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Bluedot Volume1

Bluedot - a festival of discovery at Jodrell Bank | 22.23.24 July 2016. A preview magazine featuring interviews with Jean-Michel Jarre, Air, Public Service Broadcasting, Mercury Rev, The Infinite Monkey Cage and more. www.discoverthebluedot.com

Bluedot - a festival of discovery at Jodrell Bank | 22.23.24 July 2016. A preview magazine featuring interviews with Jean-Michel Jarre, Air, Public Service Broadcasting, Mercury Rev, The Infinite Monkey Cage and more. www.discoverthebluedot.com

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If bluedot were looking for a house band, how about<br />

one that uses terms like “algorithmic generative<br />

music environment” and whose latest set of songs<br />

will accompany a new space exploration computer<br />

game? For Sheffield four-piece 65DAYSOFSTATIC,<br />

a visit to Jodrell Bank seems entirely natural for a set of<br />

friends whose 15-year journey has seen them explore the<br />

extremes of both guitar and electro with a wide-ranging<br />

vision and desire to head into the unknown.<br />

This year sees the band embark on their most ambitious<br />

mission yet with the release of No Man’s Sky – the official<br />

soundtrack to a computer game that will involve players<br />

exploring a universe of almost infinite possibilities, all to the<br />

accompaniment of soundscapes and melodies generated<br />

by 65daysofstatic.<br />

They’re no strangers to the concept of soundtracking<br />

deep space after a previous project had the band<br />

composing and performing an alternative score for cult<br />

sci-fi classic Silent Running, but No Man’s Sky raises the<br />

bar for 65daysofstatic. As they prepare to introduce it to<br />

the live arena, the band’s Paul Wolinski helps us make<br />

sense of it all.<br />

How did you come to be soundtracking such an<br />

extraordinary-sounding computer game?<br />

Paul Wolinski: “We were on tour when Hello Games, the<br />

makers of No Man’s Sky, emailed us asking if they could<br />

use one of our old songs, Debutante, to soundtrack a trailer<br />

they’d made for the game. We saw some concept art and<br />

they told us about the game and it was so immediately<br />

compelling and exciting. We’d been looking at doing some<br />

soundtrack stuff for a while, so we said yes and asked<br />

them if they had anyone on board to do the soundtrack<br />

yet. We had a meeting and it turned out that during a lot of<br />

the early development for the game they’d been using our<br />

back catalogue as the mood music anyway, which was<br />

very flattering to hear because I was all prepared to give<br />

them the hard sell in the meeting.”<br />

How was the experience different to composing and<br />

recording a normal set of songs?<br />

PW: “It was an enormous challenge, but what made us<br />

ready for it was our track Sleepwalk City. As we wrote<br />

it for the Wild Light record we were also preparing for a<br />

sound installation in Sheffield, which was part performance<br />

and part creating a sound loop across 18 speakers. The<br />

performances changed each time and the song became<br />

something different from the one that existed on the record.<br />

It helped us think past the idea of there being one definitive<br />

version of a song. On the record it was seven minutes long<br />

and had a narrative arc, but in the installation we built the<br />

song using the same elements but in a different way. It was<br />

always changing and always infinite and we could have<br />

just left it switched on.”<br />

“We wanted to write a soundtrack album that worked<br />

in its own right as a record even if you’d never played<br />

the game. For that we needed a song that existed in<br />

a pretty standard, linear form, but then we also knew<br />

that it would exist as music that would respond to<br />

the player’s actions. While it’s not technically infinite, for<br />

the player there is no limit to what they might do when,<br />

or with what combination. It was about adding the<br />

ingredients and sounds and textures and using them to<br />

write normal songs, but also be building blocks for the<br />

logic of the game.”<br />

65DAYSOFSTATIC<br />

What challenges will you face when trying to<br />

replicate No Man’s Sky live?<br />

PW: “It’s exciting to think about playing it live. With<br />

our normal records we always have one eye on the live<br />

performance. It’s perhaps a bit less subtle than what you<br />

produce on record, but it can be more exciting. We like to<br />

take advantage of the form. The deadlines were tight and<br />

we didn’t even have time to consider how we would create<br />

this stuff live.”<br />

“We don’t just want<br />

to show off the<br />

technology because<br />

we can wield it”<br />

“We’ve made that mistake before in making studiobased<br />

records and that was a tough learning experience,<br />

because we didn’t enjoy touring. We had to make lots<br />

of compromises with the songs and it never felt very<br />

satisfying touring the record. Since then we’ve always<br />

paid more attention and we’ve got so used to doing<br />

that, so the songs make sense in a live performance.<br />

Technology has moved on so much in the last six or<br />

seven years that what we are able to pull off on stage<br />

has increased.”<br />

It’s extraordinary to think how the band’s sound is<br />

continuing to evolve in tandem with new technological<br />

innovations.<br />

PW: “We do rely a lot on technology, but always want<br />

to perform shows where that is not the central theme.<br />

The computer game is a good analogy for this: they’ve<br />

got this incredible mathematical game with this infinitely<br />

large universe, but that’s not why they’ve made the game.<br />

They’ve made the game because they want to give the<br />

player an experience of isolation and wonder, of being<br />

alone in this giant universe. That’s what they started<br />

with and they filled in the vision with technology rather<br />

than starting with the technology. We’re trying to do the<br />

same thing: we don’t just want to show off the technology<br />

because we can wield it. It’s more about creating a live<br />

show by any means necessary. As technology moves on,<br />

the more useful it becomes for us to produce that vision.”<br />

What are you looking forward to at bluedot?<br />

PW: “It’s a great line-up and I’m very excited about the<br />

Algorave. I think I’m going to do a short live-coding set.<br />

It’s really forward thinking and that, for me, is the real<br />

forefront of electronic music. People type code and the<br />

code becomes music. It’s super-geeky and it sounds like<br />

it might not be very interesting, but actually it’s really<br />

compelling. I can’t think of a more perfect festival for<br />

65daysofstatic to be playing.”<br />

65daysofstatic.com<br />

WRITTEN BY DAMON FAIRCLOUGH<br />

PHOTO BY DANNY PAYNE<br />

LOVELL STAGE<br />

SUNDAY<br />

13 | DISCOVERTHEBLUEDOT.COM

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