The producer and DJ on how the sounds of the 16bit era have shaped her musical career.
Sara Abdel-Hamid produces and DJs under the name Ikonika. Her first album, Contact, Love, Want, Have, was released for revered bass-music imprint Hyperdub in 2010 and is shot through with videogame references, with track names such as Insert Coin and Look (Final Boss Stage); her latest release, Distraction, has a track called Not Gameplay Footage and a well-hidden, but very familiar sample: of Dyna and Tillo, the item-swapping crows from Dark Souls II. When we add Abdel-Hamid on Skype, we see her avatar is a Dark Souls character. After that, there is only one way this conversation is ever going to start.
Sticking our necks out here – you appear to like Dark Souls. Why sample the crows?
There’s loads of Dark Souls samples scattered around the album – loads of little one-hits, and bits and pieces. There’s a lot of ‘voom’ noises when you transition from the bonfire into different lands, or enter fog gates. In Hazefield [another album track], what is supposed to be the snare drum is one of those noises.
So do you play it yourself?
ãã®èšäºã¯ Edge ã® November 2017 çã«æ²èŒãããŠããŸãã
7 æ¥éã® Magzter GOLD ç¡æãã©ã€ã¢ã«ãéå§ããŠãäœåãã®å³éžããããã¬ãã¢ã ã¹ããŒãªãŒã9,000 以äžã®éèªãæ°èã«ã¢ã¯ã»ã¹ããŠãã ããã
ãã§ã«è³Œèªè ã§ã ?  ãµã€ã³ã€ã³
ãã®èšäºã¯ Edge ã® November 2017 çã«æ²èŒãããŠããŸãã
7 æ¥éã® Magzter GOLD ç¡æãã©ã€ã¢ã«ãéå§ããŠãäœåãã®å³éžããããã¬ãã¢ã ã¹ããŒãªãŒã9,000 以äžã®éèªãæ°èã«ã¢ã¯ã»ã¹ããŠãã ããã
ãã§ã«è³Œèªè ã§ã? ãµã€ã³ã€ã³
NO MORE ROOM IN HELL 2
You're not alone in the dark
WINDBLOWN
Life after Dead Cells
COLLECTED WORKS - JOSH SAWYER
Journeying to the Forgotten Realms, Infinity and beyond with the RPG veteran
SCREENBOUND
Going deep in a mind-bending hybrid of perspectives
Trigger Happy
Shoot first, ask questions later
Grand strategist
Paradox's Mattias Lilja addresses the publisher's recent difficulties - and the plan to right the ship
Diablo IV
A progress report on the games we just can't quit
Ghosts 'n Goblins Resurrection
In Capcom's diabolical tribute, evil goes far deeper than the demons on the screen
SERENITY FORGE
How a near-death experience lit a fire in the Colorado-based developer and publisher
THE MAKING OF...ALIEN: ISOLATION
How a strategy-led studio built a survival horror masterpiece in Ridley Scott's image