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Everything posted by Liontamer
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OCR04358 - *YES* Pokémon Red Version "A Scent of Lavender"
Liontamer replied to Emunator's topic in Judges Decisions
Guitar was annoyingly buzzy in the intro, but that didn't seem to last beyond :16 for whatever reason. Good instrumentation and mood otherwise, even though the soundscape was lightly distorting at times. Mechanical timing of the lead from 2:57- exposed the sample and sounded blocky/rigid. Not digging the machine gun drumming from 3:26-3:56, which had no round robin or anything to help it not sound extremely fake; meh. More muddy stuff from 4:11-5:10 & 6:08-7:19 (before the track then started fading out) that, IMO, didn't sound good. More blocky timing and absolutely no high end, so the instrumentation was turning to mush while also sounding unrealistic due to rigid timing; this goes on for way too long relative to the length of the track. Not sure how Emunator couldn't tell this was sequenced, when both the drums and guitar sound locked to grid. I really like the arrangement concept, which was expansive and interpretive, and I also didn't feel it was over-long, so that doesn't need to be touched. IMO, I could live with either the blocky timing or the overcompression by itself, but not in tandem, so I'm going to recommend Black SeeD take another production pass at this. While there's a lot that's positive here, I'd argue the other Js were too nice and collectively didn't bring up (or notice) the full extent of either core issue. Good luck with the rest of the vote. NO (resubmit) -
Game platforms list lacks handheld systems (e.g. Nintendo Game Boy, Sega Game Gear, Nintendo Game Boy Advance, Nintendo DS), as well as arcade, PC, Steam Deck, Sega Dreamcast, TurboGrafx-16, Sega CD, and a bunch more options. Unless you really care about platfrom usage by manufacturer, consider updating it to group by console generations rather than specific systems. For the final page where you have to click the submit button, you need to edit the text to first say in BIG CAPITAL LETTERS to not close the window, and that people need to click the SUBMIT button to confirm their answers & officially submit the survey. Otherwise, people WILL close out of it thinking they're already done.
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Opens up with a similar structure to the original but very personalized sound palette and some original additive writing. Pretty loud & shrill, but nothing offensive. Nice padding at 1:08. I understand where DarkSim's coming from in terms of some of the sound being vanilla; you do need to get more creative and varied with your sound design. Changeup at 1:48 was odd; felt like noodling/meandering, but we press on. 2:11 continued on with a mix of melody and comping that spun off from the theme, all over the source's countermelody. Felt more focused for the final few seconds at 2:51, which I dug. Not my thing personally, but not a problem creatively, and I respect the approach. Let's go, Neon! YES
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Biased because I help the site run these days, but I came in as just a fan (and am not a musician). Once I tried all the arrangements outside of the games I was nostalgic for, I only then realized how special this site and the community was. If you’re interested in video game music, music production and collaboration, there’s arguably no better place to get better than here. In terms of other VGM hobbyist arrangement communities, other places have more relaxed standards (not inherently a bad thing, just different, and OCR started the same way), and in terms of pro audio communities, it’s oftentimes difficult to get in depth (or civil and constructive) feedback. There also the Discord server, which you should join at https://discord.gg/VABjqGa.
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*NO* Secret of Evermore "Raptors! It Burns!!"
