In 1996, while making music for the Fox Family Channel, Inon Zur received a phone call from the man who would later become his agent. This man, Bob Rice, represented composers for video games. He asked Zur whether he had any interest in the medium. Zur told him he didn't know anything about video games, and that he wasn't interested. But Rice was persistent. He pestered Zur. He asked him personal questions – what kind of music do you like? And what kind of music do you make? And what would you like to make? Zur saw how he could fend Rice off – he answered, truthfully, that he wanted more. The manic guitar shredding of Power Rangers Lost Galaxy and Big Bad Beetleborgs was fun, yet basic. Zur wanted to command orchestras. But what could video games possibly offer?
Then Rice told Zur something he did not know. He said that modern games need orchestras, and that in the future this need would grow. He furnished Zur with examples of recent Star Trek games. Zur was impressed. He thought, "Wow, if that's the case, then let me try it.”
Zur's first game would be a Star Trek title – Klingon Academy, a space flight simulator about an ambitious young Klingon attending war college (with Christopher Plummer starring as the malevolent General Chang!) The game is not well remembered. Still, the soundtrack should be – Zur was the first composer in video game history to command the Seattle Symphony, a hundred-year-old American institution and full symphony orchestra. (Importantly, he also commissioned a bellowing Klingon choir: "men – very very harsh," he says.)
Now, Zur scores the most prominent franchise of games about nuclear apocalypse – Bethesda's Fallout. The protagonists of these games emerge from vaults – town-sized bunkers burrowed underground. They discover that the bombs have cremated our green world. Humans survive in thin grey cities. Mutants roam the bitter brown wastes.
For the first of these games, Zur sensed the story was dark and foreboding. He chose low brass and ominous percussion as lead instruments. Then the sequel incorporated – to many fans’ chagrin – a more personal story about a father and his family. Zur leant heavier into a climbing piano line to bring out this emotional connection. He experimented with non-traditional instruments he called 'artefacts' – like banging on garden furniture – "to evoke the scarcity the survivors found themselves within”.
In the most recent title, set against the long blue wall of West Virginia's Appalachians, Zur blended guitars and solo strings, hiding motifs and nods to past themes and musical signatures – particularly the three ascending notes that have become the franchise's signature.