-
Posts
4,026 -
Joined
-
Last visited
-
Days Won
22
Content Type
Profiles
Forums
8Tracks
Events
Blogs
Everything posted by Emunator
-
*NO* Final Fantasy 6 "Temporary Tina"
Emunator replied to prophetik music's topic in Judges Decisions
This is not at ALL what I was expecting after what I've heard from your other submissions - I'm impressed to hear you step out of your comfort zone like this and execute so well on the first pass. Overall, this was a solid effort and I can see why this has split the panel. This starts off with some very immersive orchestral string swells and a well-used vocal sample to draw the listener in. No issues so far, this sounds great. To touch briefly on the arrangement, I think jnWake correctly identified that it's close to the source, though I don't think I would have immediately noticed that myself because of how much you transformed the original through different instrumentation and flourishes. I think this is a definite pass on the arrangement front. The elephant in the room is the flute - sampling yourself into a virtual instrument is a bold choice, and although it certainly lends this piece a certain "vintage rompler" quality (I've affectionately referred to this as "Playstation 1 orchestra" in the past) there's an uncanny valley feeling that we're left with that unfortunately takes me out of the experience. It's not quite synthetic enough to feel intentional, but not hitting the mark for realism on the faster runs and embellishments, or the vibrato, to pass as realistic. I could forgive the vibrato, but honestly, the grace notes sound really awkward and immersion-breaking. Would it be within your capability to record those runs directly from your flute so it captures the natural legato between notes that help blend those effects more smoothly? I think even if you went for the sampled approach for the lead instruments, patching those runs in with a live-performed sample would be a huge improvement. The mixing is also a concern - there's no MAJOR missteps, but there's some consistent volume imbalances that, if dialed in by a decibel or two, would blend the piece a lot better. The flute is loud, and I think there's probably some of the saturation automation you mentioned that's causing the flute to crunch even harder. The end result is that the flute feels abrasive in the mix when it should be feeling more smooth, so I would ease up on that effect slightly. Other than that, I agree with the balance suggestions jnWake called out. This is really close, but because the flute takes such a central role in the piece, the rest of the track would need to be really ironclad to make me willing to forgive the issues present with the flute, and it's unfortunately not tight enough to tip the scales for me. Really cool approach though, and it was great to hear you try something so different from your usual fare! NO (borderline/resubmit) -
*NO* WarioWare, Inc.: Mega Microgames! "FLEX"
Emunator replied to prophetik music's topic in Judges Decisions
Proph has the right call on this based on our source usage guidelines, but this was wickedly enjoyable. "Yami Yugi, big piece up on the neck" killed me, love that that line made it into the chorus so I got to hear it multiple times 🤣Great delivery, great lyricism, excellent sample flip and production on the beat. Because the source usage is based entirely around direct samples from the source and isn't terribly recognizable as a Wario Ware arrangement in this form, this isn't the kind of submission we're looking for. It's a shame because I thoroughly loved listening to this, and Brad is right - if not on OCR, this will find a home elsewhere online and people will love it. If you guys are able to put together something that doesn't rely on direct sampled audio from the original game and has more substantive development on the instrumental side, I'd personally love to hear it. NO -
OCR04839 - *YES* Kingdom Hearts "The Castle Whispers"
Emunator replied to Liontamer's topic in Judges Decisions
This is a no-brainer closeout. This source material adapts PERFECTLY to this small ensemble format, which allows both the rhythmic and melodic elements of Hollow Bastion to shine equally. The performances are tight, the mixing gives it a lush sense of space while still retaining a feeling of intimacy. I'm not as picky of a listener as Brad is, so if the technical performance aspects pass his bar, it solidly leaps over my layman's expectations as well! YES -
OCR04855 - *YES* FTL "...And There Was Light"
Emunator replied to Emunator's topic in Judges Decisions
