Playing Games Oneohtrix Point Never
Oneohtrix Point Never
In late autumn 2014, Tokyo hosted the annual Red Bull Music Academy: a packed program of concerts, lectures, radio shows, workshops, meet-and-greets, and more. Remo Bitzi was invited to Tokyo to take in the hustle and bustle of event event. While there, he occasionally crossed paths with Daniel Lopatin aka Oneohtrix Point Never. The night before their meeting, Lopatin appeared alongside Fatima Al Qadiri, Chip Tanaka and the RBMA Entertainment System (aka Branko, Dre Skull and Mumdance [see zweikommasieben #11]) as part of the game soundtrack tribute 1UP: Cart Diggers.
Lopatin, who released an album on the British institution that is Warp Records a couple of months before, presented a piece in four acts: Bullet Hell Abstraction. Each act began with a specific style of music before a storm of noise would end up washing it out. In addition, for each act an object was illuminated and accompanied with a heavy cloud of smoke. Two giant screens showing scenes from a bullet hell game flanked the whole spectacle, and master of ceremonies Lopatin stood in the middle of it all.
This interview was originally published in issue #11.
Remo Bitzi
I thought your show yesterday was really refreshing. I saw you play some years ago and…
Daniel Lopatin
Where?
Remo Bitzi
It was at a festival called Bad Bonn Kilbi in Switzerland… Early summer.
Daniel Lopatin
Ah, yeah, Kilbi—I actually remember this. Everyone was sitting on the floor?
Remo Bitzi
Yeah, right. It was pretty different from what you were doing yesterday…
Daniel Lopatin
It was so impetuous. The way the gig came together was that I heard about RBMA Tokyo. Then Wulf [Gaebele] from Red Bull told me that there was going to be this video game aspect to it because he had remembered me talking about the style of video game that I was super obsessed with: bullet hell. In particular I was obsessed with this one composer of many bullet hell games called Manabu Namiki. Going back to when I was researching for R Plus Seven , my current album, I got really into this guy. So when Wulf mentioned it I thought, “wow, it would be cool to write some new music.” The idea was to make three to four pieces that were inspired by a specific idea or a specific object that I could think about and then let that inspire me and spin off into a piece of music.
Remo Bitzi
You’re talking about the four objects on stage?
Daniel Lopatin
Yeah, the four objects. The idea was to do a ritualistic homage, to create a spiritual environment to celebrate the particularities of this world of manic shooter, bullet hell games. The bouquet of flowers was picked because its colors were like the colors of the bullet fire. There was a portrait of Namiki-San as a kind of D-A-D. Further the guitar, a sacred instrument of the genre,…
Remo Bitzi
…and the “caution keep out” tape?
Daniel Lopatin
Right, the “caution keep out” tape as a symbol that in bullet hell games you’re constantly being intimidated or warned that trouble is ahead—the warning becomes almost like a mantra. I was thinking about that stuff a lot and then I started writing music and ended up with those four pieces. The show itself was set up very hypothetical—over email I asked, “Can we get those objects and create something within the time frame between when I arrive and the performance?” or “Can we use the fog in the facility and shine the spotlight on each object?” It’s fairly simple—just these little details here and there that I like—but I’m so used to problems. I was so pleased that we were able to pull it off almost flawlessly. The instructions were perfectly executed. Also, these massive 70" flat screen displays: The games were vertically oriented. So it almost makes sense to play them on a vertically oriented screen. But that wasn’t necessarily the case in those arcades. When I played those games they were on emulators—you know televisions were too square to play, so they had margins with info or cartoons. But we were able to cut those margins and put just the gameplay up there. We got it directly from Cave [video game company]. So you were watching the most high quality gameplay you possibly could. The other thing I can say about bullet hell games is that musically, they are very rhythmic, very painterly. The way the spray of the bullet fire assembles and de-assembles itself to me is very musical and has a strange kind of abstraction already inherent within it. That was also inspiring to me. That together with Namiki’s crazy jazz-fusion combined with techno and metal. All those things that I love coming together plus the sound effects that are magical—it was so stimulating and seductive to me.
Remo Bitzi
And all that translated into the music you played?
Daniel Lopatin
The music was a potpourri of things that were either related to Namiki or to Cave. Games like Battle Garegga, Bloody Roar, Ketsui , and some others. But that was not really as formal… I just had tones of source material and I tried to sculpt that into a formally interesting way.
Remo Bitzi
What’s happening with the piece now?
