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{{Era|RW}}
{{Music infobox
{{Music infobox
  | name      = Ashes
  | name      = Ghosts and Glass
  | video      = {{#widget:YouTube|id=cuB4XfCLg2U|width=300}}
  | video      = {{#widget:YouTube|id=DgFX_yQDmWA|width=300}}
  | album      = [[Halo: Reach Original Soundtrack]]
  | album      = [[Halo: Reach Original Soundtrack]]
  | composer  = [[Martin O'Donnell]] and [[Michael Salvatori]]
  | composer  = [[Martin O'Donnell]] and [[Michael Salvatori]]
  | length    = 2:46
  | length    = 2:42
  | last      = [[From the Vault]]
  | last      = [[Walking Away]]
  | next      = [[Fortress (music)|Fortress]]
  | next      = [[We Remember]]
  }}
  }}


'''Ashes''' is the thirteenth track (Disc 2 Track 6) included in ''[[Halo: Reach Original Soundtrack]]''.
'''Ghosts and Glass''' is the nineteenth track heard on the ''[[Halo: Reach Original Soundtrack]]''.


==Overview==
==Overview==
''Ashes'' is composed of two themes. The first theme opens with piano notes, then lead into a mournful melody by piano and vocals. The full melody reprises once before leading into the second theme.
The track opens with strings playing a short mysterious melody, followed immediately by low strings taking the lead in a sad melody that is the first theme, ending with harp accompaniments. A solo flute then take over for the opening of the second theme, playing a hopefully melody, which is continued by strings. The track ends with a reprise of the first theme.


The second theme is a more expressive and hopeful melody by strings and piano. It features the same ending to the second theme from the later track ''[[Ghosts and Glass]]''.
The ending of the second theme was adapted into the ending of the earlier track ''[[Ashes]]''.
 
The piano and vocals then reprise the first theme of ''Ashes'' in a higher register, then ends with the vocals fading out.


==Appearances==
==Appearances==
The full piece plays in the [[Halo: Reach credits|credits]] of ''[[Halo Reach]]'', after the piece ''Latchkey'' (from the earlier track ''[[ONI: Sword Base (music)|ONI: Sword Base]]'') and before the piece ''Unreconciled'' (from the earlier track ''[[Tip of the Spear (music)|Tip of the Spear]]'').
The full piece is a bonus track found exclusively in the soundtrack, and thus cannot be heard in any part of ''[[Halo: Reach]]''.  
 
A strings-only version of the second theme, titled ''The Fall'' (from the earlier track ''[[Overture (Halo: Reach)|Overture]]''), plays in the menu of ''Halo: Reach''.


A piano-only version of the first theme is briefly featured in ''Discontent'' (from the earlier track ''[[Winter Contingency (music)|Winter Contingency]]''), and plays in the ending cinematic of the campaign level ''[[Winter Contingency (level)|Winter Contingency]]''.  
However, a shortened version of the first theme, featuring a more prominent low strings section, titled ''Return'' (from the earlier track ''[[The Package (Halo: Reach)|The Package]]''), plays in the campaign level ''[[The Package]]''.


A version without vocals, titled ''Reflection'' (from the earlier track ''[[New Alexandria (music)|New Alexandria]]''), plays during the ending cinematic of the campaign level ''[[New Alexandria]]''.
A piano-only version of the first theme, titled ''Spartans Never Die'' (from the earlier track ''[[Epilogue (Halo: Reach)|Epilogue]]''), plays in the opening cinematic of the campaign level ''[[Lone Wolf]]''.  


==Production notes==
==Production notes==
*Ashes began composition as “Sad Theme1”, and O’Donnell considered the first theme too thick because there were too many notes. After removing some notes from the melody, he found it spare and haunting, befitting for the intended mood.{{Ref/YouTube|QYE02nTHKdU|Martin O'Donnell|Reach Music Inception Pt1|Y=2021|M=2|D=13}} O’Donnell sung the vocals, then edited his voice using an unspecified device to reach a higher register.<ref>Halo: Reach Developer Commentary</ref>
The title is most likely a reference to the dead [[Spartan]]s (ghosts) and the [[glassing]] (glass) of [[Reach]].
*The title of the track may be a reference to the burning, smoldering ashes as a result of [[glassing]].


{{Soundtrack|HR}}
{{Soundtrack|HR}}

Revision as of 00:10, February 16, 2021

Ghosts and Glass

Album:

Halo: Reach Original Soundtrack

Composer(s):

Martin O'Donnell and Michael Salvatori

Length:

2:42

Previous:

Walking Away

Next:

We Remember

 

Ghosts and Glass is the nineteenth track heard on the Halo: Reach Original Soundtrack.

Overview

The track opens with strings playing a short mysterious melody, followed immediately by low strings taking the lead in a sad melody that is the first theme, ending with harp accompaniments. A solo flute then take over for the opening of the second theme, playing a hopefully melody, which is continued by strings. The track ends with a reprise of the first theme.

The ending of the second theme was adapted into the ending of the earlier track Ashes.

Appearances

The full piece is a bonus track found exclusively in the soundtrack, and thus cannot be heard in any part of Halo: Reach.

However, a shortened version of the first theme, featuring a more prominent low strings section, titled Return (from the earlier track The Package), plays in the campaign level The Package.