FTL_Arpeggio Clip Isolated.mp3 This is the arpeggio I'm talking about at :20-39. I have an autopanner on it so it's definitely bouncing around the stereo field but it's there. This motif is directly from the source and repeats for almost the entire duration of the remix (shown on this pattern in the screenshot) The chord connection might be easier to grasp with MIDI. These are the underlying root chords starting at :08 in my remix - the guitar is voiced differently and has some color notes, but this pattern below is direct from the source as well (the original has it played on a very detuned synth.) If it's mixed in a way that feels too removed from the source, I can live with that. The original source doesn't have much to work with, so I had to lean on chords and backing elements to make the connection. Hope this helps x2! :) -
OCR04864 - *YES* Helldivers 2 "Glorious Exercise of Freedom"
Emunator replied to Liontamer's topic in Judges Decisions
Hearing these Orwellian voice clips over a classic electro beat that sounds straight out of the early 2000's is hilarious to me. I've always complimented Kris for her ability to mix with absolute pristine clarity, but one of the things I've really enjoyed about her collaborations with Treyt is how that spit-shined polish meshes so impossibly well with the gritty, distorted textures that Treyt is known for. The synths are shimmering and the beats are produced immaculately, and Treyt's guitar and (presumably) more heavily modulated and crunchy synths are the perfect foil to each other. Thank you for doing your civic duty, patriots. Your contributions to society are unimpeachable. YES -
I see walls of paragraphs all above me, so there's probably no chance I'm getting through this one with a clean vote... not sure how I missed voting on this during the judge test myself! I love the foundational elements of this piece, juxtaposing a deep 808 synth with some very grimy, industrial percussion drenched in reverb and some plectral instruments that feel like they could have been pulled straight from Castlevania. On a conceptual level, we're hitting the right marks here. The end result is washy and messy, but in a way that feels appropriate - the leads don't necessarily cut through, but do they need to? I'd argue that this works perfectly well as more of a vibes-focused track where the melodies are sidelined. The 808 feels rather tame though, like it wants to be a commanding presence that grounds the rest of the ambient elements in something more concrete, but it doesn't really feel that way in the mix. This is common when you have a bass that has tremendous sub presence but little upper harmonics, and can usually be rectified by either adding some subtle saturation to the bass (preferably using multiband saturation so you don't introduce issues with the sub frequencies) and/or by cleaning up competing frequencies in the low mids from your other elements. I would imagine that the industrial/orchestral percussion layers probably have a lot of low-frequency content that doesn't need to be there. Make sure you're low-cutting your reverbs too! Low freqs can build up there and dull the presence of your bass and kick. The muddiness is the only thing that I feel actively detracts from the listening experience - the rest feels like it can be chalked up to a stylistic decision, so I personally side with the YES votes that this does enough stuff right that the bass mixing shortcomings can be a "learn from this next time" rather than a dealbreaker on this piece! YES
-
OCR04855 - *YES* FTL "...And There Was Light"
Emunator replied to Emunator's topic in Judges Decisions
Source: Chords 0:08 - 0:35 are pulled from the detuned chords from 0:00-0:30 in the source (32s) Plucky backing arp from :20-:39 is the main arpeggio from the source (9s) Monosynth at :39-:59 is the same arpeggio (20s) 1:00-1:20 uses fragments of the source arpeggio across various instruments, as well as the chords from :58 in the source (the descending F#>F>D# motif). 1:20-1:42 is an original progression but the plucky chiptune arp is playing melodic material from :58 in the source 1:42-2:22 you already caught in the guitar/backing arpeggios (40s) 2:42-2:56 - the strummed guitar chords are a different rhythmic interpretation of the motif from :58 in the source 3:03-3:43 has the same backing motif there, it's just not very prominent. Your call if you want to count this! 3:43-end plays the melody from :58 in the source on the plucked chiptune synth Hope this helps! I started to count it out but realized that the source is pretty much all over this if you look at duration, so it's more a matter of whether that source usage is prominent enough in the mix when it does appear. -
OCR04840 - *YES* EarthBound "À Venda" *RESUB*
Emunator replied to prophetik music's topic in Judges Decisions