Daniel Lopatin
We broke it down, it’s gone. But I think we have enough documentation of the show to replicate it in some way—almost as an installation. It doesn’t totally require me to be there if we get a good recording of the performance. I think it would look really cool.
Remo Bitzi
Is this a goal for you to go more into this direction—doing installations instead of playing “live”?
Daniel Lopatin
Yeah, sometimes I feel that when I am playing live—because it’s always situated with this idea of a concert—I don’t achieve all the interesting idiosyncratic things I’d like to. So maybe there is potentially a different format where this is possible. It all depends on the idea… If the right context is there, it’s very exciting for me to think about ways music can be non-performative and still physical. Not a private, but a public thing that is not a performance and still musical—to me this is very interesting.
Remo Bitzi
I agree. That’s a very interesting field that’s hardly investigated.
Daniel Lopatin
Yeah. Often it’s a little cheesy. There is a museum in Seattle—the guy that started Microsoft that isn’t Bill Gates, the other guy…
Remo Bitzi
Nobody knows his name…
Daniel Lopatin
Yeah. He’s a billionaire, he loves science fiction and he loves music so he made this museum. You walk through that museum and it’s this mummified version of rock ’n’ roll. It’s a nice facility but it has this children’s museum aspect. I ask myself why music is always regimented to entertainment instead of that it’s just allowed to exist in a public space like a sculpture. It seems as if it’s rigidly interpreted in a lot of ways—at least in America. I think presenting music has a lot of catching up to do.
Remo Bitzi
Absolutely. It’s funny you mention sound in a public space since we are in Tokyo. I’m here for the first time and just being on the street blows my mind—it’s so wild. You hear so many things…
Daniel Lopatin
You hear amazing things here.
Remo Bitzi
In Switzerland—I live there—this doesn’t exist. Sound in public space is like an insult.
Daniel Lopatin
It’s kind of invasive.
Remo Bitzi
You can’t look away.
Daniel Lopatin
You can’t really hide, that’s true. I always think about public sculpture. There’s obviously a difference between monuments and sculptures. But for a long time, monuments were the way the public expressed their history. They often have to do with war and frame the society in a weird way. So what you saw in the 20th century in public sculpture as abstraction became almost… it went from being this exciting thing that was an alien aspect of form to something that’s not going to offend anyone because it’s just a weird shape. So it got misused in a way. But you still can avoid it. You can look away. Music is kind of aggressive.
Remo Bitzi
Yeah, it’s just there… Also visually I think Tokyo is very challenging. I’m not a music video person—I often get bored after 20 seconds—but the one for “Boring Angel” I loved so much. I watched it over and over again.
Daniel Lopatin
Oh, cool!
Remo Bitzi
The situation here on the streets reminded me a lot of what happens in this video. Just that it’s all over the place. Can you relate to that?
Daniel Lopatin
I’ve been here before once but just for a short visit. So actually tomorrow is going to be the first day I can start absorbing Tokyo. From what I’ve seen already, it’s incredible, it’s a very special place. I think generally it’s more permitted to be seduced by technology. It’s not that everyone tries to escape to the country all the time. This is reality. In the States it always feels like we try to separate nature and technology. One is work and the other is escape. Here you got this amazing combination.
Remo Bitzi
Have you been to an arcade yet?
Daniel Lopatin
No, but I actually plan to go to one.
Remo Bitzi
You should! I’ve been to one the other day and it was amazing. It’s so overwhelming! The sound… unbelievable. It’s so loud, so intense. It also gets physical.
Daniel Lopatin
It’s like being in a noise show.
Remo Bitzi
Exactly! I had no idea. So I went in there and I was totally confused because I didn’t know where this massive noise is coming from. I already was like, “Why is nobody fixing that freaking AC?!”
Daniel Lopatin
[Smiling] It sounds like black metal.
Remo Bitzi
Yeah.
Daniel Lopatin
You know, black metal is so fast that it’s sounding smooth. It’s overlapping asynchronic information. It must be amazing.
Remo Bitzi
And nobody gives a shit. The people are just sitting there playing those games… I couldn’t believe it. Is it similar in the States?
Daniel Lopatin
We don’t even have arcades. In the suburbs you’re lucky if you find a bowling alley that has a few games. It’s a dying culture.
Comments
canToggle = true, 500)" class="inline-comment-number text-base" href=#cref-3usdwe3ycqpfj1o5-1>1 If you’d like to read about another artist’s experiences in Tokyo, the conversation with Yung Beef might be for you