Some albums flirt with boundaries. Others play chess with them. Edge Games, the first official duo release from Berlin-based shape-shifters Jules Reidy and Sam Dunscombe, throws those boundaries in a blender and drinks the resulting smoothie with an arched eyebrow and a wry grin.
This is no timid collaboration between two politely experimental artists. It’s an interdimensional tug-of-war between intention and entropy, where guitars vibrate microtonally like alien birdcalls and clarinets emerge from a miasma of synthesized sine waves like ghosts blowing bubbles through time.
If you've been following either artist, this meeting feels both inevitable and bizarrely overdue. Dunscombe, known for her deep dives into spectralism, electronics, and the psychology of sound, and Reidy, a virtuoso of the not-quite-tuned guitar realm, have been collaborating in various contexts for a decade. But Edge Games is the first time they’ve truly formed their audiovisual Voltron - or as they put it, become Jam Dundy, a fictional sonic entity whose job is to melt your brain responsibly.
The opener "Dancing Anyway" might be better described as a slowly morphing topographical map of a distant planet’s tectonic anxiety. Clocking in at nearly 19 minutes, it begins with a low rumble, like a glacier whispering bad news to a volcano. Then Reidy’s custom microtonal guitar - crafted by Berlin luthier-wizard Sukandar Kartadinata - enters, not so much playing notes as releasing cryptic messages via harmonic semaphore. Feedback teeters on collapse, Dunscombe’s clarinets wheeze in spectral agony, and the electronics swirl like digital fog learning to dance. It’s doom with a groove, a slow-burn ecstatic descent, like Terry Riley guesting with Sunn O))) on a bad acid trip in a post-structuralist seminar.
If the first piece threatens implosion, the second, titled "Gracelords", offers levitation - though not the soft new-age kind. This is meditation under pressure, the sound of minds balancing on knives. Dunscombe’s electronics shimmer and squirm, a sine-wave soup boiling at a precisely chaotic temperature, while Reidy’s guitar threads golden filaments through the sonic fabric. The piece feels simultaneously massive and delicate - an aural diorama of glacial erosion. Think La Monte Young meets Xenakis at a sound bath with cracked mirrors.
While Edge Games might be described with all the usual terms - ambient, electroacoustic, drone, spectral, experimental - none of them quite capture the material intelligence of this music. Dunscombe’s so-called “mass plasma synthesis” isn’t just a fancy name - it’s a visceral method. These aren’t sine waves; they’re entities, each one wriggling with unstable relationships and cryptic motives. Reidy’s guitar doesn't solo so much as infiltrate, sketching labyrinths in thin air and occasionally sawing them in half with precision feedback.
The two pieces function as mirror-image rituals: one invoking chaos through ritual motion ("Dancing Anyway"), the other conjuring peace through spectral ambiguity ("Gracelords"). And yet both are united by a playful seriousness - or is it a serious playfulness? Either way, the title Edge Games is not merely a poetic flourish. This is music made by people who refuse the middle, who find creative fuel at the margins - between composition and improvisation, between tonality and noise, between conceptual rigor and intuitive spelunking.
And yes, there’s a sense of humour - albeit the kind that wears black and chuckles from the shadows while you attempt to parse a cluster of sine waves that may or may not be laughing back.
Edge Games isn’t background music. It’s peripheral vision music - best absorbed sideways, at a tilt, while thinking about the end of time or what it would sound like if a clarinet and a guitar whispered secrets to each other inside a sentient algorithm.
In a world full of neatly categorized playlists and sonic comfort food, Edge Games is a rare and vital thing: music that lives where the labels fade, and dares you to follow it there.