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Liontamer

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Everything posted by Liontamer

  1. Hi! I'm a professional musician. Here is my arrangement of Nobuo Uematsu's "Shadow" from Final Fantasy VI. Contact Info: Remixer Name: Brian Butts Real Name: Brian Butts Email: cornholio2020@hotmail.com, briandanielbutts@gmail.com, bbutts@horizon.csueastbay.edu Website: www.myspace.com/brianbuttsguitar Submission Info: Game Arranged: Final Fantasy VI Song Arranged: Shadow Comments: Really good. I promise. ------------------------------------------------------------- http://snesmusic.org/v2/download.php?spcNow=ff6 - "Shadow" (ff6-111.spc) Not overly interpretive with the melody, but this was still personalized and expanded adequately IMO, despite sticking to the Western feel of the original. Altering the accompaniment here by giving the guitar the role of the jaw harp from the source intro was a nice understated touch. Though the feel of the arrangement could stand out a little more from the original, I was OK with it. We'll see what the others say. The brass samples that crept in at 1:27 could have been stronger, but were serviceable. The bigger offender were those bland drums that lasted until 2:14. Could barely hear the strings brought in from around 1:42-2:13 either. That whole section could use some tightening up to really get things solid. I wouldn't have left that last section at 2:44 so quiet. Seemed a like an easy call to end it louder/stronger there for the finish, even with the lonely whistling-style close at 3:05. That whistling close definitely dragged a bit, but it wasn't a huge deal to me. I'm sure the other Js will have some good criticism on the mixing that I didn't focus on. But I think for such a slowly-paced and thus relatively brief track, everything needs to be clicking on all cylinders. To me that means tightening up the weak spots in the middle 1:27-2:14 section before this ready to fly. I could be a stickler here, but let's see how it goes. I could see this getting some positive feedback and support, even without YESs, so good luck with the rest of the vote, Brian. NO (refine/resubmit)
  2. LongestSoloEver Dean DiMarzo longestsoloever@hotmail.com http://www.myspace.com/longestsoloever or http://www.youtube.com/longestsoloever user no. 22247 This is a remix of the opening stage music from Mega Man X on the SNES. I was planning to to a guitar-based remix of this song for a while, and just when I decided to finally start work on it, I broke my wrist. So instead, I turned to my synths. I ended up liking how it came out, and even after I was out of the cast, I kept it as a synth-based song. Hope you guys like it, this is my first submission here on OCRemix, and also my first public attempt at a synth-based song. -Dean -------------------------------------------------------------- One of my absolute favorite VGM tunes, it always had great energy. http://snesmusic.org/v2/download.php?spcNow=mmx - "Intro Stage" (mmx-02.spc) There's some personalization here in the arrangement approach for sure, including some cool synth soloing, but the overall structure and feel was too similar to the original. The drums were OK, but the overall energy level of the track was decidedly lower than what the writing implied. None of the sounds really had any power to them, and the textures were on the empty side. Nonetheless, this was a very solid effort for your first synth-based track. Believe me, it's way better than most first attempts of this nature. I'd use the ReMixing and Works forums at OCR if you aren't doing so already to learn more about your tools and get more fan feedback on what could be improved. NO
  3. Contact Information: Remixer Name: Arcubalis Real Name: Jayson Napolitano Email: jayson@music4games.net Website: www.music4games.net, www.mephtik.net User ID: 1365 Submission Information: Game: Ys III Track: Sealed Time Composer: Mieko Ishikawa Soundtrack: Notes: "I think all of us have this list of classic tunes that we want to arrange someday. This is one of those tracks. I've tried to arrange it about a half-dozen times in the last 8 years, and this time it just came out without any problems. Strange how that works. This is the first remix I've finished since 2002. It was tracked in Renoise. I write a lot of original music outside of the video game remixing scene, but I can never seem to finish remixes. I joke about it with my demoscene friends because the only fan mail I ever got was about that damn Ducktales remix! We joke that my obituary is going to say something about Ducktales." Thanks! -- Jayson Napolitano --------------------------------------------------------------- http://snesmusic.org/v2/download.php?spcNow=ys3 - "Sealed Time" (ys3-23.spc) Catchy original. This went for a lot more ethereal feel, though it's too heavy on the delay. I thought the drums brought in at :38 were a poor fit. They were so dry and upfront, plus the pattern was relatively plain; they didn't fill up the space at all, and the elements didn't click for a good texture. The sequencing of the strings brought in at 1:16 sounded very robotic/unrealistic, plus I'm not sure why they were only there for 20 seconds. Hopefully they come back. The