As I’ve furthered my kicking of middle age down the hill, falling asleep after work with my hands not down my pants & investing the guilty joy of minimal brain activity to video games for a within reasonable amount of time, I’ve become entranced with the concept of the non playable character (NPC). A NPC is someone who is usually always there for you (the outlier), but cannot connect further than the allotted dialogue choices in the program. I noticed how NPC’s interactions can be correlated to our minimal acquaintances in real life’s daily interactions. Coworkers, friend’s friends, liquor store attendant, etc . Someone you don’t know*, but know. During this same time I became emotionally invested in spoken word and a desire to incorporate appropriated NPC dialogue into the material I had been working on. I felt the heightened emotional weight I attempt to portray in my overall output matched with the decontextualized one-sided conversations into an audible weird grey zone of self contemplation, inner thoughts, & honest sadness. The end result I concluded personally is that the voice can be interpreted in multiple forms - from a precious family member, a binary best friend - even an honest warning from a passerby.
released April 19, 2019
Written, recorded & mixed by C. Curtis
Mastered by K. Butler @ Test Tube Audio