Liontamer replied to Emunator's topic in Judges Decisions
:00-:17, :18.5-:23.5, :52.5-1:18.5, 1:18.5-1:43 (from 6-note vox pattern in :25-:51 of the source), 2:09.5-3:26, 3:31-3:56 (with gaps), 3:57-4:21 (from 6-note vox pattern in :25-:51 of the source) The source is invoked most of the time, I just broke it down to help myself as I compared the original with the arrangement in order to recognize the interpretation. I liked the intro here with some breathy vox elements derived from vox lines at the very start of the original and produced in a way that created a mysterious vibe alongside the synth playing the source melody and the organic-style drums and accent instrumentation added in at :11; all nice touches. Not as much a fan of the chanting vocals as they seemed shoehorned in due to sounding aimless, but I'll live and they add some further mysterious energy. From :52-1:43, the textures underneath the vocals became muddy and unfocused. Nice melodically conservative but expansive handling of the source from 2:22-3:26. Beats got crunchy from 3:00-3:30; nothing alarming, but seemed like they could have pulled back some to have a quasi-clipping effect. It's going to sound very negative when I like the piece overall; the brass from 3:56-4:21 sounded anemic and had no business being there if it wasn't going to have more presense. This isn't as overtly melodious as the original, which is totally fine; Alex has done a good job taking the structure of the original and giving it a darker and more dramatic movie cue vibe. I had a couple of minor production issues, but the arrangement's otherwise pulled off extremely well! YES -
OCR04376 - *YES* Final Fantasy 5 "Ancient Waves"
Liontamer replied to Emunator's topic in Judges Decisions
Ooooh, I loved halc's rendition of this theme, so it's great to fire up the source tune again. Nice vocals to introduce things. From :39-:46, the instrumentation under the melody was thin and in the uncanny valley. Same with the wind lead from :58-1:11. Nice transition to the strings carrying the melody at 1:11, though you need to watch for sloppy releases, fake-sounding sustains, and awkward note changes (e.g. 1:17, 1:21-1:24, 1:32, respectively) that needlessly expose the samples. Brass from 1:49-2:02 was thin and robotic; same with the brass lead from 2:17-2:25. I still appreciate the constant tradeoffs to keep the presentation fresh. Per the usual, the production side's OK albeit hampered by some limitations of the samples that Rebecca's seemingly unable to further mitigate or even eliminate, but the arrangement's creative and compensates for the issues. The samples have their drawbacks, but Rebecca provides evolving textures that make up for it. YES -
What did you think? Post your opinion of this ReMix.
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What did you think? Post your opinion of this ReMix.
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What did you think? Post your opinion of this ReMix.
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Hold up there, not quite. Our Standards say, "Sound effects alone are not considered music, and submissions primarily consisting of them will not be accepted." What that rule mainly speaks against is constructing an wholly original music piece out of in-game sound effects or placing SFX & voice clips over an instrumental not based on game music, neither of which we count as VGM arrangement. There's nothing in this concept incompatible with OCR, including extended audio intros, just so that's clear to Angélique, the judges, and anyone else interested in the standards & guidelines. As far as how I'd look at the source tunes being dominant, I'd just look for the source tunes to be referenced during at least 50% of the musical portion of the track, in this case starting at :49. The gimmick is awesome, including the pseudo-voice acting with the song construction steps, which is supposed to sound robotic. I agreed somewhat with prophetik in that the overall development here feels limited. More could be done to make the steps sound like the track's evolving more substantially over time, but I also think there's enough done in terms of gradually adding parts here that can be taken in conjunction with the premise here. However, you still have to have reasonably solid production, even if the premise is reviewing the building blocks of a song. I'd just say the samples mostly sound super fake, whether it's the pizz strings, piano, claps, or mallet percussion. Stuff shouldn't sound so exposed and unrealistic. The bassline brought in at 2:25 was off-key, but seemingly wasn't a problem once it switched to arranging Bomberman Hero "Redial" at 2:57. As this point, the groove is fleshed out some more, but very stilted with textures that are thin and not fully filled out. It wasn't until the string lead at 4:33 from :20 of Ape Escape "Oceana" that it felt like the song finally had some more body to it, but it was still hamstrung by all of the other previously mentioned issues, so I can't say that things actually gelled. Until the instrumentation is humanized and given more body/realism, Angélique, this is a fun concept without the complimentary production execution. Cool stuff though so far, Angélique. Consider seeing what more you can do with it in terms of beefing up the production quality. NO (resubmit)
