Interviews
[Interview] Kevin Riepl On Scoring ‘Aliens: Colonial Marines’ And Living Up To The Legacy Of The Films
I recently had the opportunity to chat with composer Kevin Riepl, the man behind the soundtrack of the upcoming Aliens: Colonial Marines. Riepl’s work can also be heard in games like Gears of War and Unreal Tournament, as well as several horror films, including Silent Night and Cabin Fever: Patient Zero. Colonial Marines is a different beast in that its considered a sequel to Aliens, which obviously has a massive, devoted fan base, so there’s a definite bar to live up to. Kevin and I discuss those expectations and more after the break.
BD: Let’s start off with the most obvious questions – are you a fan of the Aliens films, and which do you think is superior: Alien or Aliens?
I am a huge fan of the Aliens films. To me, asking which one is superior is like asking me, ‘which is better; rock and roll or classical?’. To me they are both superior films and executed their stories in two totally different methods. Alien is like a horror/suspense film as if you’re locked in a dark cold building with a crazy murderer, whereas Aliens is an Action/Horror film as if you’ve called in the police force to handle this crazy murderer and hunt down his henchmen. Both have stories we can relate to in two totally different ways. Subsequently the films stand on their own without one being superior than the other.
BD: I’ve heard you’re a gamer, so what game are you playing now?
I just finished Far Cry 3 and I am currently playing The Cave.
BD: You’ve worked on the horror genre in the past with films like Silent Night and the upcoming Cabin Fever: Patient Zero; are there any horror games you’re particularly fond of?
To be honest, I never really played a horror video game that I’m fond of. I am not saying none exist, but I just never came across one that affects me the way films do in the same genre. I hear the Silent Hill franchise has some of the best to offer, but I think I missed the boat on those. I never got around to playing them. There is one that I do remember liking a lot, it was Nocturne back in 1999.
BD: Perhaps what’s most interesting about ‘Aliens: Colonial Marines’ is that it’s considered a sequel to James Cameron’s Aliens – did that make it intimidating in any way to work on this title?
At the onset of composing for the project it was pretty daunting knowing I’d be following in the footsteps of James Horner’s Aliens score. The more Gearbox and I discussed the music before moving forward there was agreement to also reference Jerry Goldsmith’s score for Alien. During the story of Aliens: Colonial Marines, environments that were in both Alien and Aliens would be revisited for this sequel. Therefore, we thought bringing back or paying homage to music from the first two films would be essential in helping link the story together.

BD: How did you go about making sure ‘Colonial Marines’ sounded familiar to fans of the films while making sure it had its own identity? Was that difficult?
It wasn’t necessarily difficult to create the score with this in mind. The tough part was finding the balance of how much of the score would be inspired or influenced by the Alien and Aliens scores and how much of it would be me and new material. Once the balance was agreed upon, it seemed to be a smooth process throughout.
BD: Do you have an artistic process you use when composing a video game soundtrack? Is it better to be familiar with and have seen or played the game, or can that get in the way?
I don’t have a definitive approach I use on projects, but it does always start with deciding on what type of sound palette or instrumentation the game calls for. It always helps when starting composing for a game to have some media assets to help kickstart the creative process. I always ask for concept art and a script if there is one. Very few times is there game footage available when being brought on to a project, unless I’m brought on later in the development process. Anything I can get my hands on related to the game would always help my creative process. With Aliens: Colonial Marines there was a huge amount of material to rely on for inspiration early on. Anything and everything from the first two films came in very handy when sculpting the sound palette for this score.
BD: A soundtrack is obviously a very important element of a video game, but it’s arguably more critical in the horror genre; are there any specific emotions you wanted to make the player feel while they’re playing the game?
In horror, it’s always essential to have the player or viewer feel uneasy throughout some of the gameplay. For this game I approached a lot of the tension and suspense in the same way Horner and Goldsmith did for the subsequent films. A lot of times that is, staying out of the way of the sound design and letting the tension build via sound effects and environment. Music will then help build and release the tension. I also wanted to convey a sense of ‘badassery’ during the moments you’re taking out xenomorphs left and right.
BD: You’ve worked on the soundtracks for several hugely popular gaming franchises – including Gears of War and Unreal Tournament – is there are specific game or series you’d really like to work on in the future?
For a long time the thought of working on a game based in the Alien universe, let alone coming right after Aliens, was always at the top of my list of games I’d love to work on. For future work, I always love to work on any game that challenges me to step outside my comfort zone of composing. Games are changing and new IPs are being created every year, so I can’t be specific about a game or franchise I’d like to be a part of. But if Guillermo Del Toro ever produced a game I’d definitely want to work on that, hands down.
For more on Riepl and his work, check out his official website.
Have a question? Feel free to ever-so-gently toss Adam an email, or follow him on Twitter and Bloody Disgusting.
Interviews
Paul Tremblay on Fighting AI with Horror in New Novel ‘Dead But Dreaming of Electric Sheep’
Paul Tremblay didn’t start his writing career believing he’d be battling machines over the sanctity of his job, but like so many writers of his generation, the battle found him. In the years since Large Language Models (LLMs) and neural networks started gaining traction as an advertised shortcut to creativity, Tremblay has been active in lawsuits to prevent the use of his works in training AI models, and he’s found that, with each new project, he has to consider the possibility that some LLM, somewhere, is going to latch on to what he’s creating.
“Now I feel like I’m thinking about, ‘Man, how am I going to write things that would be really hard or impossible for an AI to replicate?’,” Tremblay told me, speaking by Zoom from his home in Massachusetts. “Maybe some of that is ego. I’m sure every writer thinks, ‘Oh, an AI could never write what I write.’ Yes, I’d be lying if I said that wasn’t part of the thought process.”
While that’s something Tremblay might consider with any new work at this point in his career, the Bram Stoker Award-winning author of A Head Full of Ghosts, The Cabin at the End of the World, and many other novels and short stories tackled it in a more direct way with his latest book. Inspired by Philip K. Dick, Harlan Ellison, and the quirky humor of the Coen Brothers, Dead But Dreaming of Electric Sheep is Tremblay’s attempt at a sci-fi-horror mash-up that’s both darkly funny and existentially nightmarish. It’s also, in his own words, a screed against the movement by AI companies to supplant human artists.
“I didn’t want to make it too didactic, but no, I playfully described this book as an anti-AI screed,” he said. “This book, in particular, was driven by anger and frustration, for sure. Not every book is going to be driven that way.“
Despite the emotions that fueled it, Dead But Dreaming of Electric Sheep does not read like a screed. Instead, wielding offbeat humor and tech concepts that feel both lived-in and frighteningly tactile, the book lays out tandem narratives all building to the same conclusion, each of them exploring our relationship to machine learning in a different way. One of these narratives belongs to Julia, a former gaming streamer looking for a new challenge in life, who gets a call from a California tech company with an interesting offer.