"I've heard plenty of tracks where the metronome-like timing is a feature not a bug, and this isn't a case where it's the same." I really appreciate this take from @Liontamer because it speaks to the dilemma I faced when listening to this. It obviously feels like it's inspired by new-wave tracks from the days of drum machines where the rigid quantization was very much intentional. I see what you're going for here, but I think the lead synth programming still has plenty of room to be more expressive without subverting that feeling, with subtle modulation and expression or fills. The lead guitar breaks out of this rigid lockstep in a way that's very satisfying, so I have an immediate reference within the song for what it sounds like when you have a very expressive lead melody on top of the machine-like drum and synths that unfortunately makes the first half of the track feel underwhelming by comparison. That said, I was already pretty borderline with the last submission, and I can't deny that you did a great job of addressing nearly everything that we brought up. The mix is much cleaner, there's no more individual elements poking out of the mix in a distracting way, and you cleaned up some of the crunchy chords. While I do think there's room for additional development, I think this now sits comfortably above the bar. Great work taking all of the feedback to heart and putting it all together to push your arrangement where it needed to be! YES -
Artist Name: Emunator feat. Zack Parrish Emunator: Arrangement, keys/synths, programming, mixing Zack Parrish: Guitars, bass, mastering Another month, another FOMO-fueled last-minute Dwelling of Duels entry! I had to dig deep for this source tune, since this month's theme was PC Games, and I can count on one hand the number of PC games I've played in my life. FTL is not one of them - I actually knew about this source through Little V's remix from 2015, which gave me enough familiarity with the source that I felt like I could hack something together in 3 days. So I dove in and let it rip. The original source, although it is incredibly ear-wormy, has a pretty nebulous structure, so I crafted an arrangement that centered around two climactic moments and then built outward from there. Although I knew I wanted to let off the thrusters and allow this track to exist as a slow-burning melodic piece similar artists like M83 or Slowdive, I wanted at least one moment where the song could soar. Luckily, I know just the guitarist for the job - Zack dropped not only a ripping solo, but also tracked bass for the whole song as well as additional clean guitars that took the spacey vibes to another plane of existence. The voice clips throughout the song are sampled from the Apollo 8 mission, which is available through NASA's public domain archives. The funny thing is, the vocal clips were a last-minute addition because certain parts of the song still felt empty... but I had to actually check myself on that because by now, they feel like the song was built around them. I barely had to do any slicing to get the individual clips to fit with the pacing of the song, and the "let there be light" moment in particular fell right into place with the transition I'd already written. All said, this song only took about 12 hours of work total over three days - the stars certainly aligned to bring this piece together on a tight timeline! Games & Sources FTL: Faster Than Light - Space Cruise
-
OCR04842 - *YES* Skies of Arcadia "Sacrulen Shroud"
Emunator replied to Liontamer's topic in Judges Decisions
Every so often, Michael drops a submission where I immediately feel compelled to share it with someone else, just to make sure I didn't hallucinate it. In this case, before I'd even done a source check or looked at the song through a critical lens, I messaged @Chimpazilla and said "you HAVE to listen to this." As a submissions evaluator, this is perhaps the best compliment I can give - in that moment, my personal enjoyment as a listener grabbed the wheel and superseded my role as critic. There are a few moments that resonated with me which I want to highlight. The first :50 seconds set the stage with the types of sounds and techniques you would go on to explore, but the wash of sound at :49, and the few seconds of trickling ambiance that precede it, felt like the floodgates suddenly burst open. This was the most emotionally cathartic moment of the entire arrangement and had me hooked. The simple legato melody at 2:26 similarly offered a moment of solace before delving into the most challenging, emotionally fraught part of the arrangement. Such a simple touch, but it feels like a lantern that I can carry with me through the turmoil that comes within the next minute. Then we arrive at 3:27, and as everything faded to silence, I found myself yearning for the experience to continue. I wasn't ready to leave. So it was such a pleasant surprise to realize that it did, indeed, have several more