The chiptune artist on Game Boy wizardry, perfectionist tendencies and the game that expanded her world.
Niamh Houston is a Northern Irish musician recording under the name Chipzel. After releasing a string of EPs and albums, she began to soundtrack videogames including Super Hexagon, Spectra, Interstellaria and Crypt Of The NecroDancer. Here, she talks about the joys of making music with Game Boy, how Cities: Skylines brings out her perfectionist streak and the pain of losing a 400-hour save.
What’s your earliest gaming memory?
My first memory of games was my older sister playing Super Mario on the Super Nintendo, and me never being allowed to play because if I took a turn on a level then I would just mess it up. We had all the classics: Street Fighter II Turbo, Super Mario, Kirby. I remember being obsessed with the music and sound, how different it was. And then when I got some money for my First Communion – that’s a big point in your life in the Irish community, where you’re able to buy something for yourself for the first time – I got a Game Boy Color. I got Pokémon Blue, and I played it to death. I’d play with headphones in. I was just taken away by the sound. I loved how raw it was.
When did you first start thinking about making music with a Game Boy?
Bu hikaye Edge dergisinin February 2019 sayısından alınmıştır.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Giriş Yap
Bu hikaye Edge dergisinin February 2019 sayısından alınmıştır.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Giriş Yap
BONAPARTE: A MECHANIZED REVOLUTION
No sooner have we stepped into the boots of royal guard Bonaparte than we’re faced with a life-altering decision.
TOWERS OF AGHASBA
Watch Towers Of Aghasba in action and it feels vast. Given your activities range from deepwater dives to climbing up cliffs or lumbering beasts, and from nurturing plants or building settlements to pinging arrows at the undead, it’s hard to get a bead on the game’s limits.
THE STONE OF MADNESS
The makers of Blasphemous return to religion and insanity
Vampire Survivors
As Vampire Survivors expanded through early access and then its two first DLCs, it gained arenas, characters and weapons, but the formula remained unchanged.
Devil May Cry
The Resident Evil 4 that never was, and the Soulslike precursor we never saw coming
Dragon Age: The Veilguard
With Dragon Age: The Veilguard, BioWare has made a deeply self-conscious game, visibly inspired by some of the best-loved ideas from Dragon Age and Mass Effect.
SKATE STORY
Hades is a halfpipe
SID MEIER'S CIVILIZATION VII
Firaxis rethinks who makes history, and how it unfolds
FINAL FANTASY VII: REBIRTH
Remaking an iconic game was daunting enough then the developers faced the difficult second entry
THUNDER LOTUS
How Spirit farer's developer tripled in size without tearing itself apart