Paul Tremblay in documentary series “First Word on Horror”
The company has, it seems, implanted some new technology in a brain-dead middle-aged man which will, in theory, allow them to pilot the man’s body through a rudimentary, still-developing system of controls. Julia, with her gaming background, would be the pilot, in her own way just as much a test subject as the human vegetable she’s controlling.
Julia is a Gen Z streamer with an omnivorous pop culture appetite, inspired by Tremblay’s own adult children, who riffs on The Big Lebowski constantly and calls her strange new meat puppet “Bernie” in reference to Weekend at Bernie’s. Her wide frame of reference, and her interest in art and stories far beyond video games, is in part informed by Tremblay’s own experiences with Gen Z, and in part a response to AI companies who scrape art and culture as a means of consuming it for reference without really experiencing a story.
“I know that one of the arguments that OpenAI and other tech companies are trying to make is like, ‘Hey, you writers, you artists, you take pop culture, you take your influences, and you create something. That’s just the same thing that the bots are doing.’ And it’s just not,” Tremblay said. “I wanted to have Julia have her outlook informed by all this pop culture, and I wanted to make that feel really human as a way to show how inhuman the AI is.”
The other side of the story belongs to “Bernie,” who’s addressed in his point-of-view chapters as “You.” In these chapters, the technology in Bernie’s body starts to flicker images through his seemingly dead brain, delivering half-remembered imagery and perspective in a nod to the “hallucinations” of an AI model groping for understanding it can never reach. These chapters in particular show off Tremblay’s flair for formalist shake-ups, and echo the kind of hyperstimulated writing that Dick and Ellison made so influential.
“I think it was more just the general Philip K. Dick feeling of ‘The world is so strange,'” Tremblay said. “He’s a lot funnier, I think, than maybe a lot of people credit him. That’s definitely what I was thinking of when writing the book.“
Bernie’s chapters embody the strangeness of Dead But Dreaming of Electric Sheep, presenting imagery that’s at times puzzling, at times eerily filmic, and always unnerving. They also mirror Julia’s own journey in fascinating ways as the odd couple – the Gen Z gamer and the middle-aged vegetable – traverse the United States, and the tech in Bernie’s body wakes up to the possibilities of using his flesh for its own purposes. It’s a compelling narrative technique, but it presented some new writing challenges for Tremblay.
“I quickly realized I couldn’t write this book the same way I have in the past,” he said. “By that, I mean all my other novels I had written in the order in which it was presented, even things that are nonlinear, which is most of them. I knew I couldn’t do that in this book. It’s not a spoiler, but hopefully the readers figure out pretty early that the Bernie chapters are a little bit of a preview of the next chapter from Julia, what’s actually happening with Julia. It’s all refracted from him.”

Mary Roach’s Stiff
Dead But Dreaming of Electric Sheep began with a simple image, inspired by Tremblay’s reading of Mary Roach‘s book chronicling the history of our treatment of corpses, Stiff. As he read, Tremblay imagined a body sitting on an airplane, remote-controlled by someone else. At the time, it was a “silly what-if” concept, filed away in his head. Years later, when he became an author suing a tech company to keep AI from scraping his work for ideas, it started to feel frighteningly plausible, taking the “silly what-if” into the territory of a high-concept horror show about what happens when we try to exploit and commodify uniquely human aspects of consciousness.
“It stuck with me,” Tremblay said of that what-if imagery. “And then a few years later, when I was a part of the case suing OpenAI on behalf of writers, that what-if suddenly didn’t seem as silly. The more I learned about how that corporation operates and without really any sort of ethical thought to anything, I was like, ‘Oh, I’m going to play with that. That’s actually happening.”
So, what if someone actually in favor of generative AI picks up Tremblay’s self-described “anti-AI screed?” He hopes that, at the very least, he’s made the ride enjoyable in a distinctly human way that might begin to reshape the conversation.
“I think that was another reason why I wanted to have the humor,” Tremblay said. “If people are reading this book who aren’t on the side of like, ‘Hey, LLMs taking authors’ books is bad,’ maybe if they read something that’s cut with some humor, that maybe they’ll be more easily swayed.”
Dead But Dreaming of Electric Sheep is now in bookstores everywhere.

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