minutes of time left on the clock. The last two minutes don't necessarily introduce any groundbreaking new musical ideas or sound design techniques. In fact, what follows feels comparatively straightforward and unassuming compared to the experimentation that came before it, which on paper, could easily seem like unnecessary padding to an arrangement that already said what it needed to say. Yet somehow, by the time we actually reach the end of the final arpeggio, I found myself completely content. Something about the decision to play the rest of the song straight with nothing but uninterrupted arpeggios and field recordings for nearly two additional minutes hits perfectly. I could try for days to articulate why this all works from a compositional level and still probably come up short, which tells me that this is the kind of piece you just need to feel. YES -
What are you doing all the way down here? This has all the makings of a successful track - minusworld at the helm of the arrangement, a couple of clutch collaboration partners, and a banging source tune. Mario Party 2's soundtrack has always felt like it's begging for a triumphant rock opera upgrade. I don't have the rhythmic vocabulary to describe what you're doing here, but the prog is felt on a visceral level nonetheless. The transitions are handled deftly, which is usually the primary pitfall that prog rock arrangements can fall into, but cohesiveness is not a concern here at all. There's always something exciting happening - for being a song about outer space, you left no dead air across the 5 and a half minute runtime. It makes moments like 3:45 all the more gratifying when you finally let off the thrusters for a moment and just let it coast, and although the voice clips aren't going to be everyone's cup of tea, it felt appropriately tongue-in-cheek for me! Yeah, this is ridiculously satisfying, and did everything I could possibly want a prog rock arrangement of Space Land to do. I can't find any gripes worth noting - let's get this posted! YES
-
Yeah, honestly "additional piano, synth bass" doesn't really capture the scope of how much jnWake's "bullshit" helped sculpt the sound and direction of this piece - it was absolutely integral to the final product and this would not have come together without his contributions. More Wake+Emu collabs in 2025 for SURE
-
Thank you for the wonderful remix comments as of late! It's made my day more than once to read your thoughts on my tracks and others too 😄
-
*NO* Dragon Warrior 2 "Epic FootSteps" *RESUB*
Emunator replied to prophetik music's topic in Judges Decisions
^ what she said 😆 Seriously though, I recall giving some very in-depth feedback on earlier versions of this track, and I am happy to say that this feels much further along in terms of personality and production quality than what I remember! The pace may be slow, but you're almost always moving in the right direction, and I admire the tenacity. I'll address just a few of the most prominent things that I heard to try and give some actionable advice, since others have done a good job giving a comprehensive overview of the song and what needs to happen with it. I actually like the idea of the church organ and the choir in isolation, but there's nothing pinning it to the rest of the song, so it feels tacked on. The jarring transition into the beef of the arrangement makes this intro feel detached, and when it returns at 2:10, the fade-in feels similarly unnatural. I think the idea can totally work, but the intro doesn't have enough time to develop. What I might try is actually extending the length of your intro, and starting with just the choir and organ and then fading your synth arpeggio in gradually over the next few bars before dropping into the EDM section. This can give each of those musical ideas some space to signal the upcoming transitional change to an electronic palette, without throwing too many brand-new ideas at the listener all at once. Chimpazilla did a great job addressing the lead synths so I'm just going to agree 100% with her critique there on what you got right and what needs work. 1:10-1:15 has some squelchy synths that are mixed very loud and sharp, almost like they're clipping unintentionally. Bring those down in volume. The backing synth plucks at 1:48-2:03 cause a similar problem - they are just as loud as everything else in the soundscape, but are clearly not intended to be the main point of focus, but because of how they're mixed, my ear can't help but focus on them. The hi-hat is also very loud and panned off to the right side - it's not playing a very exciting rhythm (not that it needs to be) but the mixing makes it hard to pay attention to anything else. This leaves me feeling everything feels like it's demanding my attention, and