Phonetic Hero

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About Phonetic Hero

  • Rank
    Temporal Duality Asst. Director
  • Birthday 01/10/1992

Profile Information

  • Gender
    Male

Converted

  • Biography
    Multi-genre game composer and arranger
  • Real Name
    Pete Lepley
  • Occupation
    Composer/Producer/Performer
  • Twitter Username
    PhoneticHero

Artist Settings

  • Collaboration Status
    2. Maybe; Depends on Circumstances
  • Software - Digital Audio Workstation (DAW)
    Finale
    FL Studio
  • Composition & Production Skills
    Arrangement & Orchestration
    Drum Programming
    Mixing & Mastering
    Synthesis & Sound Design
  1. It is great and I love it (surprise!), should be at the top of everyone's "to listen" list
  2. Watched it and loved it! The faithfulness to the Castlevania canon with a bit of added depth was great, and I was kinda surprised at how well it works as an adaptation. I wish the music would've been more memorable and melodic in keeping with the games' soundtracks, but it fits well enough. Reeeeeeaaally missed a good opportunity for an emotive Bloody Tears arrangement though...
  3. WOW what an impressive track. Great work!
  4. Holy smokes, masterful arrangement. Keep kicking ass Alex
  5. Wow, super disappointed with the new DLC info. I'd assumed they meant a legitimate new dungeon, not a 45 room wave-clear D: As much fun as I had with the game, really not feeling the need to shell out more cash for the DLC... hope the next round is better
  6. Amazing stuff. Glad you worked through your initial doubts and put your nose to the grindstone - it shows
  7. The support means a whole lot man :'D Never thought I'd be here just 5.5 short years after joining the forums! Goes without saying, but HUGE shout outs to the community for fostering my musical growth during some very formative years. Wouldn't be where I am without y'all <3 Thanks! And fair enough, though if you're conflating AW with Fire Emblem, I think that's a bit of a mistake. The two play really differently from a strategic perspective - I personally am not a big fan of FE (RPG elements take out a lot of the strategy), but I LOVE Advance Wars. I haven't played a game that captures its take on the tactical genre since.. the last AW game, which came out almost a decade ago now (not to mention Days of Ruin was way different from the rest), so I'm just as excited to play the game as I am to write for it
  8. Nintendo just did a Direct featuring some of the upcoming indie titles for the Switch: ...Also I'm doing music for Wargroove (14:23 in the vid)
  9. I'll grant you most of your points, at least in that I think they're subjective enough that I don't think critical discussion is all that necessary, particularly your gripes with 3D platforming. I often dislike 3D platforming too, but personally I find being able to "see your feet" doesn't help all that much (Devil May Cry, as just one example, has some AWFUL platforming sections). I'll even let your complaints about the visors being gimmicks slide, even though I disagree (and I think saying the gameplay was "shoehorned" into the artistic vision is extremely overdramatic imo haha) The map design I found to be pretty brilliant though, with a few exceptions. One of these is the one you mentioned, right after Ice Beam - it tripped me up EVERY TIME for many, many playthroughs, and it is especially annoying with poor visibility before you get Gravity Suit (I have absolutely no idea why they made that choice). In general though, there's very little backtracking involved (MUCH less than some other titles in the series) and every time I play it through, I'm consistently blown away by how well everything comes together once you hit the Phazon Mines: You proceed through the Mines for the first time and grab power bombs On your way out, you notice a pile of rubble in front of a morph ball mechanism that can be power bombed away, which leads to Grapple Beam Nearby, there's an elevator to Magmoor Caverns, which takes you VERY close to where you need to go next to grab the Plasma Beam There's another elevator nearby that leads to Tallon Overworld, where you grab the X-Ray Visor Yet again, there's an elevator nearby that leads back to the Phazon Mines, which is quickly traversable and makes progressing to Omega Pirate easy As to your other points regarding the game's layout, you can turn off the hint system in the options menu if you'd rather just explore (this was the beginning of the hand-hold era of video games, after all). The Artifacts I had no issue with - 2 are very easy to find early on, and when you visit the Artifact Temple for the first time and place them, you get hints about almost all the rest of them. The hints have locations in the form of area names coupled with word-for-word room names, and planning a route to get them quickly isn't very difficult at all. It also fits into the games narrative really nicely and it gives me an excuse to look for other pickups on the way, so I personally have no issues here.
  10. IT'S REALLY GOOD go listen
  11. Been a whiiiiile since I posted in the WIP forums, how's everyone been? I ended up getting stumped on an orchestral remix commission and took some time to transcribe a tune from FFT (with probably more on the way) to help get me past the blockage and stay productive. I added a bit of light interpretation in the form of a pizzicato double bass section for some low end support and some choir chords for added harmonic coloration, based off of the implied harmonies in the source. I included a MIDI download in the description on soundcloud as well as some additional notes for anyone interested. This was mostly for my personal studies (and for fun), but I figured someone might enjoy it anyway
  12. There are definitely some great moments. I say play till a little way into the last area (the Sanctuary) and if you hate it, stop playing because it only gets worse at that point. But hey that's just me, plenty of people like it even more than the first!
  13. Agreed, this looks awesome! Great work on all fronts man
  14. I'm fine excluding MP2 from this statement
  15. Thanks a lot dude! The percussion in the Metroid Prime OST is very much at the forefront of its tunes as a result of all its unique timbres, so it seemed like a natural fit for me to try to emulate. It definitely wasn't easy and I really had to push myself, but overall I'm really happy with how things turned out. I have to agree that the execution is probably better on the other two tracks than on the opener. Hatchling is such an ambitious track, I really wish I had more time to sit with it and massage it a bit more to smooth out pieces of the structure and round the edges on some of the percussion. But hey, at least I've got loads of thematic material to work with for future installments! Even considering the deadlines and unfortunately having to rush things a little toward the end, I'm very happy with how all the tracks turned out. This has been by far the most personally fulfilling music I've ever released, and I'm looking forward to doing more Sequence Breaker releases in the future