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*NO* Super Mario Bros. 2 "Subcon on Mushrooms"
Liontamer replied to Emunator's topic in Judges Decisions
Really great to hear from Tobias, who I recognize from the VGMix2 days. I'll timestamp what I could make out there, but it wasn't anywhere near what Tab had laid on in his notes as the source tune connections: :00-:46, :51-1:24, 1:30.5-1:33.5, 1:37-1:41, 1:45.5-1:49, 1:49-1:55, 2:11.5-2:24 (quiet, maybe gaps), 2:24-2:32, 2:47.5-2:49.5, 2:57.5-3:17.5, 3:27-3:34, 4:03.75-4:27, 5:03.5-5:13 Fairly generic synths to open things up, but creatively processed and within an interesting arrangement idea. Wondering how this has 2 NOs to start, but let's see. Drops off at :46, but comes back with the source melody at :55 and some nice organic-sounding beats derived from the source. Another dropoff at 1:28, and I can't tell what if anything's being referenced. Same with the line at 1:41, it doesn't sound like Mario 2, but you have the Underground backing beat from 1:49-1:55. Alright, nothing really wrong with the original section; we'll see where it goes. Arguably cluttered after more textural filler arrived at 1:56, then... OK, actually cluttered from 2:11, or, wait... damn, from 2:26-2:33 was very cluttered. Yeah, this was a bit much, but a purposeful build, so respect for paying this off. 3:35 was just a bunch of clutter, moreso at 3:50, and I'm still not recognizing anything melodically from Mario 2 for the longest time; is this ever going to circle back? When the underground melody finally came back at 4:04, it was just completely buried in muck, but thankfully sounded better from 4:12-4:27 once the soundscape cleared up. On the production side, decluttering this would be very nice, because you have sections that just descend into indistinct noise that undermines the writing and contrast you're attempting to make. But yeah, the crux of why this is deemed too liberal is because of your treatment of "Underworld Theme Part 2 Lead", which is mostly unrecognizeable. In the original, it's only a 10-note pattern, so when you've altered it as much as you have, no one would really pick it up, and I even grew up on this theme and don't recognize it here, just the part 1 section, the drum pattern, and the melody's second half from the part 2 lead. Maybe it would seem too pedestrian for the arrangement, but you didn't need to alter the part 2 melody so drastically. As long as you feel it wouldn't compromise your vision of the piece, Tobias, go more straightforward with the melody; you already have a transformative and expansive enough concept as it is. If not, no worries, and I hope you submit something else so we can finally have you posted here. NO (resubmit) -
OCR04492 - *YES* Final Fantasy 6 "Jumped in the Serpent Trench"
Liontamer replied to Emunator's topic in Judges Decisions
Cool sound to this; definitely nails the "Pyramid Song" style in adapting "The Serpent Trench," so this should have some fun crossover appeal. I didn't like the hiss that was present from the start, which came off like unintended distortion; that part wasn't a stylistic homage to Radiohead either. Then I hear the warbling at :36; I still didn't like that part there, then from 1:10-1:13, the drums sounded like they were clipping (and again to a lesser extent at 2:59-3:01). Nice guitar lead at 1:32, though it was getting swallowed up into the rest of the soundscape, even moreso from 2:07-on. I liked the voice taking over the melody at 2:48 as well, which helped this not drag out. I still don't get what the hiss, distortion, or mud were for, as they don't add anything helpful, but I'll have to live with it. Would love to hear another mixing pass at this, but the concept and execution is still solid. Love the concept, Zach, and certainly hope you follow through with the NIN concept and send that one over too to complement the others. Very intrigued to hear what other ideas you've got cooking! YES -
*NO* Super Mario Sunshine "Love on Noki Beach"
Liontamer replied to Emunator's topic in Judges Decisions
Sounds ultra-conservative to start, so we'll see where it goes. The lead at :12 wasn't my taste, but we'll see where it goes. With the dropout of the melodt at :48, I was waiting to see how this would stand apart from the original. Some beat entered in at :59 and I'm not getting a synergy with that new part together with the padding or lead. Nice drop at 1:24 though. Yeah, same with the beats at 1:35 (which were getting buried), I'm not getting the feeling that these sounds glue together. The source melody was interpreted more from 1:35-2:28, so that was a positive thing. By 2:00, I'm still feeling the soundscape is very cluttered and that the beats from 1:35-2:24 plodded, mainly because of the snare, which also had an underwhelming tone. I liked the closing section from 2:26 until the end, which had a lovely ethereal quality to it. I'd also argue the lead could stand to be changed or have some effects applied on it to give it a more complementary sound with the other instrumentation; I apologize for not better articulating why the lead and drums don't seem to work well here. I'm glad Chimpa gave feedback on how to possibly clean this up, because I agreed on the textures being too muddy. Incorporating some other ideas to help the first half stand apart from the style of the original wouldn't be a bad idea either. Solid development that still needs fine tuning on the production side. NO (resubmit) -