percussion activity picked up a bit as well with some more progressive cymbal work, but again, I wasn't feeling any synergy from the combination. The drums didn't really lend momentum to the piece more than they inadvertently cluttered up the chillout vibe you have with the foreground. With 2:33's section, some slight interpretive changes to the lead arrived along with some new harmonization ideas, but there still wasn't any synergy and cohesiveness between the lead, strings, drums, and electrosynth. The bubbly melody really needed more interpretation/variation than what was here; it was too repetitive and on cruise control for too long. It's entirely possible to retain the droning/chill energy level you're going for while varying the melody and keeping things fresh. So yeah, summing it up, Jayson, more melodic variation and more cohesive instrumental choices and support writing are what this needs to take it to the next level. I've always been a big fan of your work at M4G. Though you're not there any longer, I'm looking forward to what you've got cooking next as a journalist. But definitely revisit this piece, see if you can approach it from some other angles, and see what happens. NO
  4. http://www.zophar.net/nsf/zelda2.zip - Track 8 (or 9) Heheh, definitely hitting me with the FL-defaulty vibe in terms of the sounds. I thought the timing of the beats coming in at :20 were slightly off compared to the melody and weakened the flow a bit. I don't mind the defaulty sound, but for the first 40 seconds, the intro was way too thin. Same at 1:01 and 1:24. The treble at 2:20 was a bit piercing with those snapping sounds. I'd tone that down. There were a lot of points where the leads ended up too loud and trebly, so I don't agree at all with the production being called solid. It's OK, but it needs some tweaks. Gotta agree with Vig on the treatment of the source tune. Nowhere is the simplification of it more apparent than when the very thin and straightforward melody was juxtaposed with the busiest background material from 2:34-2:49. The reason why Rellik's winning mix from FLMC 1 was so strong despite the same constraints was because he was a lot more consistently creative with the production. The first few minutes had tons of thin sounds and textures that really made the mix feel too hollow. Even the swirly pads employed there didn't adequately fill out the background. It wasn't until about the halfway point when things picked up and you were starting to make the most out of the imposed limitations. From that point on, things were a lot stronger. I don't think you need to seek out other free sounds if you actively want to stick within the FL-default framework. But zircon's criticisms on the lack of spacial effects to start, the overuse of the square wave lead, and coasting on the same textural ideas with the lead + drums once things picked up were dead on. Alongside some more melodic interpretation like Vig alluded to, those are the things I would refine so that this is ready for primetime. NO (resubmit)
  5. We have a 6MB filesize limit at OCR. Please be sure to encode any future submissions at 192kbps or lower without having the filesize above 6MB exactly. I got the right MOD set from UnExoticA, but I'm just gonna stick to referring to the MIDI, since I didn't hear the source tune anywhere in the Turrican 1 or 2 MOD packs. Weird, because "Freedom" is definitely a well-known theme, so I'm not sure what the issue was. http://malus.exotica.org.uk/download.php?file=exotica/media/audio/UnExoticA/Game/Huelsbeck_Chris/Turrican_2.lha - ? Hate to sound lazy, but reading over Palp's vote, he covered most of the bases here, though I disagree with the source not being used until 2 minutes in. It's there from the get-go. Still, the overall interpretation of the source tune was a pretty by-the-numbers dance/trance adaptation. Yeah, the spoken word section was at 1:26-1:56 just too cheesy, too tacky, and too amateur. Sorry, man. The message is OK, but the voice was the killer there. Plus the drums there were very flimsy. Picked up a bit at 1:59 with the new lead and some added harmonization, but the foundation of the track remained the same. And the rhythmic changes to the lead were pretty much the only thing going on from an interpretive standpoint. I liked the dropoff at 4:06 a lot compared to the rest of the composition, as it at least offered something different with the structure and energy level compared the previous stuff, before picking back up at 4:39 heading towards the finish. The overall energy level is just too static and the interpretation of the original is vastly underdeveloped. You gotta add more dynamic contrast to the piece to keep it fresh, and you need to get a lot more creative with the treatment of the source beyond the stuttered rhythm treatment. Work more ideas into the picture. NO
  6. Well, given your analogy, Andy, he could be a judge in a few years. Guys, let's all chill and just stick to critiquing the mix, not the artist's reaction to the feedback. If he doesn't want to work with your criticism, that's his prerogative. I don't think any amount of browbeating is going to force him to better acknowledge your criticisms, plus it should be up to him whether or not to consider them.