as the old adage goes... if everything is urgent, then nothing is. I'll highlight a few things that I liked about this to point out areas where I think you're on the right track. The filter sweep synths and rolling bassline from :13-:28 was great at establishing tension. I love the variety of sounds you used in here, it shows that you're experimenting to create a unique palette of instruments that has something original to offer. Overall, the use of filter sweeps makes the mix feel kinetic and engaging, there's never any points where you're dragging on the same ideas without any variation. I think you could probably stand to develop some of the ideas further and give them room to breathe before moving onto your next idea, but a short, punchy arrangement is definitely preferable to one that drags on too long. I don't feel that this arrangement comes together cohesively yet, but I certainly feel more of your artistic voice here compared to earlier versions, and the execution is leveling up slowly but surely too. This can definitely get there! NO (resubmit) -
OCR04812 - *YES* Legend of Zelda & LoZ: ALttP "Zelda by Lamplight"
Emunator replied to Liontamer's topic in Judges Decisions
When I first listened to this, I actually clicked off after hearing the first few seconds because I was not vibing with the mix quality... coming back and listening to the full track, I realize the joke was on me the whole time! Nice fakeout. Definitely getting the physical modeled string feel from this too, good call on that @Hemophiliac. It sounds well above our bar for realism, though if we're getting nitpicky, there's a few points where I hear unnatural note cutoffs, like 3:06 in the cello. The phasing issue was already addressed but I also heard it too. There's clearly a great deal of care put into both the arrangement and programming here, weaving a number of different themes together delicately and getting really creative with the rhythm and harmony in the process. Any nitpicks I have are only that - nitpicks. Nice work! YES -
*NO* Marathon 2 & Marathon Infinity "Lh'owon" *RESUB*
Emunator replied to Liontamer's topic in Judges Decisions
I can't remember exactly how the previous submission sounded, so I'm also coming into this ostensibly blind. I really like the tension and atmosphere you've created with this intro, and although there's a few things I would have done differently myself, I think this intro serves its purpose capably. I don't have a lot of critiques, even the way you glitched out the string section at :53 was really cool, and signaled a change to come. When the beat drops in, my enthusiasm for the mix diminished slightly. I didn't find the sound design to be nearly as compelling or full-bodied, there's a lot of holes in the frequency spectrum that might not feel as off-putting if the intro wasn't so lush right before it . The strange thing is that, although there are relatively few things going on, it still feels muddy. It feels like you might have a lot of sub buildup from your kick drum that isn't audible, but nevertheless is muddying the soundscape. I can't tell for sure, but it might be worth looking at it through an EQ to see if there's a lot of inaudible rumble from your drums. Another thing that can help is shaping the stereo image of your low-end instruments, and making sure that the low frequencies of your bass are summed to mono. Sometimes, if you have sub frequency content bouncing around between stereo channels, it can lead to a mix that just sounds unstable. Also, check your reverbs to make sure you're cutting out low-frequency content that can clutter up a mix as well. Any of these things can lead to what I'm hearing in this mix, where your elements should feel punchy and immediate and they just don't. Once we progress further with the arrangement and you mix more of the orchestral/sound design elements with the beats, it feels better. I still think the drum programming is underwhelming, but with the strings adding some much-needed texture, it comes together reasonably well. I don't feel like anything quite reaches the highs of the intro, unfortunately, but I don't want to hold that against you as long as the rest of the track is up to the bar, and honestly, I'm borderline on it. There's a lot of great ideas here, the arrangement is dynamic and creative and shows a lot of vision, but just on a gut level, the execution still doesn't feel like it's there yet :( Chimpazilla used the word "disjointed" and, from a processing standpoint, I agree with that. This is very borderline for me, but I think I need to trust my gut here - I absolutely hear what you're going for with the 90's techno-influenced sections, but the production doesn't communicate that to me yet. I'd be happy to 1-on-1 this with you if it ends up not passing, since I'm sure I can give more actionable feedback if I can get into the specifics with you on individual elements. NO (resubmit) -