OCR04468 - *YES* Celeste "Courage in the Dark"
Liontamer replied to Emunator's topic in Judges Decisions
Arrangement-wise, all good. This is solid small ensemble adaptation of Lena's source tune. So many highlights to choose from here, from the lovely EP at the opening, the immediate fluttering personalization of the melody at :29, Rebecca's copious yet gorgeous trademark chime accents, the tempo slowdown at 1:43, the pivot to the source's second half at 2:18, or the idea of the quiet, isolated textures from 3:15-3:28 before filling things back out towards the finish. When Rebecca's samples hit, they hit. I always enjoy the ornamentation of the wind chimes, for example, they're a nice touch. When they don't hit though, they sound like sketches/placeholders where you're waiting for live parts to be recorded. Some notable examples: the sudden string decay at :52, very robotic and flat woodwinds at 1:09 (most exposed from 1:13-1:21), 3:05, and 3:13 (yikes at the oboe (?) at 3:24; it's basically the only thing playing when it drops in volume but has no resonance), the sudden string change at 1:47, the mechanical piano/keyboard notes from 3:15-3:28. Would love to hear another pass at this to mitigate the realism issues, and I could see the case being made to ask for a resubmission, but what's here is OK for the most part, so we ride! YES -
Yeah, this would have been gold back in ye olden days of OCR, 15-20 years ago. I hear how the padding MindWanderer pointed out didn't click, but it was a quiet background component and didn't register as clashing for me. Same with Chimpa's problem with the intro build still fading out after the melody took over; that didn't clash to my ear or bother me either. Solid extended build with the piano and into the melody finally arriving at :32, but the mixing wasn't sharp. Loved the transition stuff from :57-1:00; great signal of a change in the energy level. The core drumbeat plodded after 1:00 and sounded like it was far away and stapled underneath (as opposed to souunding like it shared the same soundscape as everything else). The melody was also super conservatively handled from 1:00-1:51, which was a more significant negative when the overall arrangement was so short. Dayum, a 20-second fadeout within a 40-second outro? I liked these final bars, but they still repeated for too long (1:51-2:32), even with a fade out for the last 20 seconds, IMO. It's not shocking that the others feel the overall arragement needs more development. I think the substance of the arrangement's being shortchanged, but I can see where the others are coming from, as the middle section's very melodically conservative, while the final outro's very repetitive. I'm more hung up about the mixing needlessly sounding lossy and hope there's a way to brighten this up, but I do hope you're willing to add some more substance and/or variation to the second and third sections, especially if you had no interest in adding any length to this arrangement (which isn't necesary, IMO). Really strong foundation here, Neon! You're talented enough that I think you could revisit this and push it over the line here. NO (borderline/resubmit)
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*NO* Super Mario 64 "The Slow Pull of the Space Docks"
Liontamer replied to Emunator's topic in Judges Decisions
If everything were just about voting on source tune choice, this would always get my vote. Nothing but great memories playing this game as a teenager. Koji Kondo is a legend of legends. The arrangement premise here certainly has my attention. Opening synth at :27's generic, but spacey, so we'll see where it goes. Melody arrives at :47 and the soundscape's somehow cramped, muddy, and too loud. Arrangement-wise, it's a relatively straightforward transposing, but it's effective, albeit too loud as I said. By 2:50, I was waiting for this to go somewhere else due to the repetition here. 3:17 hit a different section, but I'd argue it should come earlier by trimming some fat. 3:36 went back to :47's section with a cut-and-paste, and I was waiting for any sort of variation. Once 4:17's melody arrived for a last run and it was still the same, I threw in the towel. Again, I like the concept, and in a vacuum, I could even go for just looping and vegging out to this one. But once you've gotten to 2:34, you've essentially heard it all, and that ain't gonna do. I'll leave it to other judges to better detail how they'd tweak the mixing/production. Maybe listening to some Mario Galaxy would stoke some further ideas to vary the instrumentation and/or textures up; this doesn't necessarily have to overhaul anything, but you've lots of repetition within a slow-tempo'ed, 5-minute piece, and that's difficult to look past. Awesome base here though, Mel; I'd love to hear how much more you can develop this. Even if this somehow didn't get passed and posted, you're on my radar now, and I'm genuinely looking forward to what else you come up with. NO (resubmit)