A piano-only version of the first theme, titled Spartans Never Die (from the earlier track Epilogue), plays in the opening cinematic of the campaign level Lone Wolf.

Production notes

The title is most likely a reference to the dead Spartans (ghosts) and the glassing (glass) of Reach.

Halo 4

Track listing

Volume 1

  1. Awakening – 5:41

E5C3 opening cinematic E6C1 after freeing marines E10C3 boarding

  1. Belly of the Beast – 2:38

E7C2 when Covenant reinforcements arrive, followed by a lighter version

  1. Requiem – 2:15
  2. Legacy – 2:29

E9C5 activating the map

  1. Faithless – 5:02

E3C1 defense with UNSC gear E3C2 final wave of Covenant E4C3 initial arrival E4C4 light version in opening, followed by full version E6C1 after deactivating shield door E7C2 when returning to the hangar E8C2 opening cinematic E8C3 opening cinematic E8C5 briefly in opening cinematic E9C4 wave of hunters after ambush E10C1 blowing up the harvester entrance E10C5 briefly in opening cinematic

  1. Haven – 5:44
  2. Nemesis – 3:31
  3. Ascendancy – 4:19

E4C4 when defending after arrival of mantis E4C2 when defending the rear tower E4C5 when reactivating the reactor E5C1 when defending wave E5C5 briefly in opening cinematic E5C5 when Phantoms arrive E6C3 after extracting Covenant intel E7C4 when clearing aft weapon controls E8C3 when inside the cave E8C5 when clearing the area after activating AA guns E10C3 when opening door E10C3 exiting the lich

  1. Solace – 4:45
  2. To Galaxy – 4:57

E3C1 Opening cinematic E3C2 opening cinematic E4C5 closing cinematic E5C4 opening cinematic E5C5 after clearing the area

  1. Immaterial – 7:32
  2. 117 – 7:28
  3. Arrival – 5:36
  4. Revival – 7:19
  5. Green and Blue – 7:59

Volume 2

  1. Atonement – 3:16
  2. Gravity – 2:09

E10C5 escaping the cave

  1. Wreckage – 3:24
  2. Aliens – 5:31

E9C5 activating grav lift

  1. Kantele Bow – 4:04

E4C5 activating base power E9C4 after ambush

  1. Pylons – 5:39

E4C4 when knights enter near the end E5C2 when destroying tech E6C5 exiting harvester E9C1 defending the power source

  1. Escape – 3:57

E10C3 returning to caves

  1. Swamp – 2:49

E3C2 deactivating generators E3C4 briefly opening between each wave E5C2 between each wave E6C5 seraching IFF tags E7C1 opening skirmish E9C2 between encounters E10C1 inside harvester E10C5 inside cave

  1. Push Through – 4:44

E3C4 when defending waves of Banshees and Phantoms E5C5 when drop pods arrive after finding UNSC gear E7C4 when closing doors E7C5 when facing final wave E8C2 when clearing the conduits E8C3 clearing the area after freeing switchback E9C3 nitial scorpion section, again in the final assault E10C5 attacking the harvester

  1. Convoy – 4:44

E10C3 when lich arrives

  1. To Galaxy (Extended) – 7:04

E3C3 briefly in opening cinematic (3:15) E7C2 when entering server room hallway (1:07) E7C5 upon clearing hangar E9C2 into the cave

  1. Lasky's Theme – 3:55
  2. Foreshadow – 3:34

E6C5 entering harvester E7C4 when moving to guns

  1. Cloud City – 4:35
  2. This Armour – 4:47
  3. Intruders – 3:39

E4C1 after cinematic and until pylon is activated E5C2 when returning to the main atrium E5C4 when defending the generators E6C1 opening combat E7C3 in the hallways to data center

  1. Mantis – 4:02

E7C1 after Murphy drops off a Mantis E10C4 when defending the caves and clearing the landing zone

  1. Sacrifice – 3:02
  2. Never Forget (Midnight Version) – 4:37
  3. Majestic – 2:12

Music excluded from OST (according to my ears anyway):

  • The strings heard during level Requiem when moving to The Gate
    • E3C3 when attacking jammer
    • E4C1 when leaving sniper valley
    • E6C3 when outside fending off reinforcements from the phantom
    • E7C2 when clearing the hangar
    • E8C5 when investigating the first two map locations
  • Ambiance with soft drums and suspenseful strings heard in E3C3 when investigating tower
  • Grave melody by strings and bass heard in E3C4 during initial defense
  • Strings melody heard in E3C4 when pelicans bring in mantises
  • triumphant melody usually played for crimson heroics
    • S3C4 when defending
    • S4C3 after activating portal
    • E8C5 after activating turrets
    • E10C1 disabling the aa guns
    • E10C3 after activating comm panel
  • humming suspenseful ambiance
    • E4C1 after tapping into covenant comms
  • upbeat woodwinds
    • E4C2 opening cinematic
  • creepy digital ambiance (sounds like swamp - variation?)
    • E4C2 when attacking waterfront tower
  • creepy ambiance
    • E4C2 when inside waterfront tower
  • suspenseful bass and percussion
    • E4C5 opening
  • short suspenseful strings
    • E6C4 investigating base