeding enough raw music into the gaping mouth of the insane A.I. composer-in-the-machine to satisfy the tabula rasa that will conduct this vast symphony of noise, in time for the game’s release in June of this year.
And the fruits of this labour, we’ve made into an album.
‘No Man’s Sky: Music for an Infinite Universe’
The next 65daysofstatic record, and the official soundtrack to the game. Just short of two hours of new music.
Recorded at Chapel Studios, Lincolnshire by Dave Sanderson and Adam Sennitt, produced by 65daysofstatic and Dave Sanderson, and mixed at Castle of Doom, Glasgow by Tony Doogan in early 2015, with additional recording / red-light mixing by 65daysofstatic. Mastered at Abbey Road by Frank Arkwright. No Man’s Sky: Music for an Infinite Universe will be released on June 17th by Laced Records.
Available for pre-order now, HERE