  7. Just quoting some convo from #j today to clarify some of the arguments of YES vs. NO related to the chiptune-sounding melody, its closeness to the original NSF, and the weight of original additions based on the chord progression. Some of the lines are rearranged a bit for readability.
  8. Why should he have formed the song with some random song's lyrics in mind? Better yet, why would that be a valid reason to penalize the structure of this track?
  9. Fixed. Let's not seemingly discourage medleys outright, since we've got plenty of 'em.
  10. In order to better distinguish ReMixes as standalone works, mixes aren't allowed to have the same name as the source tune. In this case, Josh threw in the extra syllable for OCR to slightly change the title up, yet keep it similar.
  11. I can has announcement. (Congrats, guys! Welcome to hell!)
  12. Yeah, I saw that. S'ok though; we hope to have a chance to clarify that. We definitely appreciate the pimps today: http://xbox360.ign.com/articles/878/878636p1.html http://www.gamesradar.com/ps3/super-street-fighter-ii-turbo-hd-remix-ps3-network/preview/super-street-fighter-ii-turbo-hd-remix-updated-hands-on/a-20080603144342348084/g-200712031411394098 http://www.console-arcade.com/2008/06/03/street-fighter-ii-turbo-hd-captivate08-images/
  13. Appleseed and Ninja Scroll are movies, so those are easy answers. Street Fighter II V is a cheesy series, but it's not a big time investment, and I generally enjoyed it for what it was.
  14. http://tzone.org/~llin/psf/packs2/Chrono_Cross_psf.rar - 104 "Time's Grasslands - Home World" http://snesmusic.org/v2/download.php?spcNow=ct - "Memories of Green" (ct-105.spc) Well, you seem to already know you were gonna encounter that criticism. The piece is cool, but yeah, structurally and instrumentally it's too similar. You tell as soon as it gets started with "Time's Grasslands". The mechanical sequencing sounds cribbed straight from the original. I thought the area around 2:53 needed something else added into the picture to fill out the track more. The textures felt too thin, but picked up later at 3:09. From about 4:09-onward, the overall volume felt too loud and there was a muddiness to the whole piece with the different elements fighting for space, like Palpable pointed out. Definitely re-EQ things to give them more space in the soundscape. I liked the idea of meshing the two sources together with the intro of "Memories of Green" at 3:50, but it was more of the same issues with the overall structure and instrumentation of "Memories of Green" being too similar. This is a cool combo of the two themes, but the renditions of both aren't interpretive enough compared to the originals. Combining them together fairly effectively (well, not the mixing/levels) doesn't really change the lack of substantial interpretation. There's some instrumental changes and personalization here, but as you already sensed, we're looking for more. If you can take it to the next level, and really add your own flavor to this, I'd love to hear a resub. NO
  15. Well, if it's all created specifically for the Halo series and used in-game, then sure. But yeah, we're gonna need more smoking-gun evidence as to the nature of the song's creation.
  16. Say whaaaaa? EDIT: Ohgnoz, you killed off the original video link.
  17. Dayum, son. That dude can JET. Hopefully he's not on something.
  18. Hey, sorry, Dan, didn't mean to wrongly infer what you were saying. I love you.
  19. Fixed the thread title, but that's a good idea the GSO should steal.
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