*NO* Worms & Worms Armageddon "The Legend of Boggy B"
Emunator replied to Liontamer's topic in Judges Decisions
Totally on Larry's side (twice in one day? What a world we're living in) in terms of the string mix - the writing is great, but the articulations used feel too sluggish and lack the proper transient to really cut through the mix. Once the rest of the instrumentation kicks in, the impact of this issue is mitigated. As I go through this, I think the overall mastering on the track needs some attention. I don't usually comment on mastering in my votes, because usually I can isolate frequency balance issues to specific instruments, but in this case, I think the whole thing is just too bright. You can hear this in the drum kit, the sibilance in the voiceover, and the harsh tone of the strings and guitar that leads me to believe that there are mixing issues being accentuated by a mastering chain that's not ideal for your arrangement. Seconding the crits on the drums, those just don't hit like they should. I don't have any issues with the writing, but the kick has a lot of audible click, the snare lacks presence in the mix and feels like it's scooped out of the midrange too much. The rest of the kit sits alright, though the cymbals are extra harsh due to the issues I mentioned in the last paragraph. The voiceover is a great addition, my only issue is with the mix - for the first half, it feels like it sits too far forward in the mix on certain words, which suggests a lack of compression and volume shaping to get more consistent peaks. Then, when the rhythm guitars enter, they are getting totally lost. I don't envy your job of having to mix that, but the VO noticeably goes from too audible, to not audible enough. I'd do some very selective EQ cuts on the rhythm guitars wherever the fundamental frequency of Chris's voice resides. The arrangement is tremendously dynamic but the mixing and mastering is causing problems. I haven't touched much on the arrangement and performances because those are rock-solid - your high placement in the month should speak to your success on a conceptual level and I absolutely enjoy everything you brought to the table here, but the mixing/mastering needs some TLC in my opinion. NO (resubmit) -
I am immediately hearing a common problem play out with this track that I hear on a lot of sequenced orchestral tracks, and that's using patches with too long of an attack for the writing you're doing and not accounting for it by shifting the start of your samples so that the attack syncs up with the beat. When you combine these slow attack instruments with staccato elements like the chromatic percussion or drum kit, it ends up sounding loose and sloppy, and I'm hearing that on much of this track. For me, it's a dealbreaker - the ensemble brass and strings, especially at moments like :26, you have some excellent writing but it falls flat due to the sequencing. Additionally, I think you could experiment with using more aggressive articulations on some of your lead melodies - throughout the arrangement, I feel like it's hard to keep a finger on the pulse of your song because the leads and supporting instruments are generally mixed around the same level, and it's very rare that something jumps out at me and says "pay attention, I'm the lead melody!" even though, if I pay attention to the writing, I can hear parts that are clearly supposed to be fulfilling the melodic role. This is an issue for me because it adds up with the muddiness mentioned above, and further makes the song feel indistinct and flat. Unfortunately I can't sign off on this yet - other J's have given some great technical advice on how to fix these issues, but I have to say that it had more of an impact on me and I definitely think this needs another pass on the mixing and sequencing before it's ready. NO (resubmit)
-
*NO* Celeste "Reach for the Summit (Heavy Metal Cover)"
Emunator replied to prophetik music's topic in Judges Decisions
Celeste really translates so well to metal in a way you'd never expect by listening to the original source. The way you translated the rapidfire ostinatos (I especially loved the sweeps at :35) to guitar shows that you definitely know your way around your instrument, so the bones of this arrangement are really solid. You've added more than enough personalization through unique writing and expressive performances to clear our bar, but I agree with the gentlemen above that the mixing is not helping this live up to its full potential. Starting with the drums, those are easily the biggest area you should focus on when (hopefully not if) you choose to polish and resubmit this track. The programming feels too locked to the grid and sterile, and it's accentuated by the way that the drums are mixed. The kick comes through with way too much high-end click and not enough low-end oomph, so it feels pasted on top of the track rather than giving it a rhythmic pulse, and really draws attention to how rigid those double-bass kick drum patterns are programmed. Those need some velocity and very subtle timing adjustments to really feel like there's a human being behind the kit. On a similar note, the drum programming issue is compounded during moments like 3:25, where everything is highly rigid in its syncopation. Great work on getting your guitar performance so lined up, but instead of feeling punchy and climactic, it comes across as robotic, so I don't think that hit the mark. Once you've cleaned up the drums, my next area of focus would be on the frequency balance between your individual components. Make sure you're applying a low-cut filter on anything that doesn't need it. Your bass and kick should live in that low region, as well as some of your heavier rhythm guitars, but anything else is probably just contributing mud and reducing clarity in the parts where you really want the low frequencies to hit hard. Hemo also suggested some bus compression and overall glue to the mastering to tie all of the elements together, which is a great suggestion to get this sounding fuller-bodied. Also gotta double up on the critique of the ending - that fadeout didn't need to happen and took the wind out of your sails just as you were reaching the summit of your arrangement! Full send it all the way to the end :) Love this arrangement, you did justice to the source but the mixing needs some work. I highly recommend you take this to our Workshop Office Hours, since @paradiddlesjosh and @pixelseph will absolutely have some guitar/drum-specific techniques that can help you reach the top! NO resubmit (you can do this!) -
*NO* SimCity 4 "Jacaranda Dreams" *PROJECT*
Emunator replied to prophetik music's topic in Judges Decisions
Loved this arrangement when I heard the first WIP back in Workshop Hours, and I love it now. Never would have guessed this was a Sim City arrangement, wonderful choice of source. I have very few gripes until the vocals come in. I love the creative textural addition they add, but man they are LOUD in certain frequency ranges. I think there's a confluence of issues at play here - the panning is very wide, there's a specific frequency where the vocals peak as they're panning, they're rather dry and don't have any sort of reverb/delay trail to blend them in with the rest of the song, and the overall volume is loud on top of that. This is a showstopper for me because of how many times it repeats, it's honestly distracting in a way that has nothing to do with the actual quality of the vocals and everything to do with how they're placed into the song (which is a good thing - this should be easier to fix!) Beyond that, the orchestration quality was solid enough to pass my bar, with some dings for realism on the lead instruments (oboe/bass clarinet specifically.) Those two instruments are also panned right on top of each other, mixed quietly, and drenched in a lot of reverb, so while the writing seems to suggest that they're harmonizing or doing more of a call and response, they feel more like they're stepping on each other more often than not. I think you need to evaluate the volume levels and stereo field placement for those leads specifically to make sure they have their own space in the mix to accommodate what you're doing with the arrangement. Overall, this piece has a strong vibe to it and is easy to get lost in, in a good way. There's some very emotionally impactful moments and a lot of layering to the orchestration that shows how much care went into bringing this to life. There's really just two core elements that aren't clicking, and unfortunately because they're such critical aspects to the song, I can't sign off on this in its current state. I think you could get this up to par without much fuss though! NO (resubmit!) -
*NO* Stardew Valley "Day Market" *PROJECT*
Emunator replied to prophetik music's topic in Judges Decisions
Yep, exactly what the two gentlemen above me said. I'm not going to muddy the waters by trying to restate it, but this has a SUPER high amount of potential and reflects a really clever arrangement and some enthusiastic performances, but the level of polish makes it feel like a sketch in most regards. There's a lack of separation between the instruments in terms of stereo separation and EQ/frequency masking, the sax performance and volume is inconsistent, and some of the supporting instrumentation has moments where it's exposed and highlights the lack of realism in the programming (see: the low piano notes.) Lots of actionable advice above, hope you're able to bring this up to the bar because there's a killer arrangement in here! NO (resubmit) -
*NO* Kirby & The Amazing Mirror "Through a Mirror Darkly”
Emunator replied to Liontamer's topic in Judges Decisions
Interesting choice to start out with an 8-bit demake - assumed that the original source would also start off in a similar way but I was surprised to hear how different this feels from the original. When listening to your remix first, I immediately thought you were remixing Dedede's theme from the original Kirby's Dreamland, and while I can totally see how you adapted the melody from the source, the subtle changes you made to the phrasing gives it a totally different feel. On the production side, I'm hearing those frequency holes Brad identified and it's preventing this from reaching its full potential. The bass is not pulling its weight in the low-mid frequency part of the spectrum, so I'd consider combining EQ boosts with another layer to either your bassline, or another instrument entirely to fill out the parts of the spectrum that are lacking. The leads are also not cutting through the noise during the busier sections - it sounds like the lead volume level is set the same throughout the track, which leaves your lead perfectly balanced during the quieter sections, but nearly inaudible when the breaks kick in. The breakbeat sections are going to shine so well once you can strike a better overall frequency balance and get the leads to cut through more. I also agree on the repetition - there's so much unique stuff going on within each of your sections, but when you hear it presented nearly identically a second time, it doesn't feel like a resounding climax like I'm sure you intended. Varying up the countermelodies, adding some glitches, and changing up the transitions in and out of the sections to be more distinct are all ways you can approach this problem. Really cool stuff going on here, but it needs a bit more TLC to reach that potential! NO (resubmit) -
This is really nifty - I know this source inside and out through Super Smash Bros, like most listeners likely will, and you latched onto the essence of the original in such a great way. This is incredibly satisfying as a listener. It's funny, the other judges mentioned the guitar being too wet, and although your submission comments referred to this as a metal arrangement, my brain heard it and immediately thought "this is mixed like a surf rock track." It's not necessarily something I dislike either, it's just unconventional and doesn't seem like something you may have done intentionally! There's some very strange hard-panned hi-hats in the middle of the mix but that was the only thing that felt truly out of place - the rest was just a little curious and ultimately didn't impact my listening experience in a negative way. There's some great feedback to take into account for your next one, but you rocked this one just fine! YES
-
I listened back to this and see the argument for the NO more strongly this time. I was obviously very borderline at first, so there's no need to hold this up - let's get this polished up and hopefully the next version will jump over the bar rather than barely eeking over it.
-
Time to play the game of "are the sour notes actually sour or just some weird Earthbound shit?" Hmm, yeah I don't love that alteration to the chord progression, I can see why Flexstyle decided it was a hill worth dying on. Things get way too crunchy there. I also felt the first note of that guitar solo at 2:11 in my bones, and not in a good way. The rest of the solo was good, and offered some much-needed expressiveness to the song, but man, that was a jarring start. Aside from that, the lack of groove to the drums and bassline actually bothered me more than the rest of the judges. The hi-hats are incredibly sharp and in-your-face in the mix, and they're playing a VERY static rhythm so the first thing I notice about the song is how rigid it is. That ends up drawing my attention to the fact that the rest of the drum kit, the bassline, even most of the melodic synths, have the same issue. I know that, to a degree, this is a genre convention but there's a lot you can do with simple velocity/micro-timing adjustments or even delay/effects to add some of that rhythmic life back without having to actually change your part writing dramatically. I don't think this is a massive dealbreaker relative to the sour notes mentioned above, but it impacted my listening experience a lot more than the rest of the judges thus far. At the very least, if you're not going to adjust the drum programming, that hi-hat needs to come down in volume. Sorry, but I don't think this is there yet! NO (resubmit)